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...

46 Commits

Author SHA1 Message Date
a16654107b Implement UpdateAllComps 2022-12-06 06:19:38 +04:00
855cbfaba3 Improve assert+imporve error messages when adding comps 2022-12-06 06:17:25 +04:00
b025afe1b4 Add Init,Update,Destroy to Comp+HasComp,DestroyComp funcs 2022-12-06 06:07:49 +04:00
84cd8c28c8 Add BaseComp 2022-12-06 05:20:20 +04:00
7d5e3e2d82 Move comp into own file 2022-12-06 04:56:17 +04:00
23a6689346 Improve entity flags+add freeListSize to registry 2022-12-06 04:51:03 +04:00
36488ead04 Add skybox textures 2022-12-06 04:29:57 +04:00
de77d5464e Remove todo + upgrade gglm 2022-12-06 04:28:34 +04:00
305982deca Light pos and color controls 2022-12-06 03:48:07 +04:00
653a315631 Remove some old code 2022-10-20 01:28:06 +04:00
c971324b5a Move camera when right mouse button is clicked 2022-10-14 07:59:46 +04:00
b5a2479c16 Skybox demo 2022-10-14 07:55:48 +04:00
6f54aecb5f Loading cubemap textures+don't store texture by default 2022-10-14 05:52:28 +04:00
7a25aea6ba Clear stencil buffer every frame+Depth buffer viz 2022-10-14 04:34:40 +04:00
3071b52c85 Basic submeshe support 2022-10-07 05:50:48 +04:00
1b858bd4ac Update assimp+remove unused funcs 2022-10-01 06:54:23 +04:00
d550767cb6 Allow meshes without UVs 2022-10-01 06:52:47 +04:00
271b1c0cea Space 2022-10-01 01:48:59 +04:00
0da031aa57 TODO 2022-10-01 01:44:22 +04:00
62194c4cad FPS camera with pitch and yaw 2022-10-01 01:43:01 +04:00
bd79f6e274 Update camera to use pos+forward vectors to calc target 2022-09-30 04:17:48 +04:00
ac0ca8ee39 Generational indices+get/free entity+free list 2022-09-24 23:20:08 +04:00
35ff496a9a Starting entities, components, and levels 2022-08-14 22:00:04 +04:00
52b77e017e Camera package+ rename asserts->assert 2022-07-23 22:51:57 +04:00
b85056dd31 Update to imgui-go v4.5.0 2022-07-23 20:18:33 +04:00
e5ea6f986f Add SetDataWithUsage 2022-07-11 11:58:31 +04:00
c4853792a5 Use cached getUniform in imgui 2022-07-11 11:36:26 +04:00
8cf9be2830 Support arrays and slices in buffers.(SetData/SetIndexBufData) 2022-07-03 23:08:20 +04:00
71acc2e9ab Remove comment 2022-07-03 08:41:36 +04:00
2690014fc5 Allow texture loading from in-mem images 2022-07-02 22:54:36 +04:00
fe2aef6b6d Support combined shaders+allow loading shaders from string 2022-07-02 22:49:28 +04:00
d4fe6d4071 Update gglm version 2022-07-02 21:41:44 +04:00
51057b8a0d TextureLoadOptions+fix DT bug+remove SetAttribute 2022-07-02 21:38:48 +04:00
e1bf0697fc Simplify the game interface 2022-07-02 21:21:59 +04:00
901d8e2b5e Don't disable blending after ui render 2022-05-21 15:48:50 +04:00
89d04c9d24 Enable blending by default 2022-05-21 12:11:15 +04:00
f1b6f3a7c0 Start function in Game interface 2022-02-27 11:21:15 +04:00
d1f47316ae Allow imgui within init 2022-02-27 11:11:20 +04:00
709dc062cc Day 15: Basic renderer+improve material system+lockosthread on init 2022-02-26 22:07:59 +04:00
660c41bc06 ensure dt is never zero 2022-02-24 14:34:21 +04:00
99f5548ce2 Fix imgui dt 2022-02-24 14:22:23 +04:00
5a54b1b465 Make all ImguiInfo public 2022-02-24 08:58:25 +04:00
36ac96d641 Allow configuration when loading fonts 2022-02-24 07:50:35 +04:00
577e6250a8 Return imgui font after set 2022-02-24 06:59:19 +04:00
c311a0981c Imgui setfont func 2022-02-24 06:51:24 +04:00
064a932037 Allow app to receive window event callbacks 2022-02-24 05:48:35 +04:00
41 changed files with 1558 additions and 512 deletions

13
assert/assert.go Executable file
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@ -0,0 +1,13 @@
package assert
import (
"github.com/bloeys/nmage/consts"
"github.com/bloeys/nmage/logging"
)
func T(check bool, msg string, args ...any) {
if consts.Debug && !check {
logging.ErrLog.Panicf("Assert failed: "+msg, args...)
}
}

View File

@ -1,12 +0,0 @@
package asserts
import (
"github.com/bloeys/nmage/consts"
"github.com/bloeys/nmage/logging"
)
func T(check bool, msg string) {
if consts.Debug && !check {
logging.ErrLog.Panicln("Assert failed:", msg)
}
}

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@ -1,27 +1,32 @@
package assets
var (
Textures map[uint32]Texture = make(map[uint32]Texture)
TexturePaths map[string]uint32 = make(map[string]uint32)
Textures = make(map[uint32]Texture)
TexturePaths = make(map[string]uint32)
)
func SetTexture(t Texture) {
func AddTextureToCache(t Texture) {
if t.Path != "" {
if _, ok := TexturePaths[t.Path]; ok {
return
}
println("Loaded texture:", t.Path)
println("Loaded texture from path:", t.Path)
Textures[t.TexID] = t
TexturePaths[t.Path] = t.TexID
return
}
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
}

