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| 709dc062cc |
@ -1,22 +1,28 @@
|
||||
name: build-nmage
|
||||
|
||||
on:
|
||||
create:
|
||||
workflow_dispatch:
|
||||
|
||||
jobs:
|
||||
build-nmage-macos:
|
||||
runs-on: macos-10.15
|
||||
runs-on: macos-12
|
||||
steps:
|
||||
- name: Install golang 1.17
|
||||
uses: actions/setup-go@v2
|
||||
|
||||
- name: Install golang 1.18
|
||||
uses: actions/setup-go@v3
|
||||
with:
|
||||
go-version: '^1.17'
|
||||
go-version: '^1.18'
|
||||
|
||||
- name: Install assimp-go dylib
|
||||
run: sudo mkdir -p /usr/local/lib && sudo wget https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp_darwin_amd64.dylib -O /usr/local/lib/libassimp.5.dylib
|
||||
|
||||
- name: Install SDL2
|
||||
run: brew install sdl2{,_image,_mixer,_ttf,_gfx} pkg-config
|
||||
|
||||
- name: Clone nmage
|
||||
run: git clone https://github.com/bloeys/nmage
|
||||
|
||||
- name: build nmage
|
||||
working-directory: nmage
|
||||
run: go build .
|
||||
@ -1,6 +1,6 @@
|
||||
# nMage
|
||||
|
||||
[](https://github.com/bloeys/nmage/actions/workflows/run-nmage.yml)
|
||||
[](https://github.com/bloeys/nmage/actions/workflows/build-nmage.yml)
|
||||
|
||||
nMage is a (hopefully!) high performance 3D Game Engine written in Go being developed [live](https://twitch.tv/bloeys), with recordings posted on [YouTube](https://www.youtube.com/channel/UCCf4qyNGPVwpj1HYFGahs_A).
|
||||
|
||||
|
||||
13
assert/assert.go
Executable file
@ -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...)
|
||||
}
|
||||
}
|
||||
@ -1,12 +0,0 @@
|
||||
package asserts
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||||
|
||||
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)
|
||||
}
|
||||
}
|
||||
@ -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 _, 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
|
||||
}
|
||||
|
||||
@ -2,9 +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
|
||||
@ -24,10 +31,34 @@ 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 {
|
||||
return tex, nil
|
||||
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
|
||||
@ -42,28 +73,10 @@ 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),
|
||||
Path: file,
|
||||
}
|
||||
|
||||
//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
|
||||
}
|
||||
|
||||
@ -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
|
||||
}
|
||||
|
||||
@ -7,12 +7,15 @@ import (
|
||||
|
||||
type Buffer struct {
|
||||
VAOID uint32
|
||||
//BufID is the ID of the VBO
|
||||
// BufID is the ID of the VBO
|
||||
BufID uint32
|
||||
//IndexBufID is the ID of the index/element buffer
|
||||
IndexBufID uint32
|
||||
// IndexBufID is the ID of the index/element buffer
|
||||
IndexBufID uint32
|
||||
// IndexBufCount is the number of elements in the index buffer
|
||||
// Updated on SetIndexBufData
|
||||
IndexBufCount int32
|
||||
Stride int32
|
||||
// IndexBufCount int32
|
||||
Stride int32
|
||||
|
||||
layout []Element
|
||||
}
|
||||
@ -30,7 +33,28 @@ 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)
|
||||
@ -42,7 +66,12 @@ 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 +83,8 @@ 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 +95,20 @@ 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 {
|
||||
|
||||
@ -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
@ -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
|
||||
}
|
||||
@ -1,24 +1,35 @@
|
||||
package engine
|
||||
|
||||
import (
|
||||
"runtime"
|
||||
|
||||
imgui "github.com/AllenDang/cimgui-go"
|
||||
"github.com/bloeys/nmage/assert"
|
||||
"github.com/bloeys/nmage/input"
|
||||
"github.com/bloeys/nmage/renderer"
|
||||
"github.com/bloeys/nmage/timing"
|
||||
nmageimgui "github.com/bloeys/nmage/ui/imgui"
|
||||
"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() {
|
||||
|
||||
input.EventLoopStart()
|
||||
imIO := imgui.CurrentIO()
|
||||
imIo := imgui.CurrentIO()
|
||||
|
||||
// @TODO: Would be nice to have imgui package process its own events via a callback instead of it being part of engine code
|
||||
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
|
||||
|
||||
//Fire callbacks
|
||||
@ -34,19 +45,32 @@ func (w *Window) handleInputs() {
|
||||
input.HandleMouseWheelEvent(e)
|
||||
|
||||
xDelta, yDelta := input.GetMouseWheelMotion()
|
||||
imIO.AddMouseWheelDelta(float32(xDelta), float32(yDelta))
|
||||
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))
|
||||
input.HandleKeyboardEvent(e)
|
||||
imIo.AddKeyEvent(nmageimgui.SdlScancodeToImGuiKey(e.Keysym.Scancode), e.Type == sdl.KEYDOWN)
|
||||
|
||||
// Send modifier key updates to imgui
|
||||
if e.Keysym.Sym == sdl.K_LCTRL || e.Keysym.Sym == sdl.K_RCTRL {
|
||||
imIo.SetKeyCtrl(e.Type == sdl.KEYDOWN)
|
||||
}
|
||||
|
||||
if e.Keysym.Sym == sdl.K_LSHIFT || e.Keysym.Sym == sdl.K_RSHIFT {
|
||||
imIo.SetKeyShift(e.Type == sdl.KEYDOWN)
|
||||
}
|
||||
|
||||
if e.Keysym.Sym == sdl.K_LALT || e.Keysym.Sym == sdl.K_RALT {
|
||||
imIo.SetKeyAlt(e.Type == sdl.KEYDOWN)
|
||||
}
|
||||
|
||||
if e.Keysym.Sym == sdl.K_LGUI || e.Keysym.Sym == sdl.K_RGUI {
|
||||
imIo.SetKeySuper(e.Type == sdl.KEYDOWN)
|
||||
}
|
||||
|
||||
case *sdl.TextInputEvent:
|
||||
imIO.AddInputCharacters(string(e.Text[:]))
|
||||
imIo.AddInputCharactersUTF8(e.GetText())
|
||||
|
||||
case *sdl.MouseButtonEvent:
|
||||
input.HandleMouseBtnEvent(e)
|
||||
