mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Compare commits
27 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 8cf9be2830 | |||
| 71acc2e9ab | |||
| 2690014fc5 | |||
| fe2aef6b6d | |||
| d4fe6d4071 | |||
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| e1bf0697fc | |||
| 901d8e2b5e | |||
| 89d04c9d24 | |||
| f1b6f3a7c0 | |||
| d1f47316ae | |||
| 709dc062cc | |||
| 660c41bc06 | |||
| 99f5548ce2 | |||
| 5a54b1b465 | |||
| 36ac96d641 | |||
| 577e6250a8 | |||
| c311a0981c | |||
| 064a932037 | |||
| 841a6e989c | |||
| 94942e55a1 | |||
| 15087ac542 | |||
| f16407629a | |||
| 592208d5c9 | |||
| fd74d58ad3 | |||
| 4c2fca48b3 | |||
| 50c2ab650f |
3
.gitignore
vendored
3
.gitignore
vendored
@ -14,4 +14,5 @@
|
||||
# Dependency directories (remove the comment below to include it)
|
||||
vendor/
|
||||
.vscode/
|
||||
imgui.ini
|
||||
imgui.ini
|
||||
*~
|
||||
@ -5,23 +5,28 @@ var (
|
||||
TexturePaths map[string]uint32 = make(map[string]uint32)
|
||||
)
|
||||
|
||||
func SetTexture(t Texture) {
|
||||
func AddTextureToCache(t Texture) {
|
||||
|
||||
if _, ok := TexturePaths[t.Path]; ok {
|
||||
if t.Path != "" {
|
||||
if _, ok := TexturePaths[t.Path]; ok {
|
||||
return
|
||||
}
|
||||
println("Loaded texture from path:", t.Path)
|
||||
Textures[t.TexID] = t
|
||||
TexturePaths[t.Path] = t.TexID
|
||||
return
|
||||
}
|
||||
|
||||
println("Loaded texture:", t.Path)
|
||||
Textures[t.TexID] = t
|
||||
println("Loaded in-mem texture with ID:", t.TexID)
|
||||
TexturePaths[t.Path] = t.TexID
|
||||
}
|
||||
|
||||
func GetTexture(texID uint32) (Texture, bool) {
|
||||
func GetTextureFromCacheID(texID uint32) (Texture, bool) {
|
||||
tex, ok := Textures[texID]
|
||||
return tex, ok
|
||||
}
|
||||
|
||||
func GetTexturePath(path string) (Texture, bool) {
|
||||
func GetTextureFromCachePath(path string) (Texture, bool) {
|
||||
tex, ok := Textures[TexturePaths[path]]
|
||||
return tex, ok
|
||||
}
|
||||
|
||||
@ -2,6 +2,7 @@ package assets
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"image"
|
||||
"image/color"
|
||||
"image/png"
|
||||
"os"
|
||||
@ -17,6 +18,7 @@ const (
|
||||
)
|
||||
|
||||
type Texture struct {
|
||||
//Path only exists for textures loaded from disk
|
||||
Path string
|
||||
TexID uint32
|
||||
Width int32
|
||||
@ -24,10 +26,22 @@ type Texture struct {
|
||||
Pixels []byte
|
||||
}
|
||||
|
||||
func LoadPNG(file string) (Texture, error) {
|
||||
type TextureLoadOptions struct {
|
||||
TryLoadFromCache bool
|
||||
WriteToCache bool
|
||||
GenMipMaps bool
|
||||
}
|
||||
|
||||
if tex, ok := GetTexturePath(file); ok {
|
||||
return tex, nil
|
||||
func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, error) {
|
||||
|
||||
if loadOptions == nil {
|
||||
loadOptions = &TextureLoadOptions{}
|
||||
}
|
||||
|
||||
if loadOptions.TryLoadFromCache {
|
||||
if tex, ok := GetTextureFromCachePath(file); ok {
|
||||
return tex, nil
|
||||
}
|
||||
}
|
||||
|
||||
//Load from disk
|
||||
@ -48,9 +62,10 @@ func LoadPNG(file string) (Texture, error) {
|
||||
Pixels: make([]byte, img.Bounds().Dx()*img.Bounds().Dy()*4),
|
||||
}
|
||||
|
||||
//NOTE: Load bottom left to top right because this is the texture coordinate system used by OpenGL
|
||||
//NOTE: We only support 8-bit channels (32-bit colors) for now
|
||||
i := 0
|
||||
for y := 0; y < img.Bounds().Dy(); y++ {
|
||||
for y := img.Bounds().Dy() - 1; y >= 0; y-- {
|
||||
for x := 0; x < img.Bounds().Dx(); x++ {
|
||||
|
||||
c := color.NRGBAModel.Convert(img.At(x, y)).(color.NRGBA)
|
||||
@ -71,14 +86,72 @@ func LoadPNG(file string) (Texture, error) {
|
||||
// set the texture wrapping/filtering options (on the currently bound texture object)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
|
||||
// load and generate the texture
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
|
||||
gl.GenerateMipmap(gl.TEXTURE_2D)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
|
||||
|
||||
SetTexture(tex)
|
||||
if loadOptions.GenMipMaps {
|
||||
gl.GenerateMipmap(tex.TexID)
|
||||
}
|
||||
|
||||
if loadOptions.WriteToCache {
|
||||
AddTextureToCache(tex)
|
||||
}
|
||||
|
||||
return tex, nil
|
||||
}
|
||||
|
||||
func LoadTextureInMemImg(img image.Image, loadOptions *TextureLoadOptions) (Texture, error) {
|
||||
|
||||
if loadOptions == nil {
|
||||
loadOptions = &TextureLoadOptions{}
|
||||
}
|
||||
|
||||
tex := Texture{
|
||||
Width: int32(img.Bounds().Dx()),
|
||||
Height: int32(img.Bounds().Dy()),
|
||||
Pixels: make([]byte, img.Bounds().Dx()*img.Bounds().Dy()*4),
|
||||
}
|
||||
|
||||
//NOTE: Load bottom left to top right because this is the texture coordinate system used by OpenGL
|
||||
//NOTE: We only support 8-bit channels (32-bit colors) for now
|
||||
i := 0
|
||||
for y := img.Bounds().Dy() - 1; y >= 0; y-- {
|
||||
for x := 0; x < img.Bounds().Dx(); x++ {
|
||||
|
||||
c := color.NRGBAModel.Convert(img.At(x, y)).(color.NRGBA)
|
||||
|
||||
tex.Pixels[i] = c.R
|
||||
tex.Pixels[i+1] = c.G
|
||||
tex.Pixels[i+2] = c.B
|
||||
tex.Pixels[i+3] = c.A
|
||||
|
||||
i += 4
|
||||
}
|
||||
}
|
||||
|
||||
//Prepare opengl stuff
|
||||
gl.GenTextures(1, &tex.TexID)
|
||||
gl.BindTexture(gl.TEXTURE_2D, tex.TexID)
|
||||
|
||||
// set the texture wrapping/filtering options (on the currently bound texture object)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
|
||||
// load and generate the texture
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
|
||||
|
||||
if loadOptions.GenMipMaps {
|
||||
gl.GenerateMipmap(tex.TexID)
|
||||
}
|
||||
|
||||
if loadOptions.WriteToCache {
|
||||
AddTextureToCache(tex)
|
||||
}
|
||||
|
||||
return tex, nil
|
||||
}
|
||||
|
||||
@ -30,7 +30,12 @@ func (b *Buffer) SetData(values []float32) {
|
||||
gl.BindVertexArray(b.VAOID)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
|
||||
|
||||
gl.BufferData(gl.ARRAY_BUFFER, len(values)*4, gl.Ptr(values), BufUsage_Static.ToGL())
|
||||
sizeInBytes := len(values) * 4
|
||||
if sizeInBytes == 0 {
|
||||
gl.BufferData(gl.ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static.ToGL())
|
||||
} else {
|
||||
gl.BufferData(gl.ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
|
||||
}
|
||||
|
||||
gl.BindVertexArray(0)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
|
||||
@ -42,7 +47,12 @@ func (b *Buffer) SetIndexBufData(values []uint32) {
|
||||
gl.BindVertexArray(b.VAOID)
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b.IndexBufID)
|
||||
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(values)*4, gl.Ptr(values), BufUsage_Static.ToGL())
|
||||
sizeInBytes := len(values) * 4
|
||||
if sizeInBytes == 0 {
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static.ToGL())
|
||||
} else {
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
|
||||
}
|
||||
|
||||
gl.BindVertexArray(0)
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
|
||||
@ -54,6 +64,8 @@ func (b *Buffer) GetLayout() []Element {
|
||||
return e
|
||||
}
|
||||
|
||||
//SetLayout updates the layout object and the corresponding vertex attributes.
|
||||
//Vertex attributes are also enabled.