View File

@ -2,9 +2,15 @@ package assets
import (
"bytes"
"fmt"
"image"
"image/color"
"image/jpeg"
"image/png"
"io"
"os"
"path"
"strings"
"unsafe"
"github.com/go-gl/gl/v4.1-core/gl"
@ -17,6 +23,7 @@ const (
)
type Texture struct {
//Path only exists for textures loaded from disk
Path string
TexID uint32
Width int32
@ -24,11 +31,35 @@ type Texture struct {
Pixels []byte
}
func LoadPNGTexture(file string) (Texture, error) {
type TextureLoadOptions struct {
TryLoadFromCache bool
WriteToCache bool
GenMipMaps bool
KeepPixelsInMem bool
}
if tex, ok := GetTexturePath(file); ok {
type Cubemap struct {
// These only exists for textures loaded from disk
RightPath string
LeftPath string
TopPath string
BotPath string
FrontPath string
BackPath string
TexID uint32
}
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
fileBytes, err := os.ReadFile(file)
@ -43,27 +74,9 @@ func LoadPNGTexture(file string) (Texture, error) {
tex := Texture{
Path: file,
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
}
}
tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
//Prepare opengl stuff
gl.GenTextures(1, &tex.TexID)
@ -72,14 +85,224 @@ func LoadPNGTexture(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.RGBA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
gl.GenerateMipmap(gl.TEXTURE_2D)
SetTexture(tex)
if loadOptions.GenMipMaps {
gl.GenerateMipmap(tex.TexID)
}
if loadOptions.WriteToCache {
AddTextureToCache(tex)
}
if !loadOptions.KeepPixelsInMem {
tex.Pixels = nil
}
return tex, nil
}
func LoadTextureInMemPngImg(img image.Image, loadOptions *TextureLoadOptions) (Texture, error) {
if loadOptions == nil {
loadOptions = &TextureLoadOptions{}
}
tex := Texture{}
tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
//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)
}
if !loadOptions.KeepPixelsInMem {
tex.Pixels = nil
}
return tex, nil
}
func LoadTextureJpeg(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
fileBytes, err := os.ReadFile(file)
if err != nil {
return Texture{}, err
}
img, err := jpeg.Decode(bytes.NewReader(fileBytes))
if err != nil {
return Texture{}, err
}
tex := Texture{
Path: file,
}
tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
//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)
}
if !loadOptions.KeepPixelsInMem {
tex.Pixels = nil
}
return tex, nil
}
func pixelsFromNrgbaPng(img image.Image) (pixels []byte, width, height int32) {
//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
width, height = int32(img.Bounds().Dx()), int32(img.Bounds().Dy())
pixels = make([]byte, img.Bounds().Dx()*img.Bounds().Dy()*4)
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)
pixels[i] = c.R
pixels[i+1] = c.G
pixels[i+2] = c.B
pixels[i+3] = c.A
i += 4
}
}
return pixels, width, height
}
func pixelsFromNrgbaJpg(img image.Image) (pixels []byte, width, height int32) {
//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
width, height = int32(img.Bounds().Dx()), int32(img.Bounds().Dy())
pixels = make([]byte, img.Bounds().Dx()*img.Bounds().Dy()*4)
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)
pixels[i] = c.R
pixels[i+1] = c.G
pixels[i+2] = c.B
pixels[i+3] = c.A
i += 4
}
}
return pixels, width, height
}
func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex string) (Cubemap, error) {
var imgDecoder func(r io.Reader) (image.Image, error)
var pixelDecoder func(image.Image) ([]byte, int32, int32)
ext := strings.ToLower(path.Ext(rightTex))
if ext == ".jpg" || ext == ".jpeg" {
imgDecoder = jpeg.Decode
pixelDecoder = pixelsFromNrgbaJpg
} else if ext == ".png" {
imgDecoder = png.Decode
pixelDecoder = pixelsFromNrgbaPng
} else {
return Cubemap{}, fmt.Errorf("unknown image extension: %s. Expected one of: .jpg, .jpeg, .png", ext)
}
cmap := Cubemap{
RightPath: rightTex,
LeftPath: leftTex,
TopPath: topTex,
BotPath: botTex,
FrontPath: frontTex,
BackPath: backTex,
}
gl.GenTextures(1, &cmap.TexID)
gl.BindTexture(gl.TEXTURE_CUBE_MAP, cmap.TexID)
// The order here matters
texturePaths := []string{rightTex, leftTex, topTex, botTex, frontTex, backTex}
for i := uint32(0); i < uint32(len(texturePaths)); i++ {
fPath := texturePaths[i]
//Load from disk
fileBytes, err := os.ReadFile(fPath)
if err != nil {
return Cubemap{}, err
}
img, err := imgDecoder(bytes.NewReader(fileBytes))
if err != nil {
return Cubemap{}, err
}
pixels, width, height := pixelDecoder(img)
gl.TexImage2D(uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X)+i, 0, gl.RGBA8, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&pixels[0]))
}
// set the texture wrapping/filtering options (on the currently bound texture object)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
return cmap, nil
}

View File

@ -3,7 +3,7 @@ package buffers
import (
"fmt"
"github.com/bloeys/nmage/asserts"
"github.com/bloeys/nmage/assert"
"github.com/go-gl/gl/v4.1-core/gl"
)
@ -28,6 +28,6 @@ func (b BufUsage) ToGL() uint32 {
return gl.STREAM_DRAW
}
asserts.T(false, fmt.Sprintf("Unexpected BufUsage value '%v'", b))
assert.T(false, fmt.Sprintf("Unexpected BufUsage value '%v'", b))
return 0
}

View File

@ -11,7 +11,7 @@ type Buffer struct {
BufID uint32
//IndexBufID is the ID of the index/element buffer
IndexBufID uint32
IndexBufCount int32
// IndexBufCount int32
Stride int32
layout []Element
@ -30,7 +30,28 @@ 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)
}
func (b *Buffer) SetDataWithUsage(values []float32, usage BufUsage) {
gl.BindVertexArray(b.VAOID)
gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
sizeInBytes := len(values) * 4
if sizeInBytes == 0 {
gl.BufferData(gl.ARRAY_BUFFER, 0, gl.Ptr(nil), usage.ToGL())
} else {
gl.BufferData(gl.ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), usage.ToGL())
}
gl.BindVertexArray(0)
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
@ -38,11 +59,16 @@ func (b *Buffer) SetData(values []float32) {
func (b *Buffer) SetIndexBufData(values []uint32) {
b.IndexBufCount = int32(len(values))
// b.IndexBufCount = int32(len(values))
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 +80,8 @@ 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 +92,20 @@ 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.VertexAttribPointerWithOffset(uint32(i), layout[i].ElementType.CompCount(), layout[i].ElementType.GLType(), false, b.Stride, uintptr(layout[i].Offset))
}
b.UnBind()
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
}
func NewBuffer(layout ...Element) Buffer {

View File

@ -3,7 +3,7 @@ package buffers
import (
"fmt"
"github.com/bloeys/nmage/asserts"
"github.com/bloeys/nmage/assert"
"github.com/go-gl/gl/v4.1-core/gl"
)
@ -45,7 +45,7 @@ func (dt ElementType) GLType() uint32 {
return gl.FLOAT
default:
asserts.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
return 0
}
}
@ -68,7 +68,7 @@ func (dt ElementType) CompSize() int32 {
return 4
default:
asserts.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
return 0
}
}
@ -92,7 +92,7 @@ func (dt ElementType) CompCount() int32 {
return 4
default:
asserts.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
return 0
}
}
@ -116,7 +116,7 @@ func (dt ElementType) Size() int32 {
return 4 * 4
default:
asserts.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
return 0
}
}

100
camera/camera.go Executable file
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@ -0,0 +1,100 @@
package camera
import (
"github.com/bloeys/gglm/gglm"
)
type Type int32
const (
Type_Unknown Type = iota
Type_Perspective
Type_Orthographic
)
type Camera struct {
Type Type
Pos gglm.Vec3
Forward gglm.Vec3
WorldUp gglm.Vec3
NearClip float32
FarClip float32
// Perspective data
Fov float32
AspectRatio float32
// Ortho data
Left, Right, Top, Bottom float32
// Matrices
ViewMat gglm.Mat4
ProjMat gglm.Mat4
}
// Update recalculates view matrix and projection matrix.
// Should be called whenever a camera parameter changes
func (c *Camera) Update() {
c.ViewMat = gglm.LookAtRH(&c.Pos, c.Pos.Clone().Add(&c.Forward), &c.WorldUp).Mat4
if c.Type == Type_Perspective {
c.ProjMat = *gglm.Perspective(c.Fov, c.AspectRatio, c.NearClip, c.FarClip)
} else {
c.ProjMat = gglm.Ortho(c.Left, c.Right, c.Top, c.Bottom, c.NearClip, c.FarClip).Mat4
}
}
// UpdateRotation calculates a new forward vector and then calls camera.Update()
func (c *Camera) UpdateRotation(pitch, yaw float32) {
dir := gglm.NewVec3(
gglm.Cos32(yaw)*gglm.Cos32(pitch),
gglm.Sin32(pitch),
gglm.Sin32(yaw)*gglm.Cos32(pitch),
)
c.Forward = *dir.Normalize()
c.Update()
}
func NewPerspective(pos, forward, worldUp *gglm.Vec3, nearClip, farClip, fovRadians, aspectRatio float32) *Camera {
cam := &Camera{
Type: Type_Perspective,
Pos: *pos,
Forward: *forward,
WorldUp: *worldUp,
NearClip: nearClip,
FarClip: farClip,
Fov: fovRadians,
AspectRatio: aspectRatio,
}
cam.Update()
return cam
}
func NewOrthographic(pos, forward, worldUp *gglm.Vec3, nearClip, farClip, left, right, top, bottom float32) *Camera {
cam := &Camera{
Type: Type_Orthographic,
Pos: *pos,
Forward: *forward,
WorldUp: *worldUp,
NearClip: nearClip,
FarClip: farClip,
Left: left,
Right: right,
Top: top,
Bottom: bottom,
}
cam.Update()
return cam
}