@ -66,15 +90,11 @@ func (w *Window) handleInputs() {
|
||||
|
||||
// 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.SetMousePos(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)
|
||||
imIo.SetMouseButtonDown(0, input.MouseDown(sdl.BUTTON_LEFT))
|
||||
imIo.SetMouseButtonDown(1, input.MouseDown(sdl.BUTTON_RIGHT))
|
||||
imIo.SetMouseButtonDown(2, input.MouseDown(sdl.BUTTON_MIDDLE))
|
||||
}
|
||||
|
||||
func (w *Window) handleWindowResize() {
|
||||
@ -92,6 +112,9 @@ func (w *Window) Destroy() error {
|
||||
|
||||
func Init() error {
|
||||
|
||||
isInited = true
|
||||
|
||||
runtime.LockOSThread()
|
||||
timing.Init()
|
||||
err := initSDL()
|
||||
|
||||
@ -100,7 +123,7 @@ func Init() error {
|
||||
|
||||
func initSDL() error {
|
||||
|
||||
err := sdl.Init(sdl.INIT_EVERYTHING)
|
||||
err := sdl.Init(sdl.INIT_TIMER | sdl.INIT_VIDEO)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
@ -124,16 +147,17 @@ 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
|
||||
@ -143,7 +167,11 @@ func createWindow(title string, x, y, width, height int32, flags WindowFlags) (*
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
win := &Window{SDLWin: sdlWin, EventCallbacks: make([]func(sdl.Event), 0)}
|
||||
win := &Window{
|
||||
SDLWin: sdlWin,
|
||||
EventCallbacks: make([]func(sdl.Event), 0),
|
||||
Rend: rend,
|
||||
}
|
||||
|
||||
win.GlCtx, err = sdlWin.GLCreateContext()
|
||||
if err != nil {
|
||||
@ -169,11 +197,16 @@ 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 {
|
||||
|
||||
@ -6,48 +6,63 @@ 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
|
||||
|
||||
// Run init with an active Imgui frame to allow init full imgui access
|
||||
timing.FrameStarted()
|
||||
w.handleInputs()
|
||||
|
||||
width, height := w.SDLWin.GetSize()
|
||||
ui.FrameStart(float32(width), float32(height))
|
||||
|
||||
g.Init()
|
||||
|
||||
w := g.GetWindow()
|
||||
ui := g.GetImGUI()
|
||||
for g.ShouldRun() {
|
||||
fbWidth, fbHeight := w.SDLWin.GLGetDrawableSize()
|
||||
ui.Render(float32(width), float32(height), fbWidth, fbHeight)
|
||||
|
||||
width, height := w.SDLWin.GetSize()
|
||||
fbWidth, fbHeight := w.SDLWin.GLGetDrawableSize()
|
||||
timing.FrameEnded()
|
||||
|
||||
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.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
|
||||
}
|
||||
|
||||
26
entity/base_comp.go
Executable file
@ -0,0 +1,26 @@
|
||||
package entity
|
||||
|
||||
import "github.com/bloeys/nmage/registry"
|
||||
|
||||
var _ Comp = &BaseComp{}
|
||||
|
||||
type BaseComp struct {
|
||||
Handle registry.Handle
|
||||
}
|
||||
|
||||
func (b BaseComp) baseComp() {
|
||||
}
|
||||
|
||||
func (b *BaseComp) Init(parentHandle registry.Handle) {
|
||||
b.Handle = parentHandle
|
||||
}
|
||||
|
||||
func (b BaseComp) Name() string {
|
||||
return "Base Component"
|
||||
}
|
||||
|
||||
func (b BaseComp) Update() {
|
||||
}
|
||||
|
||||
func (b BaseComp) Destroy() {
|
||||
}
|
||||
73
entity/comp.go
Executable file
@ -0,0 +1,73 @@
|
||||
package entity
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/assert"
|
||||
"github.com/bloeys/nmage/registry"
|
||||
)
|
||||
|
||||
type Comp interface {
|
||||
// This ensures that implementors of the Comp interface
|
||||
// always embed BaseComp
|
||||
baseComp()
|
||||
|
||||
Name() string
|
||||
Init(parentHandle registry.Handle)
|
||||
Update()
|
||||
Destroy()
|
||||
}
|
||||
|
||||
func NewCompContainer() CompContainer {
|
||||
return CompContainer{Comps: []Comp{}}
|
||||
}
|
||||
|
||||
type CompContainer struct {
|
||||
Comps []Comp
|
||||
}
|
||||
|
||||
func AddComp[T Comp](entityHandle registry.Handle, cc *CompContainer, c T) {
|
||||
|
||||
assert.T(!HasComp[T](cc), "Entity with id '%v' already has component of type '%T'", entityHandle, c)
|
||||
|
||||
cc.Comps = append(cc.Comps, c)
|
||||
c.Init(entityHandle)
|
||||
}
|
||||
|
||||
func HasComp[T Comp](e *CompContainer) 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 *CompContainer) (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 *CompContainer) {
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
7
entity/entity.go
Executable file
@ -0,0 +1,7 @@
|
||||
package entity
|
||||
|
||||
import "github.com/bloeys/nmage/registry"
|
||||
|
||||
type Entity interface {
|
||||
GetHandle() registry.Handle
|
||||
}
|
||||
13
go.mod
@ -1,13 +1,14 @@
|
||||
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 v0.4.35
|
||||
|
||||
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
|
||||
)
|
||||
|
||||
require github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2
|
||||
|
||||
27
go.sum
@ -1,17 +1,10 @@
|
||||
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/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/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/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2 h1:3HA/5qD8Rimxz/y1sLyVaM7ws1dzjXzMt4hOBiwHggo=
|
||||
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2/go.mod h1:iNfbIyOBN8k3XScMxULbrwYbPsXEAUD0Jb6UwrspQb8=
|
||||
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/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/veandco/go-sdl2 v0.4.35 h1:NohzsfageDWGtCd9nf7Pc3sokMK/MOK+UA2QMJARWzQ=
|
||||
github.com/veandco/go-sdl2 v0.4.35/go.mod h1:OROqMhHD43nT4/i9crJukyVecjPNYYuCofep6SNiAjY=
|
||||
|
||||
17
level/level.go
Executable file
@ -0,0 +1,17 @@
|
||||