|
||||
func (b *Buffer) SetLayout(layout ...Element) {
|
||||
|
||||
b.layout = layout
|
||||
@ -64,6 +76,20 @@ func (b *Buffer) SetLayout(layout ...Element) {
|
||||
b.layout[i].Offset = int(b.Stride)
|
||||
b.Stride += b.layout[i].Size()
|
||||
}
|
||||
|
||||
//Set opengl stuff
|
||||
b.Bind()
|
||||
|
||||
//NOTE: VBOs are only bound at 'VertexAttribPointer', not BindBUffer, so we need to bind the buffer and vao here
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
|
||||
|
||||
for i := 0; i < len(layout); i++ {
|
||||
gl.EnableVertexAttribArray(uint32(i))
|
||||
gl.VertexAttribPointer(uint32(i), layout[i].ElementType.CompCount(), layout[i].ElementType.GLType(), false, b.Stride, gl.PtrOffset(layout[i].Offset))
|
||||
}
|
||||
|
||||
b.UnBind()
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
|
||||
}
|
||||
|
||||
func NewBuffer(layout ...Element) Buffer {
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
//go:build debug
|
||||
//go:build !release
|
||||
|
||||
package consts
|
||||
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
//go:build !debug
|
||||
//go:build release
|
||||
|
||||
package consts
|
||||
|
||||
|
||||
113
engine/engine.go
113
engine/engine.go
@ -1,14 +1,98 @@
|
||||
package engine
|
||||
|
||||
import (
|
||||
"runtime"
|
||||
|
||||
"github.com/bloeys/nmage/asserts"
|
||||
"github.com/bloeys/nmage/input"
|
||||
"github.com/bloeys/nmage/renderer"
|
||||
"github.com/bloeys/nmage/timing"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
"github.com/inkyblackness/imgui-go/v4"
|
||||
"github.com/veandco/go-sdl2/sdl"
|
||||
)
|
||||
|
||||
var (
|
||||
isInited = false
|
||||
)
|
||||
|
||||
type Window struct {
|
||||
SDLWin *sdl.Window
|
||||
GlCtx sdl.GLContext
|
||||
SDLWin *sdl.Window
|
||||
GlCtx sdl.GLContext
|
||||
EventCallbacks []func(sdl.Event)
|
||||
Rend renderer.Render
|
||||
}
|
||||
|
||||
func (w *Window) handleInputs() {
|
||||
|
||||
input.EventLoopStart()
|
||||
imIO := imgui.CurrentIO()
|
||||
|
||||
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
|
||||
|
||||
//Fire callbacks
|
||||
for i := 0; i < len(w.EventCallbacks); i++ {
|
||||
w.EventCallbacks[i](event)
|
||||
}
|
||||
|
||||
//Internal processing
|
||||
switch e := event.(type) {
|
||||
|
||||
case *sdl.MouseWheelEvent:
|
||||
|
||||
input.HandleMouseWheelEvent(e)
|
||||
|
||||
xDelta, yDelta := input.GetMouseWheelMotion()
|
||||
imIO.AddMouseWheelDelta(float32(xDelta), float32(yDelta))
|
||||
|
||||
case *sdl.KeyboardEvent:
|
||||
input.HandleKeyboardEvent(e)
|
||||
|
||||
if e.Type == sdl.KEYDOWN {
|
||||
imIO.KeyPress(int(e.Keysym.Scancode))
|
||||
} else if e.Type == sdl.KEYUP {
|
||||
imIO.KeyRelease(int(e.Keysym.Scancode))
|
||||
}
|
||||
|
||||
case *sdl.TextInputEvent:
|
||||
imIO.AddInputCharacters(string(e.Text[:]))
|
||||
|
||||
case *sdl.MouseButtonEvent:
|
||||
input.HandleMouseBtnEvent(e)
|
||||
|
||||
case *sdl.MouseMotionEvent:
|
||||
input.HandleMouseMotionEvent(e)
|
||||
|
||||
case *sdl.WindowEvent:
|
||||
if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
|
||||
w.handleWindowResize()
|
||||
}
|
||||
|
||||
case *sdl.QuitEvent:
|
||||
input.HandleQuitEvent(e)
|
||||
}
|
||||
}
|
||||
|
||||
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
x, y, _ := sdl.GetMouseState()
|
||||
imIO.SetMousePosition(imgui.Vec2{X: float32(x), Y: float32(y)})
|
||||
|
||||
imIO.SetMouseButtonDown(0, input.MouseDown(sdl.BUTTON_LEFT))
|
||||
imIO.SetMouseButtonDown(1, input.MouseDown(sdl.BUTTON_RIGHT))
|
||||
imIO.SetMouseButtonDown(2, input.MouseDown(sdl.BUTTON_MIDDLE))
|
||||
|
||||
imIO.KeyShift(sdl.SCANCODE_LSHIFT, sdl.SCANCODE_RSHIFT)
|
||||
imIO.KeyCtrl(sdl.SCANCODE_LCTRL, sdl.SCANCODE_RCTRL)
|
||||
imIO.KeyAlt(sdl.SCANCODE_LALT, sdl.SCANCODE_RALT)
|
||||
}
|
||||
|
||||
func (w *Window) handleWindowResize() {
|
||||
|
||||
fbWidth, fbHeight := w.SDLWin.GLGetDrawableSize()
|
||||
if fbWidth <= 0 || fbHeight <= 0 {
|
||||
return
|
||||
}
|
||||
gl.Viewport(0, 0, fbWidth, fbHeight)
|
||||
}
|
||||
|
||||
func (w *Window) Destroy() error {
|
||||
@ -17,6 +101,9 @@ func (w *Window) Destroy() error {
|
||||
|
||||
func Init() error {
|
||||
|
||||
isInited = true
|
||||
|
||||
runtime.LockOSThread()
|
||||
timing.Init()
|
||||
err := initSDL()
|
||||
|
||||
@ -49,16 +136,17 @@ func initSDL() error {
|
||||
return nil
|
||||
}
|
||||
|
||||
func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFlags) (*Window, error) {
|
||||
return createWindow(title, x, y, width, height, WindowFlags_OPENGL|flags)
|
||||
func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
|
||||
return createWindow(title, x, y, width, height, WindowFlags_OPENGL|flags, rend)
|
||||
}
|
||||
|
||||
func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags) (*Window, error) {
|
||||
return createWindow(title, -1, -1, width, height, WindowFlags_OPENGL|flags)
|
||||
func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
|
||||
return createWindow(title, -1, -1, width, height, WindowFlags_OPENGL|flags, rend)
|
||||
}
|
||||
|
||||
func createWindow(title string, x, y, width, height int32, flags WindowFlags) (*Window, error) {
|
||||
func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
|
||||
|
||||
asserts.T(isInited, "engine.Init was not called!")
|
||||
if x == -1 && y == -1 {
|
||||
x = sdl.WINDOWPOS_CENTERED
|
||||
y = sdl.WINDOWPOS_CENTERED
|
||||
@ -68,7 +156,11 @@ func createWindow(title string, x, y, width, height int32, flags WindowFlags) (*
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
win := &Window{SDLWin: sdlWin}
|
||||
win := &Window{
|
||||
SDLWin: sdlWin,
|
||||
EventCallbacks: make([]func(sdl.Event), 0),
|
||||
Rend: rend,
|
||||
}
|
||||
|
||||
win.GlCtx, err = sdlWin.GLCreateContext()
|
||||
if err != nil {
|
||||
@ -94,11 +186,16 @@ func initOpenGL() error {
|
||||
gl.CullFace(gl.BACK)
|
||||
gl.FrontFace(gl.CCW)
|
||||
|
||||
gl.Enable(gl.BLEND)
|
||||
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
|
||||
|
||||
gl.ClearColor(0, 0, 0, 1)
|
||||
return nil
|
||||
}
|
||||
|
||||
func SetVSync(enabled bool) {
|
||||
asserts.T(isInited, "engine.Init was not called!")
