mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Compare commits
10 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| e5ea6f986f | |||
| c4853792a5 | |||
| 8cf9be2830 | |||
| 71acc2e9ab | |||
| 2690014fc5 | |||
| fe2aef6b6d | |||
| d4fe6d4071 | |||
| 51057b8a0d | |||
| e1bf0697fc | |||
| 901d8e2b5e |
@ -5,23 +5,28 @@ var (
|
||||
TexturePaths map[string]uint32 = make(map[string]uint32)
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)
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||||
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func SetTexture(t Texture) {
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func AddTextureToCache(t Texture) {
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if t.Path != "" {
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if _, ok := TexturePaths[t.Path]; ok {
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return
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}
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println("Loaded texture:", t.Path)
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println("Loaded texture from path:", t.Path)
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Textures[t.TexID] = t
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TexturePaths[t.Path] = t.TexID
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return
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}
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println("Loaded in-mem texture with ID:", t.TexID)
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TexturePaths[t.Path] = t.TexID
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}
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func GetTexture(texID uint32) (Texture, bool) {
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func GetTextureFromCacheID(texID uint32) (Texture, bool) {
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tex, ok := Textures[texID]
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return tex, ok
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}
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|
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func GetTexturePath(path string) (Texture, bool) {
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func GetTextureFromCachePath(path string) (Texture, bool) {
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tex, ok := Textures[TexturePaths[path]]
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return tex, ok
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}
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@ -2,6 +2,7 @@ package assets
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import (
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"bytes"
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"image"
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"image/color"
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"image/png"
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"os"
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@ -17,6 +18,7 @@ const (
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)
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type Texture struct {
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//Path only exists for textures loaded from disk
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Path string
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TexID uint32
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Width int32
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@ -24,11 +26,23 @@ type Texture struct {
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Pixels []byte
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}
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func LoadPNGTexture(file string) (Texture, error) {
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type TextureLoadOptions struct {
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TryLoadFromCache bool
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WriteToCache bool
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GenMipMaps bool
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}
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if tex, ok := GetTexturePath(file); ok {
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func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, error) {
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|
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if loadOptions == nil {
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loadOptions = &TextureLoadOptions{}
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}
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|
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if loadOptions.TryLoadFromCache {
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if tex, ok := GetTextureFromCachePath(file); ok {
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return tex, nil
|
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}
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}
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|
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//Load from disk
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fileBytes, err := os.ReadFile(file)
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@ -72,14 +86,72 @@ func LoadPNGTexture(file string) (Texture, error) {
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// set the texture wrapping/filtering options (on the currently bound texture object)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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// load and generate the texture
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
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gl.GenerateMipmap(gl.TEXTURE_2D)
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SetTexture(tex)
|
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if loadOptions.GenMipMaps {
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gl.GenerateMipmap(tex.TexID)
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}
|
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|
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if loadOptions.WriteToCache {
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AddTextureToCache(tex)
|
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}
|
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|
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return tex, nil