View File

@ -1,16 +1,26 @@
package engine
import (
"runtime"
"github.com/bloeys/nmage/assert"
"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
EventCallbacks []func(sdl.Event)
Rend renderer.Render
}
func (w *Window) handleInputs() {
@ -20,6 +30,12 @@ func (w *Window) handleInputs() {
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:
@ -85,6 +101,9 @@ func (w *Window) Destroy() error {
func Init() error {
isInited = true
runtime.LockOSThread()
timing.Init()
err := initSDL()
@ -117,16 +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) {
assert.T(isInited, "engine.Init was not called!")
if x == -1 && y == -1 {
x = sdl.WINDOWPOS_CENTERED
y = sdl.WINDOWPOS_CENTERED
@ -136,7 +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 {
@ -162,11 +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) {
assert.T(isInited, "engine.Init was not called!")
if enabled {
sdl.GLSetSwapInterval(1)
} else {

View File

@ -6,29 +6,34 @@ import (
"github.com/go-gl/gl/v4.1-core/gl"
)
var (
isRunning = false
)
type Game interface {
Init()
FrameStart()
Update()
Render()
FrameEnd()
ShouldRun() bool
GetWindow() *Window
GetImGUI() nmageimgui.ImguiInfo
Deinit()
DeInit()
}
func Run(g Game) {
func Run(g Game, w *Window, ui nmageimgui.ImguiInfo) {
isRunning = true
g.Init()
w := g.GetWindow()
ui := g.GetImGUI()
for g.ShouldRun() {
//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()
@ -36,18 +41,21 @@ func Run(g Game) {
w.handleInputs()
ui.FrameStart(float32(width), float32(height))
g.FrameStart()
g.Update()
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
g.Render()
ui.Render(float32(width), float32(height), fbWidth, fbHeight)
w.SDLWin.GLSwap()
g.FrameEnd()
w.Rend.FrameEnd()
timing.FrameEnded()
}
g.Deinit()
g.DeInit()
}
func Quit() {
isRunning = false
}

27
entity/base_comp.go Executable file
View File

@ -0,0 +1,27 @@
package entity
import "github.com/bloeys/nmage/assert"
var _ Comp = &BaseComp{}
type BaseComp struct {
Entity *Entity
}
func (b *BaseComp) base() {
}
func (b *BaseComp) Init(parent *Entity) {
assert.T(parent != nil, "Component was initialized with a nil parent. That is not allowed.")
b.Entity = parent
}
func (b *BaseComp) Name() string {
return "Base Component"
}
func (b *BaseComp) Update() {
}
func (b *BaseComp) Destroy() {
}

62
entity/comp.go Executable file
View File

@ -0,0 +1,62 @@
package entity
import "github.com/bloeys/nmage/assert"
type Comp interface {
// This ensures that implementors of the Comp interface
// always embed BaseComp
base()
Name() string
Init(parent *Entity)
Update()
Destroy()
}
func AddComp[T Comp](e *Entity, c T) {
assert.T(!HasComp[T](e), "Entity with id '%v' already has component of type '%T'", e.ID, c)
e.Comps = append(e.Comps, c)
c.Init(e)
}
func HasComp[T Comp](e *Entity) bool {
for i := 0; i < len(e.Comps); i++ {
_, ok := e.Comps[i].(T)
if ok {
return true
}
}
return false
}
func GetComp[T Comp](e *Entity) (out T) {
for i := 0; i < len(e.Comps); i++ {
comp, ok := e.Comps[i].(T)
if ok {
return comp
}
}
return out
}
// DestroyComp calls Destroy on the component and then removes it from the entities component list
func DestroyComp[T Comp](e *Entity) {
for i := 0; i < len(e.Comps); i++ {
comp, ok := e.Comps[i].(T)
if ok {
comp.Destroy()
e.Comps = append(e.Comps[:i], e.Comps[i+1:]...)
return
}
}
}

49
entity/entity.go Executable file
View File

@ -0,0 +1,49 @@
package entity
type EntityFlag byte
const (
EntityFlag_None EntityFlag = 0
EntityFlag_Alive EntityFlag = 1 << (iota - 1)
)
const (
GenerationShiftBits = 64 - 8
FlagsShiftBits = 64 - 16
IndexBitMask = 0x00_00_FFFF_FFFF_FFFF
)
type EntityHandle uint64
type Entity struct {
// Byte 1: Generation; Byte 2: Flags; Bytes 3-8: Index
ID EntityHandle
Comps []Comp
}
func (e *Entity) HasFlag(ef EntityFlag) bool {
return GetFlags(e.ID)&ef > 0
}
func (e *Entity) UpdateAllComps() {
for i := 0; i < len(e.Comps); i++ {
e.Comps[i].Update()
}
}
func GetGeneration(id EntityHandle) byte {
return byte(id >> GenerationShiftBits)
}
func GetFlags(id EntityHandle) EntityFlag {
return EntityFlag(id >> FlagsShiftBits)
}
func GetIndex(id EntityHandle) uint64 {
return uint64(id & IndexBitMask)
}
func NewEntityId(generation byte, flags EntityFlag, index uint64) EntityHandle {
return EntityHandle(index | (uint64(generation) << GenerationShiftBits) | (uint64(flags) << FlagsShiftBits))
}