|
||||
|
||||
if enabled {
|
||||
sdl.GLSetSwapInterval(1)
|
||||
} else {
|
||||
|
||||
61
engine/game.go
Executable file
61
engine/game.go
Executable file
@ -0,0 +1,61 @@
|
||||
package engine
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/timing"
|
||||
nmageimgui "github.com/bloeys/nmage/ui/imgui"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
var (
|
||||
isRunning = false
|
||||
)
|
||||
|
||||
type Game interface {
|
||||
Init()
|
||||
|
||||
Update()
|
||||
Render()
|
||||
FrameEnd()
|
||||
|
||||
DeInit()
|
||||
}
|
||||
|
||||
func Run(g Game, w *Window, ui nmageimgui.ImguiInfo) {
|
||||
|
||||
isRunning = true
|
||||
g.Init()
|
||||
|
||||
//Simulate an imgui frame during init so any imgui calls are allowed within init
|
||||
tempWidth, tempHeight := w.SDLWin.GetSize()
|
||||
tempFBWidth, tempFBHeight := w.SDLWin.GLGetDrawableSize()
|
||||
ui.FrameStart(float32(tempWidth), float32(tempHeight))
|
||||
ui.Render(float32(tempWidth), float32(tempHeight), tempFBWidth, tempFBHeight)
|
||||
|
||||
for isRunning {
|
||||
|
||||
//PERF: Cache these
|
||||
width, height := w.SDLWin.GetSize()
|
||||
fbWidth, fbHeight := w.SDLWin.GLGetDrawableSize()
|
||||
|
||||
timing.FrameStarted()
|
||||
w.handleInputs()
|
||||
ui.FrameStart(float32(width), float32(height))
|
||||
|
||||
g.Update()
|
||||
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
|
||||
g.Render()
|
||||
ui.Render(float32(width), float32(height), fbWidth, fbHeight)
|
||||
w.SDLWin.GLSwap()
|
||||
|
||||
g.FrameEnd()
|
||||
w.Rend.FrameEnd()
|
||||
timing.FrameEnded()
|
||||
}
|
||||
|
||||
g.DeInit()
|
||||
}
|
||||
|
||||
func Quit() {
|
||||
isRunning = false
|
||||
}
|
||||
2
go.mod
2
go.mod
@ -8,6 +8,6 @@ require github.com/go-gl/gl v0.0.0-20211025173605-bda47ffaa784
|
||||
|
||||
require (
|
||||
github.com/bloeys/assimp-go v0.4.2
|
||||
github.com/bloeys/gglm v0.3.1
|
||||
github.com/bloeys/gglm v0.41.10
|
||||
github.com/inkyblackness/imgui-go/v4 v4.3.0
|
||||
)
|
||||
|
||||
2
go.sum
2
go.sum
@ -2,6 +2,8 @@ github.com/bloeys/assimp-go v0.4.2 h1:ArVK74BCFcTO/rCGj2NgZG9xtbjnJdEn5npIeJx1Z0
|
||||
github.com/bloeys/assimp-go v0.4.2/go.mod h1:my3yRxT7CfOztmvi+0svmwbaqw0KFrxaHxncoyaEIP0=
|
||||
github.com/bloeys/gglm v0.3.1 h1:Sy9upW7SBsBfDXrSmEhid3aQ+7J7itej+upwcxOnPMQ=
|
||||
github.com/bloeys/gglm v0.3.1/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
|
||||
github.com/bloeys/gglm v0.41.10 h1:R9FMiI+VQVXAI+vDwCB7z9xqzy5VAR1657u8TQTDNKA=
|
||||
github.com/bloeys/gglm v0.41.10/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
|
||||
github.com/davecgh/go-spew v1.1.0 h1:ZDRjVQ15GmhC3fiQ8ni8+OwkZQO4DARzQgrnXU1Liz8=
|
||||
github.com/davecgh/go-spew v1.1.0/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
|
||||
github.com/go-gl/gl v0.0.0-20211025173605-bda47ffaa784 h1:1Zi56D0LNfvkzM+BdoxKryvUEdyWO7LP8oRT+oSYJW0=
|
||||
|
||||
@ -31,10 +31,11 @@ type mouseWheelState struct {
|
||||
}
|
||||
|
||||
var (
|
||||
keyMap = make(map[sdl.Keycode]*keyState)
|
||||
mouseBtnMap = make(map[int]*mouseBtnState)
|
||||
mouseMotion = mouseMotionState{}
|
||||
mouseWheel = mouseWheelState{}
|
||||
keyMap = make(map[sdl.Keycode]*keyState)
|
||||
mouseBtnMap = make(map[int]*mouseBtnState)
|
||||
mouseMotion = mouseMotionState{}
|
||||
mouseWheel = mouseWheelState{}
|
||||
quitRequested bool
|
||||
)
|
||||
|
||||
func EventLoopStart() {
|
||||
@ -55,6 +56,16 @@ func EventLoopStart() {
|
||||
|
||||
mouseWheel.XDelta = 0
|
||||
mouseWheel.YDelta = 0
|
||||
|
||||
quitRequested = false
|
||||
}
|
||||
|
||||
func HandleQuitEvent(e *sdl.QuitEvent) {
|
||||
quitRequested = true
|
||||
}
|
||||
|
||||
func IsQuitClicked() bool {
|
||||
return quitRequested
|
||||
}
|
||||
|
||||
func HandleKeyboardEvent(e *sdl.KeyboardEvent) {
|
||||
|
||||
442
main.go
442
main.go
@ -2,99 +2,75 @@ package main
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"runtime"
|
||||
|
||||
"github.com/bloeys/assimp-go/asig"
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/assets"
|
||||
"github.com/bloeys/nmage/engine"
|
||||
"github.com/bloeys/nmage/input"
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/bloeys/nmage/materials"
|
||||
"github.com/bloeys/nmage/meshes"
|
||||
"github.com/bloeys/nmage/renderer/rend3dgl"
|
||||
"github.com/bloeys/nmage/timing"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
nmageimgui "github.com/bloeys/nmage/ui/imgui"
|
||||
"github.com/inkyblackness/imgui-go/v4"
|
||||
"github.com/veandco/go-sdl2/sdl"
|
||||
)
|
||||
|
||||
//TODO: Tasks:
|
||||
//Engine loop
|
||||
//Proper rendering setup
|
||||
//Flesh out the material system
|
||||
//Object
|
||||
//Abstract UI
|
||||
//Audio
|
||||
|
||||
//Low Priority:
|
||||
// Proper Asset loading
|
||||
|
||||
type ImguiInfo struct {
|
||||
imCtx *imgui.Context
|
||||
|
||||
vaoID uint32
|
||||
vboID uint32
|
||||
indexBufID uint32
|
||||
texID uint32
|
||||
}
|
||||
// Camera class
|
||||
// Entities and components
|
||||
// Integrate physx
|
||||
// Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
|
||||
// Renderer batching
|
||||
// Scene graph
|
||||
// Separate engine loop from rendering loop? or leave it to the user?
|
||||
// Abstract keys enum away from sdl
|
||||
// Proper Asset loading
|
||||
// Frustum culling
|
||||
// Material system editor with fields automatically extracted from the shader
|
||||
|
||||
var (
|
||||
winWidth int32 = 1280
|
||||
winHeight int32 = 720
|
||||
|
||||
isRunning bool = true
|
||||
window *engine.Window
|
||||
window *engine.Window
|
||||
|
||||
simpleMat *materials.Material
|
||||
imguiMat *materials.Material
|
||||
cubeMesh *meshes.Mesh
|
||||
|
||||
modelMat = gglm.NewTrMatId()
|
||||
projMat = &gglm.Mat4{}
|
||||
|
||||
imguiInfo *ImguiInfo
|
||||
|
||||
modelMat = gglm.NewTrMatId()
|
||||
projMat = &gglm.Mat4{}
|
||||
camPos = gglm.NewVec3(0, 0, -10)
|
||||
camForward = gglm.NewVec3(0, 0, 1)
|
||||
|
||||
lightPos1 = gglm.NewVec3(2, 2, 0)
|
||||
lightColor1 = gglm.NewVec3(1, 1, 1)
|
||||
)
|
||||
|
||||
func main() {
|
||||
type OurGame struct {
|
||||
Win *engine.Window
|
||||
ImGUIInfo nmageimgui.ImguiInfo
|
||||
}
|
||||
|
||||
runtime.LockOSThread()
|
||||
|
||||
//Init engine
|
||||
err := engine.Init()
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to init nMage. Err:", err)
|
||||
}
|
||||
|
||||
//Create window
|
||||
window, err = engine.CreateOpenGLWindowCentered("nMage", winWidth, winHeight, engine.WindowFlags_RESIZABLE)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
|
||||
}
|
||||
defer window.Destroy()
|
||||
|
||||
engine.SetVSync(false)
|
||||
func (g *OurGame) Init() {
|
||||
|
||||
//Create materials
|
||||
simpleMat = materials.NewMaterial("Simple Mat", "./res/shaders/simple")
|
||||
imguiMat = materials.NewMaterial("ImGUI Mat", "./res/shaders/imgui")
|
||||
simpleMat = materials.NewMaterial("Simple Mat", "./res/shaders/simple.glsl")
|
||||
|
||||
//Load meshes
|
||||
var err error
|
||||
cubeMesh, err = meshes.NewMesh("Cube", "./res/models/tex-cube.fbx", asig.PostProcess(0))
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load cube mesh. Err: ", err)
|
||||
}
|
||||
|
||||
//Set mesh textures on material
|
||||
for _, v := range cubeMesh.TextureIDs {
|
||||
simpleMat.AddTextureID(v)
|
||||
//Load textures
|
||||
tex, err := assets.LoadTexturePNG("./res/textures/Low poly planet.png", nil)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
initImGUI()
|
||||
|
||||
//Enable vertex attributes
|
||||
simpleMat.SetAttribute(cubeMesh.Buf)
|
||||
//Configure material
|
||||
simpleMat.DiffuseTex = tex.TexID
|
||||
|
||||
//Movement, scale and rotation
|
||||
translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
|
||||
@ -108,182 +84,25 @@ func main() {
|
||||
updateViewMat()
|
||||
|
||||
//Perspective/Depth
|
||||
projMat := gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 500)
|
||||
projMat := gglm.Perspective(45*gglm.Deg2Rad, float32(1280)/float32(720), 0.1, 500)
|
||||
simpleMat.SetUnifMat4("projMat", projMat)
|
||||
|
||||
//Lights
|
||||
simpleMat.SetUnifVec3("lightPos1", &lightPos1)
|
||||
simpleMat.SetUnifVec3("lightColor1", &lightColor1)
|
||||
|
||||
//Game loop
|
||||
for isRunning {
|
||||
|
||||
timing.FrameStarted()
|
||||
|
||||
handleInputs()
|
||||
runGameLogic()
|
||||
|
||||
draw()
|
||||
|
||||
timing.FrameEnded()
|
||||
|
||||
window.SDLWin.SetTitle(fmt.Sprintf("FPS: %.0f; Elapsed: %v", 1/timing.DT(), timing.ElapsedTime()))
|
||||
}
|
||||
simpleMat.SetUnifVec3("lightPos1", lightPos1)
|
||||
simpleMat.SetUnifVec3("lightColor1", lightColor1)
|
||||
}
|
||||
|
||||
func updateViewMat() {
|
||||
targetPos := camPos.Clone().Add(camForward)
|
||||