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}
|
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|
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func LoadTextureInMemImg(img image.Image, loadOptions *TextureLoadOptions) (Texture, error) {
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|
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if loadOptions == nil {
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loadOptions = &TextureLoadOptions{}
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}
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|
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tex := Texture{
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Width: int32(img.Bounds().Dx()),
|
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Height: int32(img.Bounds().Dy()),
|
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Pixels: make([]byte, img.Bounds().Dx()*img.Bounds().Dy()*4),
|
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}
|
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|
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//NOTE: Load bottom left to top right because this is the texture coordinate system used by OpenGL
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//NOTE: We only support 8-bit channels (32-bit colors) for now
|
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i := 0
|
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for y := img.Bounds().Dy() - 1; y >= 0; y-- {
|
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for x := 0; x < img.Bounds().Dx(); x++ {
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|
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c := color.NRGBAModel.Convert(img.At(x, y)).(color.NRGBA)
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|
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tex.Pixels[i] = c.R
|
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tex.Pixels[i+1] = c.G
|
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tex.Pixels[i+2] = c.B
|
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tex.Pixels[i+3] = c.A
|
||||
|
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i += 4
|
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}
|
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}
|
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|
||||
//Prepare opengl stuff
|
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gl.GenTextures(1, &tex.TexID)
|
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gl.BindTexture(gl.TEXTURE_2D, tex.TexID)
|
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|
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// set the texture wrapping/filtering options (on the currently bound texture object)
|
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
|
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
|
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
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|
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// load and generate the texture
|
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
|
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|
||||
if loadOptions.GenMipMaps {
|
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gl.GenerateMipmap(tex.TexID)
|
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}
|
||||
|
||||
if loadOptions.WriteToCache {
|
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AddTextureToCache(tex)
|
||||
}
|
||||
|
||||
return tex, nil
|
||||
}
|
||||
|
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@ -30,7 +30,28 @@ func (b *Buffer) SetData(values []float32) {
|
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gl.BindVertexArray(b.VAOID)
|
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gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
|
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|
||||
gl.BufferData(gl.ARRAY_BUFFER, len(values)*4, gl.Ptr(values), BufUsage_Static.ToGL())
|
||||
sizeInBytes := len(values) * 4
|
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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 +63,12 @@ func (b *Buffer) SetIndexBufData(values []uint32) {
|
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gl.BindVertexArray(b.VAOID)
|
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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 {
|
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gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
|
||||
}
|
||||
|
||||
gl.BindVertexArray(0)
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
|
||||
@ -54,6 +80,8 @@ func (b *Buffer) GetLayout() []Element {
|
||||
return e
|
||||
}
|
||||
|
||||
//SetLayout updates the layout object and the corresponding vertex attributes.
|
||||
//Vertex attributes are also enabled.
|
||||
func (b *Buffer) SetLayout(layout ...Element) {
|
||||
|
||||
b.layout = layout
|
||||
@ -64,6 +92,20 @@ func (b *Buffer) SetLayout(layout ...Element) {
|
||||
b.layout[i].Offset = int(b.Stride)
|
||||
b.Stride += b.layout[i].Size()
|
||||
}
|
||||
|
||||
//Set opengl stuff
|
||||
b.Bind()
|
||||
|
||||
//NOTE: VBOs are only bound at 'VertexAttribPointer', not BindBUffer, so we need to bind the buffer and vao here
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
|
||||
|
||||
for i := 0; i < len(layout); i++ {
|
||||
gl.EnableVertexAttribArray(uint32(i))
|
||||
gl.VertexAttribPointer(uint32(i), layout[i].ElementType.CompCount(), layout[i].ElementType.GLType(), false, b.Stride, gl.PtrOffset(layout[i].Offset))
|
||||
}
|
||||
|
||||
b.UnBind()
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
|
||||
}
|
||||
|
||||
func NewBuffer(layout ...Element) Buffer {
|
||||
|
||||
@ -3,6 +3,7 @@ package engine
|
||||
import (
|
||||
"runtime"
|
||||
|
||||
"github.com/bloeys/nmage/asserts"
|
||||
"github.com/bloeys/nmage/input"
|
||||
"github.com/bloeys/nmage/renderer"
|
||||
"github.com/bloeys/nmage/timing"
|
||||
@ -11,6 +12,10 @@ import (
|
||||
"github.com/veandco/go-sdl2/sdl"
|
||||
)
|
||||
|
||||
var (
|
||||
isInited = false
|
||||
)
|
||||
|
||||
type Window struct {
|
||||
SDLWin *sdl.Window
|
||||
GlCtx sdl.GLContext
|
||||
@ -96,6 +101,8 @@ func (w *Window) Destroy() error {
|
||||
|
||||
func Init() error {
|
||||
|
||||
isInited = true
|
||||
|
||||
runtime.LockOSThread()
|
||||
timing.Init()
|
||||
err := initSDL()
|
||||
@ -139,6 +146,7 @@ func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowF
|
||||
|
||||
func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
|
||||
|
||||
asserts.T(isInited, "engine.Init was not called!")