109
entity/registry.go Executable file
View File

@ -0,0 +1,109 @@
package entity
import (
"github.com/bloeys/nmage/assert"
)
var (
// The number of slots required to be in the free list before the free list
// is used for creating new entries
FreeListUsageThreshold uint32 = 20
)
type freeListitem struct {
EntityIndex uint64
nextFree *freeListitem
}
type Registry struct {
EntityCount uint64
Entities []Entity
FreeList *freeListitem
FreeListSize uint32
}
func (r *Registry) NewEntity() *Entity {
assert.T(r.EntityCount < uint64(len(r.Entities)), "Can not add more entities to registry because it is full")
entityToUseIndex := uint64(0)
var entityToUse *Entity = nil
if r.FreeList != nil && r.FreeListSize > FreeListUsageThreshold {
entityToUseIndex = r.FreeList.EntityIndex
entityToUse = &r.Entities[entityToUseIndex]
r.FreeList = r.FreeList.nextFree
r.FreeListSize--
} else {
for i := 0; i < len(r.Entities); i++ {
e := &r.Entities[i]
if e.HasFlag(EntityFlag_Alive) {
continue
}
entityToUse = e
entityToUseIndex = uint64(i)
break
}
}
if entityToUse == nil {
panic("failed to create new entity because we did not find a free spot in the registry. Why did the assert not go off?")
}
r.EntityCount++
entityToUse.ID = NewEntityId(GetGeneration(entityToUse.ID)+1, EntityFlag_Alive, entityToUseIndex)
assert.T(entityToUse.ID != 0, "Entity ID must not be zero")
return entityToUse
}
func (r *Registry) GetEntity(id EntityHandle) *Entity {
index := GetIndex(id)
gen := GetGeneration(id)
e := &r.Entities[index]
eGen := GetGeneration(e.ID)
if gen != eGen {
return nil
}
return e
}
// FreeEntity calls Destroy on all the entities components, resets the component list, resets the entity flags, then ads this entity to the free list
func (r *Registry) FreeEntity(id EntityHandle) {
e := r.GetEntity(id)
if e == nil {
return
}
for i := 0; i < len(e.Comps); i++ {
e.Comps[i].Destroy()
}
r.EntityCount--
eIndex := GetIndex(e.ID)
e.Comps = []Comp{}
e.ID = NewEntityId(GetGeneration(e.ID), EntityFlag_None, eIndex)
r.FreeList = &freeListitem{
EntityIndex: eIndex,
nextFree: r.FreeList,
}
r.FreeListSize++
}
func NewRegistry(size uint32) *Registry {
assert.T(size > 0, "Registry size must be more than zero")
return &Registry{
Entities: make([]Entity, size),
}
}

12
go.mod
View File

@ -1,13 +1,13 @@
module github.com/bloeys/nmage
go 1.17
go 1.18
require github.com/veandco/go-sdl2 v0.4.10
require github.com/veandco/go-sdl2 v0.4.25
require github.com/go-gl/gl v0.0.0-20211025173605-bda47ffaa784
require github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6
require (
github.com/bloeys/assimp-go v0.4.2
github.com/bloeys/gglm v0.3.1
github.com/inkyblackness/imgui-go/v4 v4.3.0
github.com/bloeys/assimp-go v0.4.4
github.com/bloeys/gglm v0.43.0
github.com/inkyblackness/imgui-go/v4 v4.6.0
)

20
go.sum
View File

@ -1,17 +1,17 @@
github.com/bloeys/assimp-go v0.4.2 h1:ArVK74BCFcTO/rCGj2NgZG9xtbjnJdEn5npIeJx1Z04=
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/assimp-go v0.4.4 h1:Yn5e/RpE0Oes0YMBy8O7KkwAO4R/RpgrZPJCt08dVIU=
github.com/bloeys/assimp-go v0.4.4/go.mod h1:my3yRxT7CfOztmvi+0svmwbaqw0KFrxaHxncoyaEIP0=
github.com/bloeys/gglm v0.43.0 h1:ZpOghR3PHfpkigTDh+FqxLsF0gN8CD6s/bWoei6LyxI=
github.com/bloeys/gglm v0.43.0/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=
github.com/go-gl/gl v0.0.0-20211025173605-bda47ffaa784/go.mod h1:9YTyiznxEY1fVinfM7RvRcjRHbw2xLBJ3AAGIT0I4Nw=
github.com/inkyblackness/imgui-go/v4 v4.3.0 h1:iyAzqWXq/dG5+6ckDPhGivtrIo6AywGQMvENKzun04s=
github.com/inkyblackness/imgui-go/v4 v4.3.0/go.mod h1:g8SAGtOYUP7rYaOB2AsVKCEHmPMDmJKgt4z6d+flhb0=
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6 h1:zDw5v7qm4yH7N8C8uWd+8Ii9rROdgWxQuGoJ9WDXxfk=
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6/go.mod h1:9YTyiznxEY1fVinfM7RvRcjRHbw2xLBJ3AAGIT0I4Nw=
github.com/inkyblackness/imgui-go/v4 v4.6.0 h1:ShcnXEYl80+xREGBY9OpGWePA6FfJChY9Varsm+3jjE=
github.com/inkyblackness/imgui-go/v4 v4.6.0/go.mod h1:g8SAGtOYUP7rYaOB2AsVKCEHmPMDmJKgt4z6d+flhb0=
github.com/pmezard/go-difflib v1.0.0 h1:4DBwDE0NGyQoBHbLQYPwSUPoCMWR5BEzIk/f1lZbAQM=
github.com/pmezard/go-difflib v1.0.0/go.mod h1:iKH77koFhYxTK1pcRnkKkqfTogsbg7gZNVY4sRDYZ/4=
github.com/stretchr/objx v0.1.0/go.mod h1:HFkY916IF+rwdDfMAkV7OtwuqBVzrE8GR6GFx+wExME=
github.com/stretchr/testify v1.3.0 h1:TivCn/peBQ7UY8ooIcPgZFpTNSz0Q2U6UrFlUfqbe0Q=
github.com/stretchr/testify v1.3.0/go.mod h1:M5WIy9Dh21IEIfnGCwXGc5bZfKNJtfHm1UVUgZn+9EI=
github.com/veandco/go-sdl2 v0.4.10 h1:8QoD2bhWl7SbQDflIAUYWfl9Vq+mT8/boJFAUzAScgY=
github.com/veandco/go-sdl2 v0.4.10/go.mod h1:OROqMhHD43nT4/i9crJukyVecjPNYYuCofep6SNiAjY=
github.com/veandco/go-sdl2 v0.4.25 h1:J5ac3KKOccp/0xGJA1PaNYKPUcZm19IxhDGs8lJofPI=
github.com/veandco/go-sdl2 v0.4.25/go.mod h1:OROqMhHD43nT4/i9crJukyVecjPNYYuCofep6SNiAjY=

20
level/level.go Executable file
View File

@ -0,0 +1,20 @@
package level
import (
"github.com/bloeys/nmage/assert"
"github.com/bloeys/nmage/entity"
)
type Level struct {
*entity.Registry
Name string
}
func NewLevel(name string, maxEntities uint32) *Level {
assert.T(name != "", "Level name can not be empty")
return &Level{
Name: name,
Registry: entity.NewRegistry(maxEntities),
}
}