package level
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/assert"
|
||||
)
|
||||
|
||||
type Level struct {
|
||||
Name string
|
||||
}
|
||||
|
||||
func NewLevel(name string) *Level {
|
||||
|
||||
assert.T(name != "", "Level name can not be empty")
|
||||
return &Level{
|
||||
Name: name,
|
||||
}
|
||||
}
|
||||
526
main.go
@ -4,208 +4,128 @@ import (
|
||||
"fmt"
|
||||
"runtime"
|
||||
|
||||
"github.com/bloeys/assimp-go/asig"
|
||||
imgui "github.com/AllenDang/cimgui-go"
|
||||
"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/logging"
|
||||
"github.com/bloeys/nmage/materials"
|
||||
"github.com/bloeys/nmage/meshes"
|
||||
"github.com/bloeys/nmage/registry"
|
||||
"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"
|
||||
"github.com/inkyblackness/imgui-go/v4"
|
||||
"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
|
||||
|
||||
unscaledWindowWidth = 1280
|
||||
unscaledWindowHeight = 720
|
||||
)
|
||||
|
||||
var (
|
||||
isRunning bool = true
|
||||
window *engine.Window
|
||||
window *engine.Window
|
||||
|
||||
pitch float32 = 0
|
||||
yaw float32 = -90
|
||||
cam *camera.Camera
|
||||
|
||||
simpleMat *materials.Material
|
||||
cubeMesh *meshes.Mesh
|
||||
skyboxMat *materials.Material
|
||||
|
||||
modelMat = gglm.NewTrMatId()
|
||||
projMat = &gglm.Mat4{}
|
||||
camPos = gglm.NewVec3(0, 0, -10)
|
||||
camForward = gglm.NewVec3(0, 0, 1)
|
||||
chairMesh *meshes.Mesh
|
||||
cubeMesh *meshes.Mesh
|
||||
skyboxMesh *meshes.Mesh
|
||||
|
||||
lightPos1 = gglm.NewVec3(2, 2, 0)
|
||||
cubeModelMat = gglm.NewTrMatId()
|
||||
|
||||
lightPos1 = gglm.NewVec3(-2, 0, 2)
|
||||
lightColor1 = gglm.NewVec3(1, 1, 1)
|
||||
|
||||
debugDepthMat *materials.Material
|
||||
debugDrawDepthBuffer bool
|
||||
|
||||
skyboxCmap assets.Cubemap
|
||||
|
||||
dpiScaling float32
|
||||
)
|
||||
|
||||
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)
|
||||
}
|
||||
|
||||
//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)
|
||||
}
|
||||
|
||||
//Enable vertex attributes
|
||||
simpleMat.SetAttribute(cubeMesh.Buf)
|
||||
|
||||
//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()))
|
||||
|
||||
modelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
|
||||
simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
|
||||
|
||||
//Moves objects into the cameras view
|
||||
updateViewMat()
|
||||
|
||||
//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)
|
||||
Pos *gglm.Vec3
|
||||
Rot *gglm.Quat
|
||||
Scale *gglm.Vec3
|
||||
}
|
||||
|
||||
func (g *OurGame) FrameStart() {
|
||||
func (t *TransformComp) Name() string {
|
||||
return "Transform Component"
|
||||
}
|
||||
|
||||
func (g *OurGame) Update() {
|
||||
func Test() {
|
||||
|
||||
if input.IsQuitClicked() {
|
||||
g.Quitting = true
|
||||
}
|
||||
// lvl := level.NewLevel("test level")
|
||||
testRegistry := registry.NewRegistry[int](100)
|
||||
|
||||
winWidth, winHeight := g.Win.SDLWin.GetSize()
|
||||
projMat = gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20)
|
||||
simpleMat.SetUnifMat4("projMat", projMat)
|
||||
e1, e1Handle := testRegistry.New()
|
||||
e1CompContainer := entity.NewCompContainer()
|
||||
fmt.Printf("Entity 1: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e1, e1Handle, e1Handle.Index(), e1Handle.Generation(), e1Handle.Flags())
|
||||
|
||||
//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()
|
||||
}
|
||||
trComp := entity.GetComp[*TransformComp](&e1CompContainer)
|
||||
fmt.Println("Get comp before adding any:", trComp)
|
||||
|
||||
if input.GetMouseWheelYNorm() > 0 {
|
||||
camPos.Data[2] += 1
|
||||
updateViewMat()
|
||||
} else if input.GetMouseWheelYNorm() < 0 {
|
||||
camPos.Data[2] -= 1
|
||||
updateViewMat()
|
||||
}
|
||||
entity.AddComp(e1Handle, &e1CompContainer, &TransformComp{
|
||||
Pos: gglm.NewVec3(0, 0, 0),
|
||||
Rot: gglm.NewQuatEulerXYZ(0, 0, 0),
|
||||
Scale: gglm.NewVec3(0, 0, 0),
|
||||
})
|
||||
trComp = entity.GetComp[*TransformComp](&e1CompContainer)
|
||||
fmt.Println("Get transform comp:", trComp)
|
||||
|
||||
//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)
|
||||
}
|
||||
e2, e2Handle := testRegistry.New()
|
||||
e3, e3Handle := testRegistry.New()
|
||||
e4, e4Handle := testRegistry.New()
|
||||
fmt.Printf("Entity 2: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e2, e2Handle, e2Handle.Index(), e2Handle.Generation(), e2Handle.Flags())
|
||||
fmt.Printf("Entity 3: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e3, e3Handle, e3Handle.Index(), e3Handle.Generation(), e3Handle.Flags())
|
||||
fmt.Printf("Entity 4: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e4, e4Handle, e4Handle.Index(), e4Handle.Generation(), e4Handle.Flags())
|
||||
|
||||
imgui.DragFloat3("Cam Pos", &camPos.Data)
|
||||
}
|
||||
*e2 = 1000
|
||||
fmt.Printf("Entity 2 value after registry get: %+v\n", *testRegistry.Get(e2Handle))
|
||||
|
||||
var dtAccum float32 = 0
|
||||
var lastElapsedTime uint64 = 0
|
||||
var framesSinceLastFPSUpdate uint = 0
|
||||
testRegistry.Free(e2Handle)
|
||||
fmt.Printf("Entity 2 value after free: %+v\n", testRegistry.Get(e2Handle))
|
||||
|
||||
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()
|
||||
e5, e5Handle := testRegistry.New()
|
||||
fmt.Printf("Entity 5: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e5, e5Handle, e5Handle.Index(), e5Handle.Generation(), e5Handle.Flags())