viewMat := gglm.LookAt(camPos, targetPos, gglm.NewVec3(0, 1, 0))
|
||||
simpleMat.SetUnifMat4("viewMat", &viewMat.Mat4)
|
||||
}
|
||||
func (g *OurGame) Update() {
|
||||
|
||||
func initImGUI() {
|
||||
|
||||
imguiInfo = &ImguiInfo{
|
||||
imCtx: imgui.CreateContext(nil),
|
||||
if input.IsQuitClicked() || input.KeyClicked(sdl.K_ESCAPE) {
|
||||
engine.Quit()
|
||||
}
|
||||
|
||||
imIO := imgui.CurrentIO()
|
||||
imIO.SetBackendFlags(imIO.GetBackendFlags() | imgui.BackendFlagsRendererHasVtxOffset)
|
||||
|
||||
gl.GenVertexArrays(1, &imguiInfo.vaoID)
|
||||
gl.GenBuffers(1, &imguiInfo.vboID)
|
||||
gl.GenBuffers(1, &imguiInfo.indexBufID)
|
||||
gl.GenTextures(1, &imguiInfo.texID)
|
||||
|
||||
// Upload font to gpu
|
||||
gl.BindTexture(gl.TEXTURE_2D, imguiInfo.texID)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
|
||||
|
||||
image := imIO.Fonts().TextureDataAlpha8()
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(image.Width), int32(image.Height), 0, gl.RED, gl.UNSIGNED_BYTE, image.Pixels)
|
||||
|
||||
// Store our identifier
|
||||
imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.texID))
|
||||
|
||||
//Shader attributes
|
||||
imguiMat.Bind()
|
||||
imguiMat.EnableAttribute("Position")
|
||||
imguiMat.EnableAttribute("UV")
|
||||
imguiMat.EnableAttribute("Color")
|
||||
imguiMat.UnBind()
|
||||
|
||||
//Init imgui input mapping
|
||||
keys := map[int]int{
|
||||
imgui.KeyTab: sdl.SCANCODE_TAB,
|
||||
imgui.KeyLeftArrow: sdl.SCANCODE_LEFT,
|
||||
imgui.KeyRightArrow: sdl.SCANCODE_RIGHT,
|
||||
imgui.KeyUpArrow: sdl.SCANCODE_UP,
|
||||
imgui.KeyDownArrow: sdl.SCANCODE_DOWN,
|
||||
imgui.KeyPageUp: sdl.SCANCODE_PAGEUP,
|
||||
imgui.KeyPageDown: sdl.SCANCODE_PAGEDOWN,
|
||||
imgui.KeyHome: sdl.SCANCODE_HOME,
|
||||
imgui.KeyEnd: sdl.SCANCODE_END,
|
||||
imgui.KeyInsert: sdl.SCANCODE_INSERT,
|
||||
imgui.KeyDelete: sdl.SCANCODE_DELETE,
|
||||
imgui.KeyBackspace: sdl.SCANCODE_BACKSPACE,
|
||||
imgui.KeySpace: sdl.SCANCODE_BACKSPACE,
|
||||
imgui.KeyEnter: sdl.SCANCODE_RETURN,
|
||||
imgui.KeyEscape: sdl.SCANCODE_ESCAPE,
|
||||
imgui.KeyA: sdl.SCANCODE_A,
|
||||
imgui.KeyC: sdl.SCANCODE_C,
|
||||
imgui.KeyV: sdl.SCANCODE_V,
|
||||
imgui.KeyX: sdl.SCANCODE_X,
|
||||
imgui.KeyY: sdl.SCANCODE_Y,
|
||||
imgui.KeyZ: sdl.SCANCODE_Z,
|
||||
}
|
||||
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
for imguiKey, nativeKey := range keys {
|
||||
imIO.KeyMap(imguiKey, nativeKey)
|
||||
}
|
||||
}
|
||||
|
||||
func handleInputs() {
|
||||
|
||||
input.EventLoopStart()
|
||||
imIO := imgui.CurrentIO()
|
||||
|
||||
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
|
||||
|
||||
switch e := event.(type) {
|
||||
|
||||
case *sdl.MouseWheelEvent:
|
||||
|
||||
input.HandleMouseWheelEvent(e)
|
||||
|
||||
xDelta, yDelta := input.GetMouseWheelMotion()
|
||||
imIO.AddMouseWheelDelta(float32(xDelta), float32(yDelta))
|
||||
|
||||
case *sdl.KeyboardEvent:
|
||||
input.HandleKeyboardEvent(e)
|
||||
|
||||
if e.Type == sdl.KEYDOWN {
|
||||
imIO.KeyPress(int(e.Keysym.Scancode))
|
||||
} else if e.Type == sdl.KEYUP {
|
||||
imIO.KeyRelease(int(e.Keysym.Scancode))
|
||||
}
|
||||
|
||||
case *sdl.TextInputEvent:
|
||||
imIO.AddInputCharacters(string(e.Text[:]))
|
||||
|
||||
case *sdl.MouseButtonEvent:
|
||||
input.HandleMouseBtnEvent(e)
|
||||
|
||||
case *sdl.MouseMotionEvent:
|
||||
input.HandleMouseMotionEvent(e)
|
||||
|
||||
case *sdl.QuitEvent:
|
||||
isRunning = false
|
||||
}
|
||||
}
|
||||
|
||||
currWinWidth, currWinHeight := window.SDLWin.GetSize()
|
||||
if winWidth != currWinWidth || winHeight != currWinHeight {
|
||||
handleWindowResize(currWinWidth, currWinHeight)
|
||||
}
|
||||
|
||||
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
x, y, _ := sdl.GetMouseState()
|
||||
imIO.SetMousePosition(imgui.Vec2{X: float32(x), Y: float32(y)})
|
||||
|
||||
imIO.SetMouseButtonDown(0, input.MouseDown(sdl.BUTTON_LEFT))
|
||||
imIO.SetMouseButtonDown(1, input.MouseDown(sdl.BUTTON_RIGHT))
|
||||
imIO.SetMouseButtonDown(2, input.MouseDown(sdl.BUTTON_MIDDLE))
|
||||
|
||||
imIO.KeyShift(sdl.SCANCODE_LSHIFT, sdl.SCANCODE_RSHIFT)
|
||||
imIO.KeyCtrl(sdl.SCANCODE_LCTRL, sdl.SCANCODE_RCTRL)
|
||||
imIO.KeyAlt(sdl.SCANCODE_LALT, sdl.SCANCODE_RALT)
|
||||
}
|
||||
|
||||
func handleWindowResize(newWinWidth, newWinHeight int32) {
|
||||
|
||||
winWidth = newWinWidth
|
||||
winHeight = newWinHeight
|
||||
|
||||
fbWidth, fbHeight := window.SDLWin.GLGetDrawableSize()
|
||||
if fbWidth <= 0 || fbHeight <= 0 {
|
||||
return
|
||||
}
|
||||
gl.Viewport(0, 0, fbWidth, fbHeight)
|
||||
|
||||
winWidth, winHeight := g.Win.SDLWin.GetSize()
|
||||
projMat = gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20)
|
||||
simpleMat.SetUnifMat4("projMat", projMat)
|
||||
}
|
||||
|
||||
var time uint64 = 0
|
||||
var name string = ""
|
||||
|
||||
var ambientColor gglm.Vec3 = *gglm.NewVec3(1, 1, 1)
|
||||
var ambientColorStrength float32 = 0.1
|
||||
|
||||
var lightPos1 gglm.Vec3 = *gglm.NewVec3(2, 2, 0)
|
||||
var lightColor1 gglm.Vec3 = *gglm.NewVec3(1, 1, 1)
|
||||
|
||||
func runGameLogic() {
|
||||
|
||||
//Camera movement
|
||||
var camSpeed float32 = 15
|
||||
if input.KeyDown(sdl.K_w) {
|
||||
camPos.Data[1] += camSpeed * timing.DT()
|
||||
@ -310,150 +129,65 @@ func runGameLogic() {
|
||||
updateViewMat()
|
||||
}
|
||||
|
||||
modelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
|
||||
simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
|
||||
|
||||
//ImGUI
|
||||
imIO := imgui.CurrentIO()
|
||||
imIO.SetDisplaySize(imgui.Vec2{X: float32(winWidth), Y: float32(winHeight)})
|
||||
|
||||
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
||||
frequency := sdl.GetPerformanceFrequency()
|
||||
currentTime := sdl.GetPerformanceCounter()
|
||||
if time > 0 {
|
||||
imIO.SetDeltaTime(float32(currentTime-time) / float32(frequency))
|
||||
} else {
|
||||
imIO.SetDeltaTime(1.0 / 60.0)
|
||||
}
|
||||
time = currentTime
|
||||
|
||||
imgui.NewFrame()
|
||||
|
||||
if imgui.SliderFloat3("Ambient Color", &ambientColor.Data, 0, 1) {
|
||||
simpleMat.SetUnifVec3("ambientLightColor", &ambientColor)
|
||||
//Rotating cubes
|
||||
if input.KeyDown(sdl.K_SPACE) {
|
||||
modelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
|
||||
simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
|
||||
}
|
||||
|
||||
if imgui.SliderFloat("Ambient Color Strength", &ambientColorStrength, 0, 1) {
|
||||
simpleMat.SetUnifFloat32("ambientStrength", ambientColorStrength)
|
||||
}
|
||||
|
||||
if imgui.SliderFloat3("Light Pos 1", &lightPos1.Data, -10, 10) {
|
||||
simpleMat.SetUnifVec3("lightPos1", &lightPos1)
|
||||
}
|
||||
|
||||
if imgui.SliderFloat3("Light Color 1", &lightColor1.Data, 0, 1) {
|
||||
simpleMat.SetUnifVec3("lightColor1", &lightColor1)
|
||||
}
|
||||
|
||||
imgui.Render()
|
||||
imgui.DragFloat3("Cam Pos", &camPos.Data)
|
||||
}
|
||||
|
||||
func draw() {
|
||||
func (g *OurGame) Render() {
|
||||
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
|
||||
|
||||
simpleMat.Bind()
|
||||
cubeMesh.Buf.Bind()
|
||||
tempModelMat := modelMat.Clone()
|
||||
|
||||
rowSize := 10
|
||||
rowSize := 100
|
||||
for y := 0; y < rowSize; y++ {
|
||||
for x := 0; x < rowSize; x++ {
|
||||
simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(-1, 0, 0)).Mat4)
|
||||
gl.DrawElements(gl.TRIANGLES, cubeMesh.Buf.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0))
|
||||
tempModelMat.Translate(gglm.NewVec3(-1, 0, 0))
|
||||
window.Rend.Draw(cubeMesh, tempModelMat, simpleMat)
|
||||
}
|
||||
simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0)).Mat4)
|
||||
tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
|
||||
}
|
||||
simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
|
||||
|
||||
drawUI()
|
||||
window.SDLWin.GLSwap()
|
||||
g.Win.SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
|
||||
}
|
||||
|
||||
func drawUI() {
|
||||
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
fbWidth, fbHeight := window.SDLWin.GLGetDrawableSize()
|
||||
if fbWidth <= 0 || fbHeight <= 0 {
|
||||
return
|
||||
}
|
||||
|
||||
drawData := imgui.RenderedDrawData()
|
||||
drawData.ScaleClipRects(imgui.Vec2{
|
||||
X: float32(fbWidth) / float32(winWidth),
|
||||
Y: float32(fbHeight) / float32(winHeight),
|
||||
})
|
||||
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
||||
gl.Enable(gl.BLEND)
|
||||
gl.BlendEquation(gl.FUNC_ADD)
|
||||
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
|
||||
gl.Disable(gl.CULL_FACE)
|
||||
gl.Disable(gl.DEPTH_TEST)
|
||||
gl.Enable(gl.SCISSOR_TEST)
|
||||
gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
||||
// DisplayMin is typically (0,0) for single viewport apps.