|
||||
if x == -1 && y == -1 {
|
||||
x = sdl.WINDOWPOS_CENTERED
|
||||
y = sdl.WINDOWPOS_CENTERED
|
||||
@ -186,6 +194,8 @@ func initOpenGL() error {
|
||||
}
|
||||
|
||||
func SetVSync(enabled bool) {
|
||||
asserts.T(isInited, "engine.Init was not called!")
|
||||
|
||||
if enabled {
|
||||
sdl.GLSetSwapInterval(1)
|
||||
} else {
|
||||
|
||||
@ -6,37 +6,32 @@ import (
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
var (
|
||||
isRunning = false
|
||||
)
|
||||
|
||||
type Game interface {
|
||||
Init()
|
||||
Start()
|
||||
|
||||
FrameStart()
|
||||
Update()
|
||||
Render()
|
||||
FrameEnd()
|
||||
ShouldRun() bool
|
||||
|
||||
GetWindow() *Window
|
||||
GetImGUI() nmageimgui.ImguiInfo
|
||||
|
||||
Deinit()
|
||||
DeInit()
|
||||
}
|
||||
|
||||
func Run(g Game) {
|
||||
|
||||
w := g.GetWindow()
|
||||
ui := g.GetImGUI()
|
||||
func Run(g Game, w *Window, ui nmageimgui.ImguiInfo) {
|
||||
|
||||
isRunning = true
|
||||
g.Init()
|
||||
|
||||
//Simulate an imgui frame during init so any imgui calls are allowed within init
|
||||
tempWidth, tempHeight := w.SDLWin.GetSize()
|
||||
tempFBWidth, tempFBHeight := w.SDLWin.GLGetDrawableSize()
|
||||
ui.FrameStart(float32(tempWidth), float32(tempHeight))
|
||||
g.Start()
|
||||
ui.Render(float32(tempWidth), float32(tempHeight), tempFBWidth, tempFBHeight)
|
||||
|
||||
for g.ShouldRun() {
|
||||
for isRunning {
|
||||
|
||||
//PERF: Cache these
|
||||
width, height := w.SDLWin.GetSize()
|
||||
@ -46,8 +41,6 @@ func Run(g Game) {
|
||||
w.handleInputs()
|
||||
ui.FrameStart(float32(width), float32(height))
|
||||
|
||||
g.FrameStart()
|
||||
|
||||
g.Update()
|
||||
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
|
||||
@ -60,5 +53,9 @@ func Run(g Game) {
|
||||
timing.FrameEnded()
|
||||
}
|
||||
|
||||
g.Deinit()
|
||||
g.DeInit()
|
||||
}
|
||||
|
||||
func Quit() {
|
||||
isRunning = false
|
||||
}
|
||||
|
||||
2
go.mod
2
go.mod
@ -8,6 +8,6 @@ require github.com/go-gl/gl v0.0.0-20211025173605-bda47ffaa784
|
||||
|
||||
require (
|
||||
github.com/bloeys/assimp-go v0.4.2
|
||||
github.com/bloeys/gglm v0.3.1
|
||||
github.com/bloeys/gglm v0.41.10
|
||||
github.com/inkyblackness/imgui-go/v4 v4.3.0
|
||||
)
|
||||
|
||||
2
go.sum
2
go.sum
@ -2,6 +2,8 @@ github.com/bloeys/assimp-go v0.4.2 h1:ArVK74BCFcTO/rCGj2NgZG9xtbjnJdEn5npIeJx1Z0
|
||||
github.com/bloeys/assimp-go v0.4.2/go.mod h1:my3yRxT7CfOztmvi+0svmwbaqw0KFrxaHxncoyaEIP0=
|
||||
github.com/bloeys/gglm v0.3.1 h1:Sy9upW7SBsBfDXrSmEhid3aQ+7J7itej+upwcxOnPMQ=
|
||||
github.com/bloeys/gglm v0.3.1/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
|
||||
github.com/bloeys/gglm v0.41.10 h1:R9FMiI+VQVXAI+vDwCB7z9xqzy5VAR1657u8TQTDNKA=
|
||||
github.com/bloeys/gglm v0.41.10/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
|
||||
github.com/davecgh/go-spew v1.1.0 h1:ZDRjVQ15GmhC3fiQ8ni8+OwkZQO4DARzQgrnXU1Liz8=
|
||||
github.com/davecgh/go-spew v1.1.0/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
|
||||
github.com/go-gl/gl v0.0.0-20211025173605-bda47ffaa784 h1:1Zi56D0LNfvkzM+BdoxKryvUEdyWO7LP8oRT+oSYJW0=
|
||||
|
||||
49
main.go
49
main.go
@ -18,28 +18,20 @@ import (