|
||||
}
|
||||
|
||||
func main() {
|
||||
|
||||
runtime.LockOSThread()
|
||||
// Test()
|
||||
// return
|
||||
|
||||
//Init engine
|
||||
err := engine.Init()
|
||||
@ -214,7 +134,8 @@ func main() {
|
||||
}
|
||||
|
||||
//Create window
|
||||
window, err = engine.CreateOpenGLWindowCentered("nMage", 1280, 720, engine.WindowFlags_RESIZABLE)
|
||||
dpiScaling = getDpiScaling(unscaledWindowWidth, unscaledWindowHeight)
|
||||
window, err = engine.CreateOpenGLWindowCentered("nMage", int32(unscaledWindowWidth*dpiScaling), int32(unscaledWindowHeight*dpiScaling), engine.WindowFlags_RESIZABLE, rend3dgl.NewRend3DGL())
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
|
||||
}
|
||||
@ -224,15 +145,294 @@ func main() {
|
||||
|
||||
game := &OurGame{
|
||||
Win: window,
|
||||
ImGUIInfo: nmageimgui.NewImGUI(),
|
||||
ImGUIInfo: nmageimgui.NewImGui(),
|
||||
}
|
||||
window.EventCallbacks = append(window.EventCallbacks, game.handleWindowEvents)
|
||||
|
||||
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 getDpiScaling(unscaledWindowWidth, unscaledWindowHeight int32) float32 {
|
||||
|
||||
// Great read on DPI here: https://nlguillemot.wordpress.com/2016/12/11/high-dpi-rendering/
|
||||
|
||||
// The no-scaling DPI on different platforms (e.g. when scale=100% on windows)
|
||||
var defaultDpi float32 = 96
|
||||
if runtime.GOOS == "windows" {
|
||||
defaultDpi = 96
|
||||
} else if runtime.GOOS == "darwin" {
|
||||
defaultDpi = 72
|
||||
}
|
||||
|
||||
engine.Run(game)
|
||||
return
|
||||
// Current DPI of the monitor
|
||||
_, dpiHorizontal, _, err := sdl.GetDisplayDPI(0)
|
||||
if err != nil {
|
||||
dpiHorizontal = defaultDpi
|
||||
fmt.Printf("Failed to get DPI with error '%s'. Using default DPI of '%f'\n", err.Error(), defaultDpi)
|
||||
}
|
||||
|
||||
// Scaling factor (e.g. will be 1.25 for 125% scaling on windows)
|
||||
dpiScaling := dpiHorizontal / defaultDpi
|
||||
|
||||
fmt.Printf(
|
||||
"Default DPI=%f\nHorizontal DPI=%f\nDPI scaling=%f\nUnscaled window size (width, height)=(%d, %d)\nScaled window size (width, height)=(%d, %d)\n\n",
|
||||
defaultDpi,
|
||||
dpiHorizontal,
|
||||
dpiScaling,
|
||||
unscaledWindowWidth, unscaledWindowHeight,
|
||||
int32(float32(unscaledWindowWidth)*dpiScaling), int32(float32(unscaledWindowHeight)*dpiScaling),
|
||||
)
|
||||
|
||||
return dpiScaling
|
||||
}
|
||||
|
||||
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()
|
||||
|
||||
imgui.ShowDemoWindow()
|
||||
|
||||
//Rotating cubes
|
||||
if input.KeyDown(sdl.K_SPACE) {
|
||||
cubeModelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
|
||||
}
|
||||
|
||||
imgui.Begin("Debug controls")
|
||||
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)
|
||||
}
|
||||
|
||||
imgui.Checkbox("Debug depth buffer", &debugDrawDepthBuffer)
|
||||
imgui.End()
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
// 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
|
||||
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() {
|
||||
targetPos := camPos.Clone().Add(camForward)
|
||||
viewMat := gglm.LookAt(camPos, targetPos, gglm.NewVec3(0, 1, 0))
|
||||
simpleMat.SetUnifMat4("viewMat", &viewMat.Mat4)
|
||||
cam.Update()
|
||||
simpleMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
debugDepthMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
}
|
||||
|
||||
@ -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)}
|
||||
}
|
||||
|
||||
135
meshes/mesh.go
@ -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()
|
||||
|
||||
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})
|
||||
}
|
||||
mesh.Buf.SetLayout(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]})
|
||||
mesh := &Mesh{
|
||||
Name: name,
|
||||
Buf: buffers.NewBuffer(),
|
||||
SubMeshes: make([]SubMesh, 0, 1),
|
||||
}
|
||||
|
||||
values = interleave(arrs...)
|
||||
// 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)
|
||||
|
||||
mesh.Buf.SetData(values)
|
||||
mesh.Buf.SetIndexBufData(flattenFaces(sceneMesh.Faces))
|
||||
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)
|
||||
}
|
||||
|
||||
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))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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]})
|
||||
}
|
||||
|
||||
indices := flattenFaces(sceneMesh.Faces)
|
||||
mesh.SubMeshes = append(mesh.SubMeshes, SubMesh{
|
||||
|
||||
// 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++ {
|
||||
|
||||
48
registry/iterator.go
Executable file
@ -0,0 +1,48 @@
|
||||
package registry
|
||||
|
||||
// Iterator goes through the entire registry it was created from and
|
||||
// returns all alive items, and nil after its done.
|
||||
//
|
||||
// The iterator will still work if items are added/removed to the registry
|
||||
// after it was created, but the following conditions apply:
|
||||
// - If items are removed, iterator will not show the removed items (assuming it didn't return them before their removal)
|
||||
// - If items are added, the iterator will either only return older items (i.e. is not affected), or only return newer items (i.e. items that were going to be returned before will now not get returned in favor of newly inserted items), or a mix of old and new items.
|
||||
// However, in all cases the iterator will *never* returns more items than were alive at the time of the iterator's creation.