|
||||
|
||||
imguiMat.Bind()
|
||||
|
||||
gl.Uniform1i(gl.GetUniformLocation(imguiMat.ShaderProg.ID, gl.Str("Texture\x00")), 0)
|
||||
|
||||
//PERF: only update the ortho matrix on window resize
|
||||
orthoMat := gglm.Ortho(0, float32(winWidth), 0, float32(winHeight), 0, 20)
|
||||
imguiMat.SetUnifMat4("ProjMtx", &orthoMat.Mat4)
|
||||
gl.BindSampler(0, 0) // Rely on combined texture/sampler state.
|
||||
|
||||
// Recreate the VAO every time
|
||||
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and
|
||||
// we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
|
||||
gl.BindVertexArray(imguiInfo.vaoID)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, imguiInfo.vboID)
|
||||
|
||||
vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := imgui.VertexBufferLayout()
|
||||
imguiMat.EnableAttribute("Position")
|
||||
imguiMat.EnableAttribute("UV")
|
||||
imguiMat.EnableAttribute("Color")
|
||||
gl.VertexAttribPointerWithOffset(uint32(imguiMat.GetAttribLoc("Position")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetPos))
|
||||
gl.VertexAttribPointerWithOffset(uint32(imguiMat.GetAttribLoc("UV")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetUv))
|
||||
gl.VertexAttribPointerWithOffset(uint32(imguiMat.GetAttribLoc("Color")), 4, gl.UNSIGNED_BYTE, true, int32(vertexSize), uintptr(vertexOffsetCol))
|
||||
|
||||
indexSize := imgui.IndexBufferLayout()
|
||||
drawType := gl.UNSIGNED_SHORT
|
||||
if indexSize == 4 {
|
||||
drawType = gl.UNSIGNED_INT
|
||||
}
|
||||
|
||||
// Draw
|
||||
for _, list := range drawData.CommandLists() {
|
||||
|
||||
vertexBuffer, vertexBufferSize := list.VertexBuffer()
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, imguiInfo.vboID)
|
||||
gl.BufferData(gl.ARRAY_BUFFER, vertexBufferSize, vertexBuffer, gl.STREAM_DRAW)
|
||||
|
||||
indexBuffer, indexBufferSize := list.IndexBuffer()
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, imguiInfo.indexBufID)
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, indexBufferSize, indexBuffer, gl.STREAM_DRAW)
|
||||
|
||||
for _, cmd := range list.Commands() {
|
||||
if cmd.HasUserCallback() {
|
||||
cmd.CallUserCallback(list)
|
||||
} else {
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, imguiInfo.texID)
|
||||
clipRect := cmd.ClipRect()
|
||||
gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
|
||||
|
||||
gl.DrawElementsBaseVertex(gl.TRIANGLES, int32(cmd.ElementCount()), uint32(drawType), gl.PtrOffset(cmd.IndexOffset()*indexSize), int32(cmd.VertexOffset()))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Reset gl state
|
||||
gl.Disable(gl.BLEND)
|
||||
gl.Disable(gl.SCISSOR_TEST)
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
gl.Enable(gl.DEPTH_TEST)
|
||||
func (g *OurGame) FrameEnd() {
|
||||
}
|
||||
|
||||
func (g *OurGame) DeInit() {
|
||||
g.Win.Destroy()
|
||||
}
|
||||
|
||||
func main() {
|
||||
|
||||
//Init engine
|
||||
err := engine.Init()
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to init nMage. Err:", err)
|
||||
}
|
||||
|
||||
//Create window
|
||||
window, err = engine.CreateOpenGLWindowCentered("nMage", 1280, 720, engine.WindowFlags_RESIZABLE, rend3dgl.NewRend3DGL())
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
|
||||
}
|
||||
defer window.Destroy()
|
||||
|
||||
engine.SetVSync(false)
|
||||
|
||||
game := &OurGame{
|
||||
Win: window,
|
||||
ImGUIInfo: nmageimgui.NewImGUI(),
|
||||
}
|
||||
|
||||
engine.Run(game, window, game.ImGUIInfo)
|
||||
}
|
||||
|
||||
func updateViewMat() {
|
||||
targetPos := camPos.Clone().Add(camForward)
|
||||
viewMat := gglm.LookAt(camPos, targetPos, gglm.NewVec3(0, 1, 0))
|
||||
simpleMat.SetUnifMat4("viewMat", &viewMat.Mat4)
|
||||
}
|
||||
|
||||
@ -2,7 +2,7 @@ package materials
|
||||
|
||||
import (
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/buffers"
|
||||
"github.com/bloeys/nmage/asserts"
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/bloeys/nmage/shaders"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
@ -11,50 +11,53 @@ import (
|
||||
type Material struct {
|
||||
Name string
|
||||
ShaderProg shaders.ShaderProgram
|
||||
TexIDs []uint32
|
||||
|
||||
DiffuseTex uint32
|
||||
|
||||
UnifLocs map[string]int32
|
||||
AttribLocs map[string]int32
|
||||
}
|
||||
|
||||
func (m *Material) Bind() {
|
||||
|
||||
gl.UseProgram(m.ShaderProg.ID)
|
||||
for i, v := range m.TexIDs {
|
||||
gl.ActiveTexture(gl.TEXTURE0 + uint32(i))
|
||||
gl.BindTexture(gl.TEXTURE_2D, v)
|
||||
}
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE0)
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
|
||||
}
|
||||
|
||||
func (m *Material) UnBind() {
|
||||
|
||||
gl.UseProgram(0)
|
||||
for i := range m.TexIDs {
|
||||
gl.ActiveTexture(gl.TEXTURE0 + uint32(i))
|
||||
gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
}
|
||||
|
||||
//TODO: Should we unbind textures here? Are these two lines needed?