467
main.go
View File

@ -2,16 +2,18 @@ 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/camera"
"github.com/bloeys/nmage/engine"
"github.com/bloeys/nmage/entity"
"github.com/bloeys/nmage/input"
"github.com/bloeys/nmage/level"
"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"
nmageimgui "github.com/bloeys/nmage/ui/imgui"
"github.com/go-gl/gl/v4.1-core/gl"
@ -19,193 +21,90 @@ import (
"github.com/veandco/go-sdl2/sdl"
)
//TODO: Tasks:
//Proper rendering setup
//Entities and components
//Camera class
//Audio
//Flesh out the material system
//Low Priority:
// @Todo:
// 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
// Abstract UI
// Proper Asset loading
// Frustum culling
// Material system editor with fields automatically extracted from the shader
const (
camSpeed = 15
mouseSensitivity = 0.5
)
var (
isRunning bool = true
window *engine.Window
pitch float32 = 0
yaw float32 = -90
cam *camera.Camera
simpleMat *materials.Material
skyboxMat *materials.Material
chairMesh *meshes.Mesh
cubeMesh *meshes.Mesh
skyboxMesh *meshes.Mesh
modelMat = gglm.NewTrMatId()
projMat = &gglm.Mat4{}
camPos = gglm.NewVec3(0, 0, -10)
camForward = gglm.NewVec3(0, 0, 1)
cubeModelMat = gglm.NewTrMatId()
lightPos1 = gglm.NewVec3(2, 2, 0)
lightPos1 = gglm.NewVec3(-2, 0, 2)
lightColor1 = gglm.NewVec3(1, 1, 1)
debugDepthMat *materials.Material
debugDrawDepthBuffer bool
skyboxCmap assets.Cubemap
)
type OurGame struct {
Win *engine.Window
ImGUIInfo nmageimgui.ImguiInfo
Quitting bool
}
func (g *OurGame) Init() {
type TransformComp struct {
entity.BaseComp
//Create materials
simpleMat = materials.NewMaterial("Simple Mat", "./res/shaders/simple")
//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)
Pos *gglm.Vec3
Rot *gglm.Quat
Scale *gglm.Vec3
}
//Load textures
tex, err := assets.LoadPNGTexture("./res/textures/Low poly planet.png")
if err != nil {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
}
cubeMesh.AddTexture(tex)
//Set mesh textures on material
for _, v := range cubeMesh.TextureIDs {
simpleMat.AddTextureID(v)
func (t *TransformComp) Name() string {
return "Transform Component"
}
//Enable vertex attributes
simpleMat.SetAttribute(cubeMesh.Buf)
func Test() {
//Movement, scale and rotation
translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
scaleMat := gglm.NewScaleMat(gglm.NewVec3(0.25, 0.25, 0.25))
rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(0, 0, 0).AsRad()))
lvl := level.NewLevel("test level", 1000)
e1 := lvl.Registry.NewEntity()
modelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
trComp := entity.GetComp[*TransformComp](e1)
fmt.Println("Get comp before adding any:", trComp)
//Moves objects into the cameras view
updateViewMat()
entity.AddComp(e1, &TransformComp{
Pos: gglm.NewVec3(0, 0, 0),
Rot: gglm.NewQuatEulerXYZ(0, 0, 0),
Scale: gglm.NewVec3(0, 0, 0),
})
trComp = entity.GetComp[*TransformComp](e1)
fmt.Println("Get transform comp:", trComp)
//Perspective/Depth
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)
}
func (g *OurGame) FrameStart() {
}
func (g *OurGame) Update() {
if input.IsQuitClicked() {
g.Quitting = true
}
winWidth, winHeight := g.Win.SDLWin.GetSize()
projMat = gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20)
simpleMat.SetUnifMat4("projMat", projMat)
//Camera movement
var camSpeed float32 = 15
if input.KeyDown(sdl.K_w) {
camPos.Data[1] += camSpeed * timing.DT()
updateViewMat()
}
if input.KeyDown(sdl.K_s) {
camPos.Data[1] -= camSpeed * timing.DT()
updateViewMat()
}
if input.KeyDown(sdl.K_d) {
camPos.Data[0] += camSpeed * timing.DT()
updateViewMat()
}
if input.KeyDown(sdl.K_a) {
camPos.Data[0] -= camSpeed * timing.DT()
updateViewMat()
}
if input.GetMouseWheelYNorm() > 0 {
camPos.Data[2] += 1
updateViewMat()
} else if input.GetMouseWheelYNorm() < 0 {
camPos.Data[2] -= 1
updateViewMat()
}
//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)
}
imgui.DragFloat3("Cam Pos", &camPos.Data)
}
var dtAccum float32 = 0
var lastElapsedTime uint64 = 0
var framesSinceLastFPSUpdate uint = 0
func (g *OurGame) Render() {
simpleMat.Bind()
cubeMesh.Buf.Bind()
tempModelMat := modelMat.Clone()
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))
}
simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0)).Mat4)
}
simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
dtAccum += timing.DT()
framesSinceLastFPSUpdate++
if timing.ElapsedTime() > lastElapsedTime {
avgDT := dtAccum / float32(framesSinceLastFPSUpdate)
g.GetWindow().SDLWin.SetTitle(fmt.Sprint("nMage (", 1/avgDT, " fps)"))
dtAccum = 0
framesSinceLastFPSUpdate = 0
}
lastElapsedTime = timing.ElapsedTime()
}
func (g *OurGame) FrameEnd() {
}
func (g *OurGame) ShouldRun() bool {
return !g.Quitting
}
func (g *OurGame) GetWindow() *engine.Window {
return g.Win
}
func (g *OurGame) GetImGUI() nmageimgui.ImguiInfo {
return g.ImGUIInfo
}
func (g *OurGame) Deinit() {
g.Win.Destroy()
fmt.Printf("Entity: %+v\n", e1)
fmt.Printf("Entity: %+v\n", lvl.Registry.NewEntity())
fmt.Printf("Entity: %+v\n", lvl.Registry.NewEntity())
fmt.Printf("Entity: %+v\n", lvl.Registry.NewEntity())
}
func main() {
runtime.LockOSThread()
// Test()
// return
//Init engine
err := engine.Init()
@ -214,7 +113,7 @@ func main() {
}
//Create window
window, err = engine.CreateOpenGLWindowCentered("nMage", 1280, 720, engine.WindowFlags_RESIZABLE)
window, err = engine.CreateOpenGLWindowCentered("nMage", 1280, 720, engine.WindowFlags_RESIZABLE, rend3dgl.NewRend3DGL())
if err != nil {
logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
}
@ -226,13 +125,253 @@ func main() {
Win: window,
ImGUIInfo: nmageimgui.NewImGUI(),
}
window.EventCallbacks = append(window.EventCallbacks, game.handleWindowEvents)
engine.Run(game)
engine.Run(game, window, game.ImGUIInfo)
}
func (g *OurGame) handleWindowEvents(e sdl.Event) {
switch e := e.(type) {
case *sdl.WindowEvent:
if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
width := e.Data1
height := e.Data2
cam.AspectRatio = float32(width) / float32(height)
cam.Update()
simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
}
}
}
func (g *OurGame) Init() {
var err error
//Create materials
simpleMat = materials.NewMaterial("Simple mat", "./res/shaders/simple.glsl")
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
//Load meshes
cubeMesh, err = meshes.NewMesh("Cube", "./res/models/tex-cube.fbx", 0)
if err != nil {
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
}
chairMesh, err = meshes.NewMesh("Chair", "./res/models/chair.fbx", 0)
if err != nil {
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
}
skyboxMesh, err = meshes.NewMesh("Skybox", "./res/models/skybox-cube.obj", 0)
if err != nil {
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
}
//Load textures
tex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", nil)
if err != nil {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
}
skyboxCmap, err = assets.LoadCubemapTextures(
"./res/textures/sb-right.jpg", "./res/textures/sb-left.jpg",
"./res/textures/sb-top.jpg", "./res/textures/sb-bottom.jpg",
"./res/textures/sb-front.jpg", "./res/textures/sb-back.jpg",
)
if err != nil {
logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
}
// Configure materials
simpleMat.DiffuseTex = tex.TexID
//Movement, scale and rotation
translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
scaleMat := gglm.NewScaleMat(gglm.NewVec3(1, 1, 1))
rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(-90, -90, 0).AsRad()))
cubeModelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
// Camera
winWidth, winHeight := g.Win.SDLWin.GetSize()
cam = camera.NewPerspective(
gglm.NewVec3(0, 0, 10),
gglm.NewVec3(0, 0, -1),
gglm.NewVec3(0, 1, 0),
0.1, 200,
45*gglm.Deg2Rad,
float32(winWidth)/float32(winHeight),
)
simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
updateViewMat()
//Lights
simpleMat.SetUnifVec3("lightPos1", lightPos1)
simpleMat.SetUnifVec3("lightColor1", lightColor1)
}
func (g *OurGame) Update() {
if input.IsQuitClicked() || input.KeyClicked(sdl.K_ESCAPE) {
engine.Quit()
}
g.updateCameraLookAround()
g.updateCameraPos()
//Rotating cubes
if input.KeyDown(sdl.K_SPACE) {
cubeModelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
}
if imgui.DragFloat3("Cam Pos", &cam.Pos.Data) {
updateViewMat()
}
if imgui.DragFloat3("Cam Forward", &cam.Forward.Data) {
updateViewMat()
}
if imgui.DragFloat3("Light Pos 1", &lightPos1.Data) {
simpleMat.SetUnifVec3("lightPos1", lightPos1)
}
if imgui.DragFloat3("Light Color 1", &lightColor1.Data) {
simpleMat.SetUnifVec3("lightColor1", lightColor1)
}
if input.KeyClicked(sdl.K_F4) {
fmt.Printf("Pos: %s; Forward: %s; |Forward|: %f\n", cam.Pos.String(), cam.Forward.String(), cam.Forward.Mag())
}
g.Win.SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
}
func (g *OurGame) updateCameraLookAround() {
mouseX, mouseY := input.GetMouseMotion()
if (mouseX == 0 && mouseY == 0) || !input.MouseDown(sdl.BUTTON_RIGHT) {
return
}
func updateViewMat() {
targetPos := camPos.Clone().Add(camForward)
viewMat := gglm.LookAt(camPos, targetPos, gglm.NewVec3(0, 1, 0))
simpleMat.SetUnifMat4("viewMat", &viewMat.Mat4)
// Yaw
yaw += float32(mouseX) * mouseSensitivity * timing.DT()
// Pitch
pitch += float32(-mouseY) * mouseSensitivity * timing.DT()
if pitch > 89.0 {
pitch = 89.0
}
if pitch < -89.0 {
pitch = -89.0
}
// Update cam forward
cam.UpdateRotation(pitch, yaw)
updateViewMat()
}
func (g *OurGame) updateCameraPos() {
update := false
var camSpeedScale float32 = 1.0
if input.KeyDown(sdl.K_LSHIFT) {
camSpeedScale = 2
}
// Forward and backward
if input.KeyDown(sdl.K_w) {
cam.Pos.Add(cam.Forward.Clone().Scale(camSpeed * camSpeedScale * timing.DT()))
update = true
} else if input.KeyDown(sdl.K_s) {
cam.Pos.Add(cam.Forward.Clone().Scale(-camSpeed * camSpeedScale * timing.DT()))
update = true
}
// Left and right
if input.KeyDown(sdl.K_d) {
cam.Pos.Add(gglm.Cross(&cam.Forward, &cam.WorldUp).Normalize().Scale(camSpeed * camSpeedScale * timing.DT()))
update = true
} else if input.KeyDown(sdl.K_a) {
cam.Pos.Add(gglm.Cross(&cam.Forward, &cam.WorldUp).Normalize().Scale(-camSpeed * camSpeedScale * timing.DT()))
update = true
}
if update {
updateViewMat()
}
}
func (g *OurGame) Render() {
matToUse := simpleMat
imgui.Checkbox("Debug depth buffer", &debugDrawDepthBuffer)
if debugDrawDepthBuffer {
matToUse = debugDepthMat
}
tempModelMatrix := cubeModelMat.Clone()
window.Rend.Draw(chairMesh, tempModelMatrix, matToUse)
rowSize := 1
for y := 0; y < rowSize; y++ {
for x := 0; x < rowSize; x++ {
tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
window.Rend.Draw(cubeMesh, tempModelMatrix, matToUse)
}
tempModelMatrix.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
}
g.DrawSkybox()
}
func (g *OurGame) DrawSkybox() {
gl.Disable(gl.CULL_FACE)
gl.DepthFunc(gl.LEQUAL)
skyboxMesh.Buf.Bind()
skyboxMat.Bind()
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_CUBE_MAP, skyboxCmap.TexID)
viewMat := cam.ViewMat.Clone()
viewMat.Set(0, 3, 0)
viewMat.Set(1, 3, 0)
viewMat.Set(2, 3, 0)
viewMat.Set(3, 0, 0)
viewMat.Set(3, 1, 0)
viewMat.Set(3, 2, 0)
viewMat.Set(3, 3, 0)
skyboxMat.SetUnifMat4("viewMat", viewMat)
skyboxMat.SetUnifMat4("projMat", &cam.ProjMat)
// window.Rend.Draw(cubeMesh, gglm.NewTrMatId(), skyboxMat)
for i := 0; i < len(skyboxMesh.SubMeshes); i++ {
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, skyboxMesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(skyboxMesh.SubMeshes[i].BaseIndex), skyboxMesh.SubMeshes[i].BaseVertex)
}
gl.DepthFunc(gl.LESS)
gl.Enable(gl.CULL_FACE)
}
func (g *OurGame) FrameEnd() {
}
func (g *OurGame) DeInit() {
g.Win.Destroy()
}
func updateViewMat() {
cam.Update()
simpleMat.SetUnifMat4("viewMat", &cam.ViewMat)
debugDepthMat.SetUnifMat4("viewMat", &cam.ViewMat)
}