|
||||
// - If items were both added and removed, the iterator might follow either of the previous 2 cases or a combination of them
|
||||
//
|
||||
// To summarize: The iterator will *never* return more items than were alive at the time of its creation, and will *never* return freed items
|
||||
type Iterator[T any] struct {
|
||||
registry *Registry[T]
|
||||
remainingItems uint64
|
||||
currIndex int
|
||||
}
|
||||
|
||||
func (it *Iterator[T]) Next() (*T, Handle) {
|
||||
|
||||
if it.IsDone() {
|
||||
return nil, 0
|
||||
}
|
||||
|
||||
for ; it.currIndex < len(it.registry.Handles); it.currIndex++ {
|
||||
|
||||
handle := it.registry.Handles[it.currIndex]
|
||||
if !handle.HasFlag(HandleFlag_Alive) {
|
||||
continue
|
||||
}
|
||||
|
||||
it.remainingItems--
|
||||
it.currIndex++
|
||||
return &it.registry.Items[it.currIndex], handle
|
||||
}
|
||||
|
||||
// If we reached here means we iterated to the end and didn't find anything, which probably
|
||||
// means that the registry changed since we were created, and that remainingItems is not accurate.
|
||||
//
|
||||
// As such, we zero remaining items so that this iterator is considered done
|
||||
it.remainingItems = 0
|
||||
return nil, 0
|
||||
}
|
||||
|
||||
func (it *Iterator[T]) IsDone() bool {
|
||||
return it.remainingItems == 0
|
||||
}
|
||||
131
registry/registry.go
Executable file
@ -0,0 +1,131 @@
|
||||
package registry
|
||||
|
||||
import (
|
||||
"math"
|
||||
|
||||
"github.com/bloeys/nmage/assert"
|
||||
)
|
||||
|
||||
type freeListitem struct {
|
||||
ItemIndex uint64
|
||||
nextFree *freeListitem
|
||||
}
|
||||
|
||||
// Registry is a storage data structure that can efficiently create/get/free items using generational indices.
|
||||
// Each item stored in the registry is associated with a 'handle' object that is used to get and free objects
|
||||
//
|
||||
// The registry 'owns' all items it stores and returns pointers to items in its array. All items are allocated upfront.
|
||||
//
|
||||
// It is NOT safe to concurrently create or free items. However, it is SAFE to concurrently get items
|
||||
type Registry[T any] struct {
|
||||
ItemCount uint64
|
||||
Handles []Handle
|
||||
Items []T
|
||||
|
||||
FreeList *freeListitem
|
||||
FreeListSize uint32
|
||||
|
||||
// The number of slots required to be in the free list before the free list
|
||||
// is used for creating new entries
|
||||
FreeListUsageThreshold uint32
|
||||
}
|
||||
|
||||
func (r *Registry[T]) New() (*T, Handle) {
|
||||
|
||||
assert.T(r.ItemCount < uint64(len(r.Handles)), "Can not add more entities to registry because it is full")
|
||||
|
||||
var index uint64 = math.MaxUint64
|
||||
|
||||
// Find index to use for the new item
|
||||
if r.FreeList != nil && r.FreeListSize > r.FreeListUsageThreshold {
|
||||
|
||||
index = r.FreeList.ItemIndex
|
||||
|
||||
r.FreeList = r.FreeList.nextFree
|
||||
r.FreeListSize--
|
||||
} else {
|
||||
|
||||
for i := 0; i < len(r.Handles); i++ {
|
||||
|
||||
handle := r.Handles[i]
|
||||
|
||||
if handle.HasFlag(HandleFlag_Alive) {
|
||||
continue
|
||||
}
|
||||
|
||||
index = uint64(i)
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
if index == math.MaxUint64 {
|
||||
panic("failed to create new entity because we did not find a free spot in the registry. Why did the item count assert not go off?")
|
||||
}
|
||||
|
||||
var newItem T
|
||||
newHandle := NewHandle(r.Handles[index].Generation()+1, HandleFlag_Alive, index)
|
||||
assert.T(newHandle != 0, "Entity handle must not be zero")
|
||||
|
||||
r.ItemCount++
|
||||
r.Handles[index] = newHandle
|
||||
r.Items[index] = newItem
|
||||
|
||||
// It is very important we return directly from the items array, because if we return
|
||||
// a pointer to newItem, and T is a value not a pointer, then newItem and what's stored in items will be different
|
||||
return &r.Items[index], newHandle
|
||||
}
|
||||
|
||||
func (r *Registry[T]) Get(id Handle) *T {
|
||||
|
||||
index := id.Index()
|
||||
assert.T(index < uint64(len(r.Handles)), "Failed to get entity because of invalid entity handle. Handle index is %d while registry only has %d slots. Handle: %+v", index, r.ItemCount, id)
|
||||
|
||||
handle := r.Handles[index]
|
||||
if handle.Generation() != id.Generation() || !handle.HasFlag(HandleFlag_Alive) {
|
||||
return nil
|
||||
}
|
||||
|
||||
item := &r.Items[index]
|
||||
return item
|
||||
}
|
||||
|
||||
// Free resets the entity flags then adds this entity to the free list
|
||||
func (r *Registry[T]) Free(id Handle) {
|
||||
|
||||
index := id.Index()
|
||||
assert.T(index < uint64(len(r.Handles)), "Failed to free entity because of invalid entity handle. Handle index is %d while registry only has %d slots. Handle: %+v", index, r.ItemCount, id)
|
||||
|
||||
// Nothing to do if already free
|
||||
handle := r.Handles[index]
|
||||
if handle.Generation() != id.Generation() || !handle.HasFlag(HandleFlag_Alive) {
|