|
||||
"github.com/veandco/go-sdl2/sdl"
|
||||
)
|
||||
|
||||
//BUGS:
|
||||
// need to rebind the texutre if the texture (or any material values) change between draw calls
|
||||
// DT handling for when it is zero is wrong! (Gives 1000 DT)
|
||||
|
||||
//TODO: Tasks:
|
||||
// Build simple game
|
||||
// Integrate physx
|
||||
// Entities and components
|
||||
// Camera class
|
||||
|
||||
//Low Priority:
|
||||
// Entities and components
|
||||
// Integrate physx
|
||||
// Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
|
||||
// Renderer batching
|
||||
// Scene graph
|
||||
// Separate engine loop from rendering loop? or leave it to the user?
|
||||
// Abstract keys enum away from sdl
|
||||
// Proper Asset loading
|
||||
// Audio
|
||||
// Frustum culling
|
||||
// Material system editor with fields automatically extracted from the shader
|
||||
|
||||
var (
|
||||
isRunning bool = true
|
||||
window *engine.Window
|
||||
|
||||
simpleMat *materials.Material
|
||||
@ -57,13 +49,12 @@ var (
|
||||
type OurGame struct {
|
||||
Win *engine.Window
|
||||
ImGUIInfo nmageimgui.ImguiInfo
|
||||
Quitting bool
|
||||
}
|
||||
|
||||
func (g *OurGame) Init() {
|
||||
|
||||
//Create materials
|
||||
simpleMat = materials.NewMaterial("Simple Mat", "./res/shaders/simple")
|
||||
simpleMat = materials.NewMaterial("Simple Mat", "./res/shaders/simple.glsl")
|
||||
|
||||
//Load meshes
|
||||
var err error
|
||||
@ -73,14 +64,13 @@ func (g *OurGame) Init() {
|
||||
}
|
||||
|
||||
//Load textures
|
||||
tex, err := assets.LoadPNGTexture("./res/textures/Low poly planet.png")
|
||||
tex, err := assets.LoadTexturePNG("./res/textures/Low poly planet.png", nil)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
//Configure material
|
||||
simpleMat.DiffuseTex = tex.TexID
|
||||
simpleMat.SetAttribute(cubeMesh.Buf)
|
||||
|
||||
//Movement, scale and rotation
|
||||
translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
|
||||
@ -102,16 +92,10 @@ func (g *OurGame) Init() {
|
||||
simpleMat.SetUnifVec3("lightColor1", lightColor1)
|
||||
}
|
||||
|
||||
func (g *OurGame) Start() {
|
||||
}
|
||||
|
||||
func (g *OurGame) FrameStart() {
|
||||
}
|
||||
|
||||
func (g *OurGame) Update() {
|
||||
|
||||
if input.IsQuitClicked() {
|
||||
g.Quitting = true
|
||||
if input.IsQuitClicked() || input.KeyClicked(sdl.K_ESCAPE) {
|
||||
engine.Quit()
|
||||
}
|
||||
|
||||
winWidth, winHeight := g.Win.SDLWin.GetSize()
|
||||
@ -167,25 +151,13 @@ func (g *OurGame) Render() {
|
||||
tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
|
||||
}
|
||||
|
||||
g.GetWindow().SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
|
||||
g.Win.SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
|
||||
}
|
||||
|
||||
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() {
|
||||
func (g *OurGame) DeInit() {
|
||||
g.Win.Destroy()
|
||||
}
|
||||
|
||||
@ -211,8 +183,7 @@ func main() {
|
||||
ImGUIInfo: nmageimgui.NewImGUI(),
|
||||
}
|
||||
|
||||
engine.Run(game)
|
||||
return
|
||||
engine.Run(game, window, game.ImGUIInfo)
|
||||
}
|
||||
|
||||
func updateViewMat() {
|
||||
|
||||