|
||||
// gl.ActiveTexture(gl.TEXTURE0)
|
||||
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
}
|
||||
|
||||
func (m *Material) GetAttribLoc(attribName string) int32 {
|
||||
return gl.GetAttribLocation(m.ShaderProg.ID, gl.Str(attribName+"\x00"))
|
||||
}
|
||||
|
||||
func (m *Material) SetAttribute(bufObj buffers.Buffer) {
|
||||
|
||||
bufObj.Bind()
|
||||
|
||||
//NOTE: VBOs are only bound at 'VertexAttribPointer', not BindBUffer, so we need to bind the buffer and vao here
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, bufObj.BufID)
|
||||
|
||||
layout := bufObj.GetLayout()
|
||||
for i := 0; i < len(layout); i++ {
|
||||
gl.EnableVertexAttribArray(uint32(i))
|
||||
gl.VertexAttribPointer(uint32(i), layout[i].ElementType.CompCount(), layout[i].ElementType.GLType(), false, bufObj.Stride, gl.PtrOffset(layout[i].Offset))
|
||||
loc, ok := m.AttribLocs[attribName]
|
||||
if ok {
|
||||
return loc
|
||||
}
|
||||
|
||||
bufObj.UnBind()
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
|
||||
loc = gl.GetAttribLocation(m.ShaderProg.ID, gl.Str(attribName+"\x00"))
|
||||
asserts.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
|
||||
m.AttribLocs[attribName] = loc
|
||||
return loc
|
||||
}
|
||||
|
||||
func (m *Material) AddTextureID(texID uint32) {
|
||||
m.TexIDs = append(m.TexIDs, texID)
|
||||
func (m *Material) GetUnifLoc(uniformName string) int32 {
|
||||
|
||||
loc, ok := m.UnifLocs[uniformName]
|
||||
if ok {
|
||||
return loc
|
||||
}
|
||||
|
||||
loc = gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
|
||||
asserts.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
|
||||
m.UnifLocs[uniformName] = loc
|
||||
return loc
|
||||
}
|
||||
|
||||
func (m *Material) EnableAttribute(attribName string) {
|
||||
@ -66,43 +69,35 @@ func (m *Material) DisableAttribute(attribName string) {
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifInt32(uniformName string, val int32) {
|
||||
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
|
||||
gl.ProgramUniform1i(m.ShaderProg.ID, loc, val)
|
||||
gl.ProgramUniform1i(m.ShaderProg.ID, m.GetUnifLoc(uniformName), val)
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifFloat32(uniformName string, val float32) {
|
||||
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
|
||||
gl.ProgramUniform1f(m.ShaderProg.ID, loc, val)
|
||||
gl.ProgramUniform1f(m.ShaderProg.ID, m.GetUnifLoc(uniformName), val)
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
|
||||
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
|
||||
gl.ProgramUniform2fv(m.ShaderProg.ID, loc, 1, &vec2.Data[0])
|
||||
gl.ProgramUniform2fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec2.Data[0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) {
|
||||
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
|
||||
gl.ProgramUniform3fv(m.ShaderProg.ID, loc, 1, &vec3.Data[0])
|
||||
gl.ProgramUniform3fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec3.Data[0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
|
||||
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
|
||||
gl.ProgramUniform4fv(m.ShaderProg.ID, loc, 1, &vec4.Data[0])
|
||||
gl.ProgramUniform4fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec4.Data[0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
|
||||
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
|
||||
gl.ProgramUniformMatrix2fv(m.ShaderProg.ID, loc, 1, false, &mat2.Data[0][0])
|
||||
gl.ProgramUniformMatrix2fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat2.Data[0][0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
|
||||
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
|
||||
gl.ProgramUniformMatrix3fv(m.ShaderProg.ID, loc, 1, false, &mat3.Data[0][0])
|
||||
gl.ProgramUniformMatrix3fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat3.Data[0][0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
|
||||
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
|
||||
gl.ProgramUniformMatrix4fv(m.ShaderProg.ID, loc, 1, false, &mat4.Data[0][0])
|
||||
gl.ProgramUniformMatrix4fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat4.Data[0][0])
|
||||
}
|
||||
|
||||
func (m *Material) Delete() {
|
||||
@ -111,24 +106,20 @@ func (m *Material) Delete() {
|
||||
|
||||
func NewMaterial(matName, shaderPath string) *Material {
|
||||
|
||||
shdrProg, err := shaders.NewShaderProgram()
|
||||
shdrProg, err := shaders.LoadAndCompileCombinedShader(shaderPath)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to create new shader program. Err: ", err)
|
||||
logging.ErrLog.Fatalln("Failed to create new material. Err: ", err)
|
||||
}
|
||||
|
||||
vertShader, err := shaders.LoadAndCompilerShader(shaderPath+".vert.glsl", shaders.VertexShaderType)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load and create vertex shader. Err: ", err)
|
||||
}
|
||||
|
||||
fragShader, err := shaders.LoadAndCompilerShader(shaderPath+".frag.glsl", shaders.FragmentShaderType)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load and create fragment shader. Err: ", err)
|
||||
}
|
||||
|
||||
shdrProg.AttachShader(vertShader)
|
||||
shdrProg.AttachShader(fragShader)
|
||||
shdrProg.Link()
|
||||
|
||||
return &Material{Name: matName, ShaderProg: shdrProg}
|
||||
return &Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
|
||||
}
|
||||
|
||||
func NewMaterialSrc(matName string, shaderSrc []byte) *Material {
|
||||
|
||||
shdrProg, err := shaders.LoadAndCompileCombinedShaderSrc(shaderSrc)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to create new material. Err: ", err)
|
||||
}
|
||||
|
||||
return &Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
|
||||
}
|
||||
|
||||
@ -7,15 +7,12 @@ import (
|
||||
"github.com/bloeys/assimp-go/asig"
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/asserts"
|
||||
"github.com/bloeys/nmage/assets"
|
||||
"github.com/bloeys/nmage/buffers"
|
||||
"github.com/bloeys/nmage/logging"
|
||||
)
|
||||
|
||||
type Mesh struct {
|
||||
Name string
|
||||
TextureIDs []uint32
|
||||
Buf buffers.Buffer
|
||||
Name string
|
||||
Buf buffers.Buffer
|
||||
}
|
||||
|
||||
func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh, error) {
|
||||
@ -42,22 +39,6 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
||||
}
|
||||
mesh.Buf.SetLayout(layoutToUse...)
|
||||
|
||||
//Load diffuse textures
|
||||
mat := scene.Materials[sceneMesh.MaterialIndex]
|
||||
if asig.GetMaterialTextureCount(mat, asig.TextureTypeDiffuse) > 0 {
|
||||
texInfo, err := asig.GetMaterialTexture(mat, asig.TextureTypeDiffuse, 0)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalf("Failed to get material texture of index 0. Err: %e\n", err)
|
||||
}
|
||||
|
||||
tex, err := assets.LoadPNG(texInfo.Path)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalf("Loading PNG with path '%s' failed. Err: %e\n", texInfo.Path, err)
|
||||
}
|
||||
|
||||
mesh.TextureIDs = append(mesh.TextureIDs, tex.TexID)
|
||||
}
|
||||
|
||||
var values []float32
|
||||
arrs := []arrToInterleave{{V3s: sceneMesh.Vertices}, {V3s: sceneMesh.Normals}, {V2s: v3sToV2s(sceneMesh.TexCoords[0])}}
|
||||
|
||||
|
||||
41
renderer/rend3dgl/rend3dgl.go
Executable file
41
renderer/rend3dgl/rend3dgl.go
Executable file
@ -0,0 +1,41 @@
|
||||
package rend3dgl
|
||||
|
||||
import (
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/materials"
|
||||
"github.com/bloeys/nmage/meshes"
|
||||
"github.com/bloeys/nmage/renderer"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
var _ renderer.Render = &Rend3DGL{}
|
||||
|
||||
type Rend3DGL struct {
|
||||
BoundMesh *meshes.Mesh
|
||||
BoundMat *materials.Material
|
||||
}
|
||||
|
||||
func (r3d *Rend3DGL) Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material) {
|
||||
|
||||
if mesh != r3d.BoundMesh {
|
||||
mesh.Buf.Bind()
|
||||
r3d.BoundMesh = mesh
|
||||
}
|
||||
|
||||
if mat != r3d.BoundMat {
|
||||
mat.Bind()
|
||||
r3d.BoundMat = mat
|
||||
}
|
||||
|
||||
mat.SetUnifMat4("modelMat", &trMat.Mat4)
|
||||
gl.DrawElements(gl.TRIANGLES, mesh.Buf.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0))
|
||||
}
|
||||
|
||||
func (r3d *Rend3DGL) FrameEnd() {
|
||||
r3d.BoundMesh = nil
|
||||
r3d.BoundMat = nil
|
||||
}
|
||||
|
||||
func NewRend3DGL() *Rend3DGL {
|
||||
return &Rend3DGL{}
|
||||
}
|
||||
12
renderer/renderer.go
Executable file
12
renderer/renderer.go
Executable file
@ -0,0 +1,12 @@
|
||||
package renderer
|
||||
|
||||
import (
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/materials"
|
||||
"github.com/bloeys/nmage/meshes"
|
||||
)
|
||||
|
||||
type Render interface {
|
||||
Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material)
|
||||
FrameEnd()
|
||||
}
|
||||
@ -1,13 +0,0 @@
|
||||
#version 410
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
in vec2 Frag_UV;
|
||||
in vec4 Frag_Color;
|
||||
|
||||
out vec4 Out_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Out_Color = vec4(Frag_Color.rgb, Frag_Color.a * texture(Texture, Frag_UV.st).r);
|
||||
}
|
||||
@ -1,17 +0,0 @@
|
||||
#version 410
|
||||
|
||||
uniform mat4 ProjMtx;
|
||||
|
||||
in vec2 Position;
|
||||
in vec2 UV;
|
||||
in vec4 Color;
|
||||
|
||||
out vec2 Frag_UV;
|
||||
out vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
|
||||
}
|
||||
@ -1,26 +0,0 @@
|
||||
#version 410
|
||||
|
||||
uniform float ambientStrength = 0.1;