||||
return
|
||||
}
|
||||
|
||||
// Generation is incremented on aquire, so here we just reset flags
|
||||
r.ItemCount--
|
||||
r.Handles[index] = NewHandle(id.Generation(), HandleFlag_None, index)
|
||||
|
||||
// Add to free list
|
||||
r.FreeList = &freeListitem{
|
||||
ItemIndex: index,
|
||||
nextFree: r.FreeList,
|
||||
}
|
||||
r.FreeListSize++
|
||||
}
|
||||
|
||||
func (r *Registry[T]) NewIterator() Iterator[T] {
|
||||
return Iterator[T]{
|
||||
registry: r,
|
||||
remainingItems: r.ItemCount,
|
||||
currIndex: 0,
|
||||
}
|
||||
}
|
||||
|
||||
func NewRegistry[T any](size uint32) *Registry[T] {
|
||||
assert.T(size > 0, "Registry size must be more than zero")
|
||||
return &Registry[T]{
|
||||
Handles: make([]Handle, size),
|
||||
Items: make([]T, size),
|
||||
FreeListUsageThreshold: 30,
|
||||
}
|
||||
}
|
||||
37
registry/registry_handle.go
Executable file
@ -0,0 +1,37 @@
|
||||
package registry
|
||||
|
||||
type HandleFlag byte
|
||||
|
||||
const (
|
||||
HandleFlag_None HandleFlag = 0
|
||||
HandleFlag_Alive HandleFlag = 1 << (iota - 1)
|
||||
)
|
||||
|
||||
const (
|
||||
GenerationShiftBits = 64 - 8
|
||||
FlagsShiftBits = 64 - 16
|
||||
IndexBitMask = 0x00_00_FFFF_FFFF_FFFF
|
||||
)
|
||||
|
||||
// Byte 1: Generation; Byte 2: Flags; Bytes 3-8: Index
|
||||
type Handle uint64
|
||||
|
||||
func (h Handle) HasFlag(ef HandleFlag) bool {
|
||||
return h.Flags()&ef > 0
|
||||
}
|
||||
|
||||
func (h Handle) Generation() byte {
|
||||
return byte(h >> GenerationShiftBits)
|
||||
}
|
||||
|
||||
func (h Handle) Flags() HandleFlag {
|
||||
return HandleFlag(h >> FlagsShiftBits)
|
||||
}
|
||||
|
||||
func (h Handle) Index() uint64 {
|
||||
return uint64(h & IndexBitMask)
|
||||
}
|
||||
|
||||
func NewHandle(generation byte, flags HandleFlag, index uint64) Handle {
|
||||
return Handle(index | (uint64(generation) << GenerationShiftBits) | (uint64(flags) << FlagsShiftBits))
|
||||
}
|
||||
44
renderer/rend3dgl/rend3dgl.go
Executable 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
@ -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
@ -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
@ -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
|
||||
@ -1,3 +1,4 @@
|
||||
//shader:vertex
|
||||
#version 410
|
||||
|
||||
layout(location=0) in vec3 vertPosIn;
|
||||
@ -23,4 +24,29 @@ void main()
|
||||
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
||||
|
||||
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);
|
||||
}
|
||||
@ -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
@ -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
@ -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);
|
||||
}
|
||||
BIN
res/textures/pallete-endesga-64-1x.png
Executable file
|
After Width: | Height: | Size: 355 B |
BIN
res/textures/sb-back.jpg
Executable file
|
After Width: | Height: | Size: 1008 KiB |
BIN
res/textures/sb-bottom.jpg
Executable file
|
After Width: | Height: | Size: 274 KiB |
BIN
res/textures/sb-front.jpg
Executable file
|
After Width: | Height: | Size: 1.5 MiB |
BIN
res/textures/sb-left.jpg
Executable file
|
After Width: | Height: | Size: 1.3 MiB |
BIN
res/textures/sb-right.jpg
Executable file
|
After Width: | Height: | Size: 1.2 MiB |
BIN
res/textures/sb-top.jpg
Executable file
|
After Width: | Height: | Size: 338 KiB |
BIN
rsrc_windows_386.syso
Executable file
BIN
rsrc_windows_amd64.syso
Executable file
@ -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.")
|
||||
|
||||
@ -8,6 +8,12 @@ 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() {
|
||||
@ -15,14 +21,29 @@ 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)
|
||||
dt = float32(time.Microsecond.Seconds())
|
||||
}
|
||||
}
|
||||
|
||||
@ -31,6 +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())
|
||||
|
||||
@ -1,17 +1,16 @@
|
||||
package nmageimgui
|
||||
|
||||
import (
|
||||
imgui "github.com/AllenDang/cimgui-go"
|
||||
"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
|
||||
ImCtx imgui.Context
|
||||
|
||||
Mat *materials.Material
|
||||
VaoID uint32
|
||||
@ -22,9 +21,9 @@ type ImguiInfo struct {
|
||||
|
||||
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())
|
||||
}
|
||||
// if err := i.ImCtx.SetCurrent(); err != nil {
|
||||
// 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)})
|
||||
@ -35,9 +34,9 @@ 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())
|
||||
}
|
||||
// if err := i.ImCtx.SetCurrent(); err != nil {
|
||||
// assert.T(false, "Setting imgui ctx as current failed. Err: "+err.Error())
|
||||
// }
|
||||
|
||||
imgui.Render()
|
||||
|
||||
@ -46,7 +45,7 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
|
||||
return
|
||||
}
|
||||
|
||||
drawData := imgui.RenderedDrawData()
|
||||
drawData := imgui.CurrentDrawData()
|
||||
drawData.ScaleClipRects(imgui.Vec2{
|
||||
X: float32(fbWidth) / float32(winWidth),
|
||||
Y: float32(fbHeight) / float32(winHeight),
|
||||