View File

@ -2,8 +2,7 @@ package materials
import (
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/asserts"
"github.com/bloeys/nmage/buffers"
"github.com/bloeys/nmage/assert"
"github.com/bloeys/nmage/logging"
"github.com/bloeys/nmage/shaders"
"github.com/go-gl/gl/v4.1-core/gl"
@ -12,7 +11,8 @@ import (
type Material struct {
Name string
ShaderProg shaders.ShaderProgram
TexIDs []uint32
DiffuseTex uint32
UnifLocs map[string]int32
AttribLocs map[string]int32
@ -21,19 +21,17 @@ type Material struct {
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 {
@ -44,7 +42,7 @@ func (m *Material) GetAttribLoc(attribName string) int32 {
}
loc = gl.GetAttribLocation(m.ShaderProg.ID, gl.Str(attribName+"\x00"))
asserts.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
assert.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
m.AttribLocs[attribName] = loc
return loc
}
@ -57,32 +55,11 @@ func (m *Material) GetUnifLoc(uniformName string) int32 {
}
loc = gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
asserts.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
assert.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
m.UnifLocs[uniformName] = loc
return loc
}
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))
}
bufObj.UnBind()
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
}
func (m *Material) AddTextureID(texID uint32) {
m.TexIDs = append(m.TexIDs, texID)
}
func (m *Material) EnableAttribute(attribName string) {
gl.EnableVertexAttribArray(uint32(m.GetAttribLoc(attribName)))
}
@ -129,24 +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)
}
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)
}
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, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
}