|
||||
uniform vec3 ambientLightColor = vec3(1, 1, 1);
|
||||
|
||||
uniform vec3 lightPos1;
|
||||
uniform vec3 lightColor1;
|
||||
|
||||
uniform sampler2D diffTex;
|
||||
|
||||
in vec3 vertColor;
|
||||
in vec3 vertNormal;
|
||||
in vec2 vertUV0;
|
||||
in vec3 fragPos;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lightDir = normalize(lightPos1 - fragPos);
|
||||
float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
|
||||
|
||||
vec3 finalAmbientColor = ambientLightColor * ambientStrength;
|
||||
vec4 texColor = texture(diffTex, vertUV0);
|
||||
fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
|
||||
}
|
||||
55
res/shaders/simple.glsl
Executable file
55
res/shaders/simple.glsl
Executable file
@ -0,0 +1,55 @@
|
||||
//shader:vertex
|
||||
#version 410
|
||||
|
||||
layout(location=0) in vec3 vertPosIn;
|
||||
layout(location=1) in vec3 vertNormalIn;
|
||||
layout(location=2) in vec2 vertUV0In;
|
||||
layout(location=3) in vec3 vertColorIn;
|
||||
|
||||
out vec3 vertNormal;
|
||||
out vec2 vertUV0;
|
||||
out vec3 vertColor;
|
||||
out vec3 fragPos;
|
||||
|
||||
//MVP = Model View Projection
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 viewMat;
|
||||
uniform mat4 projMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||
vertUV0 = vertUV0In;
|
||||
vertColor = vertColorIn;
|
||||
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
||||
|
||||
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
|
||||
}
|
||||
|
||||
//shader:fragment
|
||||
#version 410
|
||||
|
||||
uniform float ambientStrength = 0.1;
|
||||
uniform vec3 ambientLightColor = vec3(1, 1, 1);
|
||||
|
||||
uniform vec3 lightPos1;
|
||||
uniform vec3 lightColor1;
|
||||
|
||||
uniform sampler2D diffTex;
|
||||
|
||||
in vec3 vertColor;
|
||||
in vec3 vertNormal;
|
||||
in vec2 vertUV0;
|
||||
in vec3 fragPos;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lightDir = normalize(lightPos1 - fragPos);
|
||||
float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
|
||||
|
||||
vec3 finalAmbientColor = ambientLightColor * ambientStrength;
|
||||
vec4 texColor = texture(diffTex, vertUV0);
|
||||
fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
|
||||
}
|
||||
@ -1,26 +0,0 @@
|
||||
#version 410
|
||||
|
||||
layout(location=0) in vec3 vertPosIn;
|
||||
layout(location=1) in vec3 vertNormalIn;
|
||||
layout(location=2) in vec2 vertUV0In;
|
||||
layout(location=3) in vec3 vertColorIn;
|
||||
|
||||
out vec3 vertNormal;
|
||||
out vec2 vertUV0;
|
||||
out vec3 vertColor;
|
||||
out vec3 fragPos;
|
||||
|
||||
//MVP = Model View Projection
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 viewMat;
|
||||
uniform mat4 projMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||
vertUV0 = vertUV0In;
|
||||
vertColor = vertColorIn;
|
||||
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
||||
|
||||
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
|
||||
}
|
||||
BIN
res/textures/Low poly planet.png
Executable file
BIN
res/textures/Low poly planet.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 468 KiB |
@ -1,6 +1,7 @@
|
||||
package shaders
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"errors"
|
||||
"os"
|
||||
"strings"
|
||||
@ -28,14 +29,69 @@ func NewShaderProgram() (ShaderProgram, error) {
|
||||
return ShaderProgram{ID: id}, nil
|
||||
}
|
||||
|
||||
func LoadAndCompilerShader(shaderPath string, shaderType ShaderType) (Shader, error) {
|
||||
func LoadAndCompileCombinedShader(shaderPath string) (ShaderProgram, error) {
|
||||
|
||||
shaderSource, err := os.ReadFile(shaderPath)
|
||||
combinedSource, err := os.ReadFile(shaderPath)
|
||||
if err != nil {
|
||||
logging.ErrLog.Println("Failed to read shader. Err: ", err)
|
||||
return Shader{}, err
|
||||
return ShaderProgram{}, err
|
||||
}
|
||||
|
||||
return LoadAndCompileCombinedShaderSrc(combinedSource)
|
||||
|
||||
}
|
||||
func LoadAndCompileCombinedShaderSrc(shaderSrc []byte) (ShaderProgram, error) {
|
||||
|
||||
shaderSources := bytes.Split(shaderSrc, []byte("//shader:"))
|
||||
if len(shaderSources) == 1 {
|
||||
return ShaderProgram{}, errors.New("failed to read combined shader. Did not find '//shader:vertex' or '//shader:fragment'")
|
||||
}
|
||||
|
||||
shdrProg, err := NewShaderProgram()
|
||||
if err != nil {
|
||||
return ShaderProgram{}, errors.New("failed to create new shader program. Err: " + err.Error())
|
||||
}
|
||||
|
||||
loadedShdrCount := 0
|
||||
for i := 0; i < len(shaderSources); i++ {
|
||||
|
||||
src := shaderSources[i]
|
||||
|
||||
//This can happen when the shader type is at the start of the file
|
||||
if len(bytes.TrimSpace(src)) == 0 {
|
||||
continue
|
||||
}
|
||||
|
||||
var shdrType ShaderType
|
||||
if bytes.HasPrefix(src, []byte("vertex")) {
|
||||
src = src[6:]
|
||||
shdrType = VertexShaderType
|
||||
} else if bytes.HasPrefix(src, []byte("fragment")) {
|
||||
src = src[8:]
|
||||
shdrType = FragmentShaderType
|
||||
} else {
|
||||
return ShaderProgram{}, errors.New("unknown shader type. Must be '//shader:vertex' or '//shader:fragment'")
|
||||
}
|
||||
|
||||
shdr, err := CompileShaderOfType(src, shdrType)
|
||||
if err != nil {
|
||||
return ShaderProgram{}, err
|
||||
}
|
||||
|
||||
loadedShdrCount++
|
||||
shdrProg.AttachShader(shdr)
|
||||
}
|
||||
|
||||
if loadedShdrCount == 0 {
|
||||
return ShaderProgram{}, errors.New("no valid shaders found. Please put '//shader:vertex' or '//shader:fragment' before your shaders")
|
||||
}
|
||||
|
||||
shdrProg.Link()
|
||||
return shdrProg, nil
|
||||
}
|
||||
|
||||
func CompileShaderOfType(shaderSource []byte, shaderType ShaderType) (Shader, error) {
|
||||
|
||||
shaderID := gl.CreateShader(uint32(shaderType))
|
||||
if shaderID == 0 {
|
||||
logging.ErrLog.Println("Failed to create shader.")
|
||||
|
||||
@ -1,11 +1,19 @@
|
||||
package timing
|
||||
|
||||
import "time"
|
||||
import (
|
||||
"time"
|
||||
)
|
||||
|
||||
var (
|
||||
dt float32 = 0.01
|
||||
frameStart time.Time
|
||||
startTime time.Time
|
||||
|
||||
//fps calculator vars
|
||||
dtAccum float32 = 1
|
||||
lastElapsedTime uint64 = 0
|
||||
framesSinceLastFPSUpdate uint = 0
|
||||
avgFps float32 = 1
|
||||
)
|
||||
|
||||
func Init() {
|
||||
@ -13,18 +21,42 @@ func Init() {
|
||||
}
|
||||
|
||||
func FrameStarted() {
|
||||
|
||||
frameStart = time.Now()
|
||||
|
||||
//fps stuff
|
||||
dtAccum += dt
|
||||
framesSinceLastFPSUpdate++
|
||||
et := ElapsedTime()
|
||||
if et > lastElapsedTime {
|
||||
avgDT := dtAccum / float32(framesSinceLastFPSUpdate)
|
||||
avgFps = 1 / avgDT
|
||||
|
||||
dtAccum = 0
|
||||
framesSinceLastFPSUpdate = 0
|
||||
}
|
||||
lastElapsedTime = et
|
||||
}
|
||||
|
||||
func FrameEnded() {
|
||||
|
||||
//Calculate new dt
|
||||
dt = float32(time.Since(frameStart).Seconds())
|
||||
if dt == 0 {
|
||||
dt = float32(time.Microsecond.Seconds())
|
||||
}
|
||||
}
|
||||
|
||||
//DT is frame deltatime in milliseconds
|
||||
//DT is frame deltatime in seconds
|
||||
func DT() float32 {
|
||||
return dt
|
||||
}
|
||||
|
||||
//GetAvgFPS returns the fps averaged over 1 second
|
||||
func GetAvgFPS() float32 {
|
||||
return avgFps
|
||||
}
|
||||
|
||||
//ElapsedTime is time since game start
|
||||
func ElapsedTime() uint64 {
|
||||
return uint64(time.Since(startTime).Seconds())
|
||||
|
||||
253
ui/imgui/imgui.go
Executable file
253
ui/imgui/imgui.go
Executable file
@ -0,0 +1,253 @@
|
||||
package nmageimgui
|
||||
|
||||
import (
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/asserts"
|
||||
"github.com/bloeys/nmage/materials"
|
||||
"github.com/bloeys/nmage/timing"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
"github.com/inkyblackness/imgui-go/v4"
|
||||
"github.com/veandco/go-sdl2/sdl"
|
||||
)
|
||||
|
||||
type ImguiInfo struct {
|
||||
ImCtx *imgui.Context
|
||||
|
||||
Mat *materials.Material
|
||||
VaoID uint32
|
||||
VboID uint32
|
||||
IndexBufID uint32
|
||||
TexID uint32
|
||||
}
|
||||
|
||||
func (i *ImguiInfo) FrameStart(winWidth, winHeight float32) {
|
||||
|
||||
if err := i.ImCtx.SetCurrent(); err != nil {
|
||||
asserts.T(false, "Setting imgui ctx as current failed. Err: "+err.Error())
|
||||
}
|
||||
|
||||
imIO := imgui.CurrentIO()
|
||||
imIO.SetDisplaySize(imgui.Vec2{X: float32(winWidth), Y: float32(winHeight)})
|
||||
imIO.SetDeltaTime(timing.DT())
|
||||
|
||||
imgui.NewFrame()
|
||||
}
|
||||
|
||||
func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32) {
|
||||
|
||||
if err := i.ImCtx.SetCurrent(); err != nil {
|
||||
asserts.T(false, "Setting imgui ctx as current failed. Err: "+err.Error())
|
||||
}
|
||||
|
||||
imgui.Render()
|
||||
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
if fbWidth <= 0 || fbHeight <= 0 {
|
||||
return
|
||||
}
|
||||
|
||||
drawData := imgui.RenderedDrawData()
|
||||
drawData.ScaleClipRects(imgui.Vec2{
|
||||
X: float32(fbWidth) / float32(winWidth),
|
||||
Y: float32(fbHeight) / float32(winHeight),
|
||||
})
|
||||
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
||||
gl.Enable(gl.BLEND)
|
||||
gl.BlendEquation(gl.FUNC_ADD)
|
||||
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
|
||||
gl.Disable(gl.CULL_FACE)
|
||||
gl.Disable(gl.DEPTH_TEST)
|
||||
gl.Enable(gl.SCISSOR_TEST)
|
||||
gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
||||
// DisplayMin is typically (0,0) for single viewport apps.