@ -3,7 +3,6 @@ package materials
|
||||
import (
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/asserts"
|
||||
"github.com/bloeys/nmage/buffers"
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/bloeys/nmage/shaders"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
@ -61,23 +60,6 @@ func (m *Material) GetUnifLoc(uniformName string) int32 {
|
||||
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) EnableAttribute(attribName string) {
|
||||
gl.EnableVertexAttribArray(uint32(m.GetAttribLoc(attribName)))
|
||||
}
|
||||
@ -124,24 +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)}
|
||||
}
|
||||
|
||||
@ -1,13 +0,0 @@
|
||||
#version 410
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
in vec2 Frag_UV;
|
||||
in vec4 Frag_Color;
|
||||
|
||||
out vec4 Out_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Out_Color = vec4(Frag_Color.rgb, Frag_Color.a * texture(Texture, Frag_UV.st).r);
|
||||
}
|
||||
@ -1,17 +0,0 @@
|
||||
#version 410
|
||||
|
||||
uniform mat4 ProjMtx;
|
||||
|
||||
in vec2 Position;
|
||||
in vec2 UV;
|
||||
in vec4 Color;
|
||||
|
||||
out vec2 Frag_UV;
|
||||
out vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
|
||||
}
|
||||
@ -1,26 +0,0 @@
|
||||
#version 410
|
||||
|
||||
uniform float ambientStrength = 0.1;
|
||||
uniform vec3 ambientLightColor = vec3(1, 1, 1);
|
||||
|
||||
uniform vec3 lightPos1;
|
||||
uniform vec3 lightColor1;
|
||||
|
||||
uniform sampler2D diffTex;
|
||||
|
||||
in vec3 vertColor;
|
||||
in vec3 vertNormal;
|
||||
in vec2 vertUV0;
|
||||
in vec3 fragPos;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lightDir = normalize(lightPos1 - fragPos);
|
||||
float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
|
||||
|
||||
vec3 finalAmbientColor = ambientLightColor * ambientStrength;
|
||||
vec4 texColor = texture(diffTex, vertUV0);
|
||||
fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
|
||||
}
|
||||
55
res/shaders/simple.glsl
Executable file
55
res/shaders/simple.glsl
Executable file
@ -0,0 +1,55 @@
|
||||
//shader:vertex
|
||||
#version 410
|
||||
|
||||
layout(location=0) in vec3 vertPosIn;
|
||||
layout(location=1) in vec3 vertNormalIn;
|
||||
layout(location=2) in vec2 vertUV0In;
|
||||
layout(location=3) in vec3 vertColorIn;
|
||||
|
||||
out vec3 vertNormal;
|
||||
out vec2 vertUV0;
|
||||
out vec3 vertColor;
|
||||
out vec3 fragPos;
|
||||
|
||||
//MVP = Model View Projection
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 viewMat;
|
||||
uniform mat4 projMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||
vertUV0 = vertUV0In;
|
||||
vertColor = vertColorIn;
|
||||
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
||||
|
||||
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
|
||||
}
|
||||
|
||||
//shader:fragment
|
||||
#version 410
|
||||
|
||||
uniform float ambientStrength = 0.1;
|
||||
uniform vec3 ambientLightColor = vec3(1, 1, 1);
|
||||
|
||||
uniform vec3 lightPos1;
|
||||
uniform vec3 lightColor1;
|
||||
|
||||
uniform sampler2D diffTex;
|
||||
|
||||
in vec3 vertColor;
|
||||
in vec3 vertNormal;
|
||||
in vec2 vertUV0;
|
||||