@ -66,8 +65,7 @@ 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)
|
||||
@ -97,11 +95,11 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
|
||||
// Draw
|
||||
for _, list := range drawData.CommandLists() {
|
||||
|
||||
vertexBuffer, vertexBufferSize := list.VertexBuffer()
|
||||
vertexBuffer, vertexBufferSize := list.GetVertexBuffer()
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, i.VboID)
|
||||
gl.BufferData(gl.ARRAY_BUFFER, vertexBufferSize, vertexBuffer, gl.STREAM_DRAW)
|
||||
|
||||
indexBuffer, indexBufferSize := list.IndexBuffer()
|
||||
indexBuffer, indexBufferSize := list.GetIndexBuffer()
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, i.IndexBufID)
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, indexBufferSize, indexBuffer, gl.STREAM_DRAW)
|
||||
|
||||
@ -114,26 +112,25 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
|
||||
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()))
|
||||
gl.DrawElementsBaseVertex(gl.TRIANGLES, int32(cmd.ElemCount()), uint32(drawType), gl.PtrOffset(int(cmd.IdxOffset())*indexSize), int32(cmd.VtxOffset()))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//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 {
|
||||
func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *imgui.FontConfig, glyphRanges *imgui.GlyphRange) imgui.Font {
|
||||
|
||||
fontConfigToUse := imgui.DefaultFontConfig
|
||||
fontConfigToUse := imgui.NewFontConfig()
|
||||
if fontConfig != nil {
|
||||
fontConfigToUse = *fontConfig
|
||||
}
|
||||
|
||||
glyphRangesToUse := imgui.EmptyGlyphRanges
|
||||
glyphRangesToUse := imgui.NewGlyphRange()
|
||||
if glyphRanges != nil {
|
||||
glyphRangesToUse = *glyphRanges
|
||||
}
|
||||
@ -141,24 +138,61 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
|
||||
imIO := imgui.CurrentIO()
|
||||
|
||||
a := imIO.Fonts()
|
||||
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse)
|
||||
image := a.TextureDataAlpha8()
|
||||
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
|
||||
pixels, width, height, _ := a.GetTextureDataAsAlpha8()
|
||||
|
||||
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)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
||||
|
||||
return f
|
||||
}
|
||||
|
||||
func NewImGUI() ImguiInfo {
|
||||
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"),
|
||||
ImCtx: imgui.CreateContext(),
|
||||
Mat: materials.NewMaterialSrc("ImGUI Mat", []byte(imguiShdrSrc)),
|
||||
}
|
||||
|
||||
imIO := imgui.CurrentIO()
|
||||
imIO.SetBackendFlags(imIO.GetBackendFlags() | imgui.BackendFlagsRendererHasVtxOffset)
|
||||
io := imgui.CurrentIO()
|
||||
io.SetConfigFlags(io.ConfigFlags() | imgui.ConfigFlagsDockingEnable)
|
||||
io.SetBackendFlags(io.BackendFlags() | imgui.BackendFlagsRendererHasVtxOffset)
|
||||
|
||||
gl.GenVertexArrays(1, &imguiInfo.VaoID)
|
||||
gl.GenBuffers(1, &imguiInfo.VboID)
|
||||
@ -171,11 +205,11 @@ func NewImGUI() ImguiInfo {
|
||||
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)
|
||||
pixels, width, height, _ := io.Fonts().GetTextureDataAsAlpha8()
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
||||
|
||||
// Store our identifier
|
||||
imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.TexID))
|
||||
io.Fonts().SetTexID(imgui.TextureID(uintptr(imguiInfo.TexID)))
|
||||
|
||||
//Shader attributes
|
||||
imguiInfo.Mat.Bind()
|
||||
@ -184,35 +218,223 @@ func NewImGUI() ImguiInfo {
|
||||
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
|
||||
}
|
||||
|
||||
func SdlScancodeToImGuiKey(scancode sdl.Scancode) imgui.Key {
|
||||
|
||||
switch scancode {
|
||||
case sdl.SCANCODE_TAB:
|
||||
return imgui.KeyTab
|
||||
case sdl.SCANCODE_LEFT:
|
||||
return imgui.KeyLeftArrow
|
||||
case sdl.SCANCODE_RIGHT:
|
||||
return imgui.KeyRightArrow
|
||||
case sdl.SCANCODE_UP:
|
||||
return imgui.KeyUpArrow
|
||||
case sdl.SCANCODE_DOWN:
|
||||
return imgui.KeyDownArrow
|
||||
case sdl.SCANCODE_PAGEUP:
|
||||
return imgui.KeyPageUp
|
||||
case sdl.SCANCODE_PAGEDOWN:
|
||||
return imgui.KeyPageDown
|
||||
case sdl.SCANCODE_HOME:
|
||||
return imgui.KeyHome
|
||||
case sdl.SCANCODE_END:
|
||||
return imgui.KeyEnd
|
||||
case sdl.SCANCODE_INSERT:
|
||||
return imgui.KeyInsert
|
||||
case sdl.SCANCODE_DELETE:
|
||||
return imgui.KeyDelete
|
||||
case sdl.SCANCODE_BACKSPACE:
|
||||
return imgui.KeyBackspace
|
||||
case sdl.SCANCODE_SPACE:
|
||||
return imgui.KeySpace
|
||||
case sdl.SCANCODE_RETURN:
|
||||
return imgui.KeyEnter
|
||||
case sdl.SCANCODE_ESCAPE:
|
||||
return imgui.KeyEscape
|
||||
case sdl.SCANCODE_APOSTROPHE:
|
||||
return imgui.KeyApostrophe
|
||||
case sdl.SCANCODE_COMMA:
|
||||
return imgui.KeyComma
|
||||
case sdl.SCANCODE_MINUS:
|
||||
return imgui.KeyMinus
|
||||
case sdl.SCANCODE_PERIOD:
|
||||
return imgui.KeyPeriod
|
||||
case sdl.SCANCODE_SLASH:
|
||||
return imgui.KeySlash
|
||||
case sdl.SCANCODE_SEMICOLON:
|
||||
return imgui.KeySemicolon
|
||||
case sdl.SCANCODE_EQUALS:
|
||||
return imgui.KeyEqual
|
||||