|
||||
|
||||
i.Mat.Bind()
|
||||
|
||||
gl.Uniform1i(gl.GetUniformLocation(i.Mat.ShaderProg.ID, gl.Str("Texture\x00")), 0)
|
||||
|
||||
//PERF: only update the ortho matrix on window resize
|
||||
orthoMat := gglm.Ortho(0, float32(winWidth), 0, float32(winHeight), 0, 20)
|
||||
i.Mat.SetUnifMat4("ProjMtx", &orthoMat.Mat4)
|
||||
gl.BindSampler(0, 0) // Rely on combined texture/sampler state.
|
||||
|
||||
// Recreate the VAO every time
|
||||
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and
|
||||
// we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
|
||||
gl.BindVertexArray(i.VaoID)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, i.VboID)
|
||||
|
||||
vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := imgui.VertexBufferLayout()
|
||||
i.Mat.EnableAttribute("Position")
|
||||
i.Mat.EnableAttribute("UV")
|
||||
i.Mat.EnableAttribute("Color")
|
||||
gl.VertexAttribPointerWithOffset(uint32(i.Mat.GetAttribLoc("Position")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetPos))
|
||||
gl.VertexAttribPointerWithOffset(uint32(i.Mat.GetAttribLoc("UV")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetUv))
|
||||
gl.VertexAttribPointerWithOffset(uint32(i.Mat.GetAttribLoc("Color")), 4, gl.UNSIGNED_BYTE, true, int32(vertexSize), uintptr(vertexOffsetCol))
|
||||
|
||||
indexSize := imgui.IndexBufferLayout()
|
||||
drawType := gl.UNSIGNED_SHORT
|
||||
if indexSize == 4 {
|
||||
drawType = gl.UNSIGNED_INT
|
||||
}
|
||||
|
||||
// Draw
|
||||
for _, list := range drawData.CommandLists() {
|
||||
|
||||
vertexBuffer, vertexBufferSize := list.VertexBuffer()
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, i.VboID)
|
||||
gl.BufferData(gl.ARRAY_BUFFER, vertexBufferSize, vertexBuffer, gl.STREAM_DRAW)
|
||||
|
||||
indexBuffer, indexBufferSize := list.IndexBuffer()
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, i.IndexBufID)
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, indexBufferSize, indexBuffer, gl.STREAM_DRAW)
|
||||
|
||||
for _, cmd := range list.Commands() {
|
||||
if cmd.HasUserCallback() {
|
||||
cmd.CallUserCallback(list)
|
||||
} else {
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, i.TexID)
|
||||
clipRect := cmd.ClipRect()
|
||||
gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
|
||||
|
||||
gl.DrawElementsBaseVertex(gl.TRIANGLES, int32(cmd.ElementCount()), uint32(drawType), gl.PtrOffset(cmd.IndexOffset()*indexSize), int32(cmd.VertexOffset()))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Reset gl state
|
||||
gl.Disable(gl.SCISSOR_TEST)
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
gl.Enable(gl.DEPTH_TEST)
|
||||
}
|
||||
|
||||
func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *imgui.FontConfig, glyphRanges *imgui.GlyphRanges) imgui.Font {
|
||||
|
||||
fontConfigToUse := imgui.DefaultFontConfig
|
||||
if fontConfig != nil {
|
||||
fontConfigToUse = *fontConfig
|
||||
}
|
||||
|
||||
glyphRangesToUse := imgui.EmptyGlyphRanges
|
||||
if glyphRanges != nil {
|
||||
glyphRangesToUse = *glyphRanges
|
||||
}
|
||||
|
||||
imIO := imgui.CurrentIO()
|
||||
|
||||
a := imIO.Fonts()
|
||||
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse)
|
||||
image := a.TextureDataAlpha8()
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, i.TexID)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(image.Width), int32(image.Height), 0, gl.RED, gl.UNSIGNED_BYTE, image.Pixels)
|
||||
|
||||
return f
|
||||
}
|
||||
|
||||
const imguiShdrSrc = `
|
||||
//shader:vertex
|
||||
#version 410
|
||||
|
||||
uniform mat4 ProjMtx;
|
||||
|
||||
in vec2 Position;
|
||||
in vec2 UV;
|
||||
in vec4 Color;
|
||||
|
||||
out vec2 Frag_UV;
|
||||
out vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
|
||||
}
|
||||
|
||||
//shader:fragment
|
||||
#version 410
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
in vec2 Frag_UV;
|
||||
in vec4 Frag_Color;
|
||||
|
||||
out vec4 Out_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Out_Color = vec4(Frag_Color.rgb, Frag_Color.a * texture(Texture, Frag_UV.st).r);
|
||||
}
|
||||
`
|
||||
|
||||
func NewImGUI() ImguiInfo {
|
||||
|
||||
imguiInfo := ImguiInfo{
|
||||
ImCtx: imgui.CreateContext(nil),
|
||||
Mat: materials.NewMaterialSrc("ImGUI Mat", []byte(imguiShdrSrc)),
|
||||
}
|
||||
|
||||
imIO := imgui.CurrentIO()
|
||||
imIO.SetBackendFlags(imIO.GetBackendFlags() | imgui.BackendFlagsRendererHasVtxOffset)
|
||||
|
||||
gl.GenVertexArrays(1, &imguiInfo.VaoID)
|
||||
gl.GenBuffers(1, &imguiInfo.VboID)
|
||||
gl.GenBuffers(1, &imguiInfo.IndexBufID)
|
||||
gl.GenTextures(1, &imguiInfo.TexID)
|
||||
|
||||
// Upload font to gpu
|
||||
gl.BindTexture(gl.TEXTURE_2D, imguiInfo.TexID)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
|
||||
|
||||
image := imIO.Fonts().TextureDataAlpha8()
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(image.Width), int32(image.Height), 0, gl.RED, gl.UNSIGNED_BYTE, image.Pixels)
|
||||
|
||||
// Store our identifier
|
||||
imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.TexID))
|
||||
|
||||
//Shader attributes
|
||||
imguiInfo.Mat.Bind()
|
||||
imguiInfo.Mat.EnableAttribute("Position")
|
||||
imguiInfo.Mat.EnableAttribute("UV")
|
||||
imguiInfo.Mat.EnableAttribute("Color")
|
||||
imguiInfo.Mat.UnBind()
|
||||
|
||||
//Init imgui input mapping
|
||||
keys := map[int]int{
|
||||
imgui.KeyTab: sdl.SCANCODE_TAB,
|
||||
imgui.KeyLeftArrow: sdl.SCANCODE_LEFT,
|
||||
imgui.KeyRightArrow: sdl.SCANCODE_RIGHT,
|
||||
imgui.KeyUpArrow: sdl.SCANCODE_UP,
|
||||
imgui.KeyDownArrow: sdl.SCANCODE_DOWN,
|
||||
imgui.KeyPageUp: sdl.SCANCODE_PAGEUP,
|
||||
imgui.KeyPageDown: sdl.SCANCODE_PAGEDOWN,
|
||||
imgui.KeyHome: sdl.SCANCODE_HOME,
|
||||
imgui.KeyEnd: sdl.SCANCODE_END,
|
||||
imgui.KeyInsert: sdl.SCANCODE_INSERT,
|
||||
imgui.KeyDelete: sdl.SCANCODE_DELETE,
|
||||
imgui.KeyBackspace: sdl.SCANCODE_BACKSPACE,
|
||||
imgui.KeySpace: sdl.SCANCODE_BACKSPACE,
|
||||
imgui.KeyEnter: sdl.SCANCODE_RETURN,
|
||||
imgui.KeyEscape: sdl.SCANCODE_ESCAPE,
|
||||
imgui.KeyA: sdl.SCANCODE_A,
|
||||
imgui.KeyC: sdl.SCANCODE_C,
|
||||
imgui.KeyV: sdl.SCANCODE_V,
|
||||
imgui.KeyX: sdl.SCANCODE_X,
|
||||
imgui.KeyY: sdl.SCANCODE_Y,
|
||||
imgui.KeyZ: sdl.SCANCODE_Z,
|
||||
}
|
||||
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
for imguiKey, nativeKey := range keys {
|
||||
imIO.KeyMap(imguiKey, nativeKey)
|
||||
}
|
||||
|
||||
return imguiInfo
|
||||
}
|
||||
Reference in New Issue
Block a user