View File

@ -6,19 +6,20 @@ 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/assert"
"github.com/bloeys/nmage/buffers"
)
type Mesh struct {
Name string
TextureIDs []uint32
Buf buffers.Buffer
type SubMesh struct {
BaseVertex int32
BaseIndex uint32
IndexCount int32
}
func (m *Mesh) AddTexture(tex assets.Texture) {
m.TextureIDs = append(m.TextureIDs, tex.TexID)
type Mesh struct {
Name string
Buf buffers.Buffer
SubMeshes []SubMesh
}
func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh, error) {
@ -33,29 +34,68 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
return nil, errors.New("No meshes found in file: " + modelPath)
}
mesh := &Mesh{Name: name}
sceneMesh := scene.Meshes[0]
mesh.Buf = buffers.NewBuffer()
mesh := &Mesh{
Name: name,
Buf: buffers.NewBuffer(),
SubMeshes: make([]SubMesh, 0, 1),
}
// Initial sizes assuming one submesh that has vertex pos+normals+texCoords, and 3 indices per face
var vertexBufData []float32 = make([]float32, 0, len(scene.Meshes[0].Vertices)*3*3*2)
var indexBufData []uint32 = make([]uint32, 0, len(scene.Meshes[0].Faces)*3)
for i := 0; i < len(scene.Meshes); i++ {
sceneMesh := scene.Meshes[i]
if len(sceneMesh.TexCoords[0]) == 0 {
sceneMesh.TexCoords[0] = make([]gglm.Vec3, len(sceneMesh.Vertices))
println("Zeroing tex coords for submesh", i)
}
asserts.T(len(sceneMesh.TexCoords[0]) > 0, "Mesh has no UV0")
layoutToUse := []buffers.Element{{ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec2}}
if len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0 {
layoutToUse = append(layoutToUse, buffers.Element{ElementType: buffers.DataTypeVec4})
}
if i == 0 {
mesh.Buf.SetLayout(layoutToUse...)
} else {
// @NOTE: Require that all submeshes have the same vertex buffer layout
firstSubmeshLayout := mesh.Buf.GetLayout()
assert.T(len(firstSubmeshLayout) == len(layoutToUse), fmt.Sprintf("Vertex layout of submesh %d does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, firstSubmeshLayout, layoutToUse))
for i := 0; i < len(firstSubmeshLayout); i++ {
if firstSubmeshLayout[i].ElementType != layoutToUse[i].ElementType {
panic(fmt.Sprintf("Vertex layout of submesh %d does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, firstSubmeshLayout, layoutToUse))
}
}
}
var values []float32
arrs := []arrToInterleave{{V3s: sceneMesh.Vertices}, {V3s: sceneMesh.Normals}, {V2s: v3sToV2s(sceneMesh.TexCoords[0])}}
if len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0 {
arrs = append(arrs, arrToInterleave{V4s: sceneMesh.ColorSets[0]})
}
values = interleave(arrs...)
indices := flattenFaces(sceneMesh.Faces)
mesh.SubMeshes = append(mesh.SubMeshes, SubMesh{
mesh.Buf.SetData(values)
mesh.Buf.SetIndexBufData(flattenFaces(sceneMesh.Faces))
// Index of the vertex to start from (e.g. if index buffer says use vertex 5, and BaseVertex=3, the vertex used will be vertex 8)
BaseVertex: int32(len(vertexBufData)*4) / mesh.Buf.Stride,
// Which index (in the index buffer) to start from
BaseIndex: uint32(len(indexBufData)),
// How many indices in this submesh
IndexCount: int32(len(indices)),
})
vertexBufData = append(vertexBufData, interleave(arrs...)...)
indexBufData = append(indexBufData, indices...)
}
// fmt.Printf("!!! Vertex count: %d; Submeshes: %+v\n", len(vertexBufData)*4/int(mesh.Buf.Stride), mesh.SubMeshes)
mesh.Buf.SetData(vertexBufData)
mesh.Buf.SetIndexBufData(indexBufData)
return mesh, nil
}
@ -79,9 +119,9 @@ type arrToInterleave struct {
func (a *arrToInterleave) get(i int) []float32 {
asserts.T(len(a.V2s) == 0 || len(a.V3s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
asserts.T(len(a.V2s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
asserts.T(len(a.V3s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
assert.T(len(a.V2s) == 0 || len(a.V3s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
assert.T(len(a.V2s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
assert.T(len(a.V3s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
if len(a.V2s) > 0 {
return a.V2s[i].Data[:]
@ -94,8 +134,8 @@ func (a *arrToInterleave) get(i int) []float32 {
func interleave(arrs ...arrToInterleave) []float32 {
asserts.T(len(arrs) > 0, "No input sent to interleave")
asserts.T(len(arrs[0].V2s) > 0 || len(arrs[0].V3s) > 0 || len(arrs[0].V4s) > 0, "Interleave arrays are empty")
assert.T(len(arrs) > 0, "No input sent to interleave")
assert.T(len(arrs[0].V2s) > 0 || len(arrs[0].V3s) > 0 || len(arrs[0].V4s) > 0, "Interleave arrays are empty")
elementCount := 0
if len(arrs[0].V2s) > 0 {
@ -110,7 +150,7 @@ func interleave(arrs ...arrToInterleave) []float32 {
totalSize := 0
for i := 0; i < len(arrs); i++ {
asserts.T(len(arrs[i].V2s) == elementCount || len(arrs[i].V3s) == elementCount || len(arrs[i].V4s) == elementCount, "Mesh vertex data given to interleave is not the same length")
assert.T(len(arrs[i].V2s) == elementCount || len(arrs[i].V3s) == elementCount || len(arrs[i].V4s) == elementCount, "Mesh vertex data given to interleave is not the same length")
if len(arrs[i].V2s) > 0 {
totalSize += len(arrs[i].V2s) * 2
@ -131,34 +171,9 @@ func interleave(arrs ...arrToInterleave) []float32 {
return out
}
func flattenVec3(vec3s []gglm.Vec3) []float32 {
floats := make([]float32, len(vec3s)*3)
for i := 0; i < len(vec3s); i++ {
floats[i*3+0] = vec3s[i].X()
floats[i*3+1] = vec3s[i].Y()
floats[i*3+2] = vec3s[i].Z()
}
return floats
}
func flattenVec4(vec4s []gglm.Vec4) []float32 {
floats := make([]float32, len(vec4s)*4)
for i := 0; i < len(vec4s); i++ {
floats[i*4+0] = vec4s[i].X()
floats[i*4+1] = vec4s[i].Y()
floats[i*4+2] = vec4s[i].Z()
floats[i*4+3] = vec4s[i].W()
}
return floats
}
func flattenFaces(faces []asig.Face) []uint32 {
asserts.T(len(faces[0].Indices) == 3, fmt.Sprintf("Face doesn't have 3 indices. Index count: %v\n", len(faces[0].Indices)))
assert.T(len(faces[0].Indices) == 3, fmt.Sprintf("Face doesn't have 3 indices. Index count: %v\n", len(faces[0].Indices)))
uints := make([]uint32, len(faces)*3)
for i := 0; i < len(faces); i++ {

44
renderer/rend3dgl/rend3dgl.go Executable file
View File

@ -0,0 +1,44 @@
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)
for i := 0; i < len(mesh.SubMeshes); i++ {
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, mesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(mesh.SubMeshes[i].BaseIndex), mesh.SubMeshes[i].BaseVertex)
}
}
func (r3d *Rend3DGL) FrameEnd() {
r3d.BoundMesh = nil
r3d.BoundMat = nil
}
func NewRend3DGL() *Rend3DGL {
return &Rend3DGL{}
}

12
renderer/renderer.go Executable file
View 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()
}

BIN
res/models/chair.fbx Executable file

Binary file not shown.