case sdl.SCANCODE_LEFTBRACKET:
|
||||
return imgui.KeyLeftBracket
|
||||
case sdl.SCANCODE_BACKSLASH:
|
||||
return imgui.KeyBackslash
|
||||
case sdl.SCANCODE_RIGHTBRACKET:
|
||||
return imgui.KeyRightBracket
|
||||
case sdl.SCANCODE_GRAVE:
|
||||
return imgui.KeyGraveAccent
|
||||
case sdl.SCANCODE_CAPSLOCK:
|
||||
return imgui.KeyCapsLock
|
||||
case sdl.SCANCODE_SCROLLLOCK:
|
||||
return imgui.KeyScrollLock
|
||||
case sdl.SCANCODE_NUMLOCKCLEAR:
|
||||
return imgui.KeyNumLock
|
||||
case sdl.SCANCODE_PRINTSCREEN:
|
||||
return imgui.KeyPrintScreen
|
||||
case sdl.SCANCODE_PAUSE:
|
||||
return imgui.KeyPause
|
||||
case sdl.SCANCODE_KP_0:
|
||||
return imgui.KeyKeypad0
|
||||
case sdl.SCANCODE_KP_1:
|
||||
return imgui.KeyKeypad1
|
||||
case sdl.SCANCODE_KP_2:
|
||||
return imgui.KeyKeypad2
|
||||
case sdl.SCANCODE_KP_3:
|
||||
return imgui.KeyKeypad3
|
||||
case sdl.SCANCODE_KP_4:
|
||||
return imgui.KeyKeypad4
|
||||
case sdl.SCANCODE_KP_5:
|
||||
return imgui.KeyKeypad5
|
||||
case sdl.SCANCODE_KP_6:
|
||||
return imgui.KeyKeypad6
|
||||
case sdl.SCANCODE_KP_7:
|
||||
return imgui.KeyKeypad7
|
||||
case sdl.SCANCODE_KP_8:
|
||||
return imgui.KeyKeypad8
|
||||
case sdl.SCANCODE_KP_9:
|
||||
return imgui.KeyKeypad9
|
||||
case sdl.SCANCODE_KP_PERIOD:
|
||||
return imgui.KeyKeypadDecimal
|
||||
case sdl.SCANCODE_KP_DIVIDE:
|
||||
return imgui.KeyKeypadDivide
|
||||
case sdl.SCANCODE_KP_MULTIPLY:
|
||||
return imgui.KeyKeypadMultiply
|
||||
case sdl.SCANCODE_KP_MINUS:
|
||||
return imgui.KeyKeypadSubtract
|
||||
case sdl.SCANCODE_KP_PLUS:
|
||||
return imgui.KeyKeypadAdd
|
||||
case sdl.SCANCODE_KP_ENTER:
|
||||
return imgui.KeyKeypadEnter
|
||||
case sdl.SCANCODE_KP_EQUALS:
|
||||
return imgui.KeyKeypadEqual
|
||||
case sdl.SCANCODE_LSHIFT:
|
||||
return imgui.KeyLeftShift
|
||||
case sdl.SCANCODE_LCTRL:
|
||||
return imgui.KeyLeftCtrl
|
||||
case sdl.SCANCODE_LALT:
|
||||
return imgui.KeyLeftAlt
|
||||
case sdl.SCANCODE_LGUI:
|
||||
return imgui.KeyLeftSuper
|
||||
case sdl.SCANCODE_RSHIFT:
|
||||
return imgui.KeyRightShift
|
||||
case sdl.SCANCODE_RCTRL:
|
||||
return imgui.KeyRightCtrl
|
||||
case sdl.SCANCODE_RALT:
|
||||
return imgui.KeyRightAlt
|
||||
case sdl.SCANCODE_RGUI:
|
||||
return imgui.KeyRightSuper
|
||||
case sdl.SCANCODE_MENU:
|
||||
return imgui.KeyMenu
|
||||
case sdl.SCANCODE_0:
|
||||
return imgui.Key0
|
||||
case sdl.SCANCODE_1:
|
||||
return imgui.Key1
|
||||
case sdl.SCANCODE_2:
|
||||
return imgui.Key2
|
||||
case sdl.SCANCODE_3:
|
||||
return imgui.Key3
|
||||
case sdl.SCANCODE_4:
|
||||
return imgui.Key4
|
||||
case sdl.SCANCODE_5:
|
||||
return imgui.Key5
|
||||
case sdl.SCANCODE_6:
|
||||
return imgui.Key6
|
||||
case sdl.SCANCODE_7:
|
||||
return imgui.Key7
|
||||
case sdl.SCANCODE_8:
|
||||
return imgui.Key8
|
||||
case sdl.SCANCODE_9:
|
||||
return imgui.Key9
|
||||
case sdl.SCANCODE_A:
|
||||
return imgui.KeyA
|
||||
case sdl.SCANCODE_B:
|
||||
return imgui.KeyB
|
||||
case sdl.SCANCODE_C:
|
||||
return imgui.KeyC
|
||||
case sdl.SCANCODE_D:
|
||||
return imgui.KeyD
|
||||
case sdl.SCANCODE_E:
|
||||
return imgui.KeyE
|
||||
case sdl.SCANCODE_F:
|
||||
return imgui.KeyF
|
||||
case sdl.SCANCODE_G:
|
||||
return imgui.KeyG
|
||||
case sdl.SCANCODE_H:
|
||||
return imgui.KeyH
|
||||
case sdl.SCANCODE_I:
|
||||
return imgui.KeyI
|
||||
case sdl.SCANCODE_J:
|
||||
return imgui.KeyJ
|
||||
case sdl.SCANCODE_K:
|
||||
return imgui.KeyK
|
||||
case sdl.SCANCODE_L:
|
||||
return imgui.KeyL
|
||||
case sdl.SCANCODE_M:
|
||||
return imgui.KeyM
|
||||
case sdl.SCANCODE_N:
|
||||
return imgui.KeyN
|
||||
case sdl.SCANCODE_O:
|
||||
return imgui.KeyO
|
||||
case sdl.SCANCODE_P:
|
||||
return imgui.KeyP
|
||||
case sdl.SCANCODE_Q:
|
||||
return imgui.KeyQ
|
||||
case sdl.SCANCODE_R:
|
||||
return imgui.KeyR
|
||||
case sdl.SCANCODE_S:
|
||||
return imgui.KeyS
|
||||
case sdl.SCANCODE_T:
|
||||
return imgui.KeyT
|
||||
case sdl.SCANCODE_U:
|
||||
return imgui.KeyU
|
||||
case sdl.SCANCODE_V:
|
||||
return imgui.KeyV
|
||||
case sdl.SCANCODE_W:
|
||||
return imgui.KeyW
|
||||
case sdl.SCANCODE_X:
|
||||
return imgui.KeyX
|
||||
case sdl.SCANCODE_Y:
|
||||
return imgui.KeyY
|
||||
case sdl.SCANCODE_Z:
|
||||
return imgui.KeyZ
|
||||
case sdl.SCANCODE_F1:
|
||||
return imgui.KeyF1
|
||||
case sdl.SCANCODE_F2:
|
||||
return imgui.KeyF2
|
||||
case sdl.SCANCODE_F3:
|
||||
return imgui.KeyF3
|
||||
case sdl.SCANCODE_F4:
|
||||
return imgui.KeyF4
|
||||
case sdl.SCANCODE_F5:
|
||||
return imgui.KeyF5
|
||||
case sdl.SCANCODE_F6:
|
||||
return imgui.KeyF6
|
||||
case sdl.SCANCODE_F7:
|
||||
return imgui.KeyF7
|
||||
case sdl.SCANCODE_F8:
|
||||
return imgui.KeyF8
|
||||
case sdl.SCANCODE_F9:
|
||||
return imgui.KeyF9
|
||||
case sdl.SCANCODE_F10:
|
||||
return imgui.KeyF10
|
||||
case sdl.SCANCODE_F11:
|
||||
return imgui.KeyF11
|
||||
case sdl.SCANCODE_F12:
|
||||
return imgui.KeyF12
|
||||
default:
|
||||
return imgui.KeyNone
|
||||
}
|
||||
}
|
||||
|
||||