View File

@ -1,46 +0,0 @@
# Blender v2.92.0 OBJ File: ''
# www.blender.org
mtllib obj.mtl
o Cube
v 2.275618 1.000000 0.349413
v 3.520138 -1.000000 0.102233
v 2.275618 1.000000 0.752820
v 3.520138 -1.000000 1.000000
v 0.244520 1.000000 0.349413
v -1.000000 -1.000000 0.102233
v 0.244520 1.000000 0.752820
v -1.000000 -1.000000 1.000000
vt 0.806168 0.568832
vt 0.693832 0.681168
vt 0.693832 0.568832
vt 0.375000 1.000000
vt 0.375000 0.750000
vt 0.375000 0.000000
vt 0.625000 0.250000
vt 0.375000 0.250000
vt 0.375000 0.500000
vt 0.125000 0.750000
vt 0.125000 0.500000
vt 0.806168 0.681168
vt 0.625000 0.931168
vt 0.625000 0.068832
vn 0.0000 1.0000 0.0000
vn 0.0000 0.1227 0.9924
vn -0.8490 0.5283 0.0000
vn 0.0000 -1.0000 0.0000
vn 0.8490 0.5283 0.0000
vn 0.0000 0.1227 -0.9924
usemtl Material
s off
f 5/1/1 3/2/1 1/3/1
f 3/2/2 8/4/2 4/5/2
f 8/6/3 5/7/3 6/8/3
f 2/9/4 8/10/4 6/11/4
f 1/3/5 4/5/5 2/9/5
f 5/7/6 2/9/6 6/8/6
f 5/1/1 7/12/1 3/2/1
f 3/2/2 7/13/2 8/4/2
f 8/6/3 7/14/3 5/7/3
f 2/9/4 4/5/4 8/10/4
f 1/3/5 3/2/5 4/5/5
f 5/7/6 1/3/6 2/9/6

38
res/models/skybox-cube.obj Executable file
View File

@ -0,0 +1,38 @@
# Blender v2.92.0 OBJ File: 'chair.blend'
# www.blender.org
o Cube.002_Cube.005
v -1.000000 -1.000000 1.000000
v -1.000000 1.000000 1.000000
v -1.000000 -1.000000 -1.000000
v -1.000000 1.000000 -1.000000
v 1.000000 -1.000000 1.000000
v 1.000000 1.000000 1.000000
v 1.000000 -1.000000 -1.000000
v 1.000000 1.000000 -1.000000
vt 0.375000 0.000000
vt 0.625000 0.000000
vt 0.625000 0.250000
vt 0.375000 0.250000
vt 0.625000 0.500000
vt 0.375000 0.500000
vt 0.625000 0.750000
vt 0.375000 0.750000
vt 0.625000 1.000000
vt 0.375000 1.000000
vt 0.125000 0.500000
vt 0.125000 0.750000
vt 0.875000 0.500000
vt 0.875000 0.750000
vn -1.0000 0.0000 0.0000
vn 0.0000 0.0000 -1.0000
vn 1.0000 0.0000 0.0000
vn 0.0000 0.0000 1.0000
vn 0.0000 -1.0000 0.0000
vn 0.0000 1.0000 0.0000
s off
f 1/1/1 2/2/1 4/3/1 3/4/1
f 3/4/2 4/3/2 8/5/2 7/6/2
f 7/6/3 8/5/3 6/7/3 5/8/3
f 5/8/4 6/7/4 2/9/4 1/10/4
f 3/11/5 7/6/5 5/8/5 1/12/5
f 8/5/6 4/13/6 2/14/6 6/7/6

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@ -1,3 +1,4 @@
//shader:vertex
#version 410
layout(location=0) in vec3 vertPosIn;
@ -24,3 +25,28 @@ void main()
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
}
//shader:fragment
#version 410
in vec3 vertColor;
in vec3 vertNormal;
in vec2 vertUV0;
in vec3 fragPos;
out vec4 fragColor;
uniform float near = 0.1;
uniform float far = 200.0;
float LinearizeDepth(float depth)
{
float z = depth * 2.0 - 1.0; // back to NDC
return (2.0 * near * far) / (far + near - z * (far - near));
}
void main()
{
float depth = LinearizeDepth(gl_FragCoord.z) / far;
fragColor = vec4(vec3(depth), 1.0);
}

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@ -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);
}

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@ -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);
}

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@ -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
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@ -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;
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);
}

33
res/shaders/skybox.glsl Executable file
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@ -0,0 +1,33 @@
//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 vertUV0;
uniform mat4 viewMat;
uniform mat4 projMat;
void main()
{
vertUV0 = vec3(vertPosIn.x, vertPosIn.y, -vertPosIn.z);
vec4 pos = projMat * viewMat * vec4(vertPosIn, 1.0);
gl_Position = pos.xyww;
}
//shader:fragment
#version 410
in vec3 vertUV0;
out vec4 fragColor;
uniform samplerCube skybox;
void main()
{
fragColor = texture(skybox, vertUV0);
}

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res/textures/sb-bottom.jpg Executable file

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res/textures/sb-front.jpg Executable file

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res/textures/sb-left.jpg Executable file

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@ -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.")

View File

@ -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() {
@ -13,11 +21,30 @@ 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 seconds
@ -25,6 +52,11 @@ 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())

View File

@ -2,7 +2,7 @@ package nmageimgui
import (
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/asserts"
"github.com/bloeys/nmage/assert"
"github.com/bloeys/nmage/materials"
"github.com/bloeys/nmage/timing"
"github.com/go-gl/gl/v4.1-core/gl"
@ -14,29 +14,21 @@ type ImguiInfo struct {
ImCtx *imgui.Context
Mat *materials.Material
vaoID uint32
vboID uint32
indexBufID uint32
texID uint32
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())
assert.T(false, "Setting imgui ctx as current failed. Err: "+err.Error())
}
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 timing.ElapsedTime() > 0 {
imIO.SetDeltaTime(float32(currentTime-timing.ElapsedTime()) / float32(frequency))
} else {
imIO.SetDeltaTime(1.0 / 60.0)
}
imIO.SetDeltaTime(timing.DT())
imgui.NewFrame()
}
@ -44,7 +36,7 @@ func (i *ImguiInfo) FrameStart(winWidth, winHeight float32) {
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())
assert.T(false, "Setting imgui ctx as current failed. Err: "+err.Error())
}
imgui.Render()
@ -74,8 +66,7 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
// 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)
i.Mat.SetUnifInt32("Texture", 0)
//PERF: only update the ortho matrix on window resize
orthoMat := gglm.Ortho(0, float32(winWidth), 0, float32(winHeight), 0, 20)
@ -85,8 +76,8 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
// 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)
gl.BindVertexArray(i.VaoID)
gl.BindBuffer(gl.ARRAY_BUFFER, i.VboID)
vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := imgui.VertexBufferLayout()
i.Mat.EnableAttribute("Position")
@ -106,11 +97,11 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
for _, list := range drawData.CommandLists() {
vertexBuffer, vertexBufferSize := list.VertexBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, i.vboID)
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.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, i.IndexBufID)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, indexBufferSize, indexBuffer, gl.STREAM_DRAW)
for _, cmd := range list.Commands() {
@ -118,7 +109,7 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
cmd.CallUserCallback(list)
} else {
gl.BindTexture(gl.TEXTURE_2D, i.texID)
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))
@ -128,29 +119,88 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
}
//Reset gl state
gl.Disable(gl.BLEND)
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.NewMaterial("ImGUI Mat", "./res/shaders/imgui"),
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)
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.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)
@ -159,7 +209,7 @@ func NewImGUI() ImguiInfo {
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))
imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.TexID))
//Shader attributes
imguiInfo.Mat.Bind()