in vec3 fragPos;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lightDir = normalize(lightPos1 - fragPos);
|
||||
float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
|
||||
|
||||
vec3 finalAmbientColor = ambientLightColor * ambientStrength;
|
||||
vec4 texColor = texture(diffTex, vertUV0);
|
||||
fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
|
||||
}
|
||||
@ -1,26 +0,0 @@
|
||||
#version 410
|
||||
|
||||
layout(location=0) in vec3 vertPosIn;
|
||||
layout(location=1) in vec3 vertNormalIn;
|
||||
layout(location=2) in vec2 vertUV0In;
|
||||
layout(location=3) in vec3 vertColorIn;
|
||||
|
||||
out vec3 vertNormal;
|
||||
out vec2 vertUV0;
|
||||
out vec3 vertColor;
|
||||
out vec3 fragPos;
|
||||
|
||||
//MVP = Model View Projection
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 viewMat;
|
||||
uniform mat4 projMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||
vertUV0 = vertUV0In;
|
||||
vertColor = vertColorIn;
|
||||
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
||||
|
||||
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
|
||||
}
|
||||
@ -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.")
|
||||
|
||||
@ -43,7 +43,7 @@ func FrameEnded() {
|
||||
//Calculate new dt
|
||||
dt = float32(time.Since(frameStart).Seconds())
|
||||
if dt == 0 {
|
||||
dt = float32(time.Microsecond)
|
||||
dt = float32(time.Microsecond.Seconds())
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -66,8 +66,7 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
|
||||
// DisplayMin is typically (0,0) for single viewport apps.
|
||||
|
||||
i.Mat.Bind()
|
||||
|
||||
gl.Uniform1i(gl.GetUniformLocation(i.Mat.ShaderProg.ID, gl.Str("Texture\x00")), 0)
|
||||
i.Mat.SetUnifInt32("Texture", 0)
|
||||
|
||||
//PERF: only update the ortho matrix on window resize
|
||||
orthoMat := gglm.Ortho(0, float32(winWidth), 0, float32(winHeight), 0, 20)
|
||||
@ -120,7 +119,6 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
|
||||
}
|
||||
|
||||
//Reset gl state
|
||||
gl.Disable(gl.BLEND)
|
||||
gl.Disable(gl.SCISSOR_TEST)
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
gl.Enable(gl.DEPTH_TEST)
|
||||
@ -150,11 +148,47 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
|
||||
return f
|
||||
}
|
||||
|
||||
const imguiShdrSrc = `
|
||||
//shader:vertex
|
||||
#version 410
|
||||
|
||||
uniform mat4 ProjMtx;
|
||||
|
||||
in vec2 Position;
|
||||
in vec2 UV;
|
||||
in vec4 Color;
|
||||
|
||||
out vec2 Frag_UV;
|
||||
out vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
|
||||
}
|
||||
|
||||
//shader:fragment
|
||||
#version 410
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
in vec2 Frag_UV;
|
||||
in vec4 Frag_Color;
|
||||
|
||||
out vec4 Out_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Out_Color = vec4(Frag_Color.rgb, Frag_Color.a * texture(Texture, Frag_UV.st).r);
|
||||
}
|
||||
`
|
||||
|
||||
func NewImGUI() ImguiInfo {
|
||||
|
||||
imguiInfo := ImguiInfo{
|
||||
ImCtx: imgui.CreateContext(nil),
|
||||
Mat: materials.NewMaterial("ImGUI Mat", "./res/shaders/imgui"),
|
||||
Mat: materials.NewMaterialSrc("ImGUI Mat", []byte(imguiShdrSrc)),
|
||||
}
|
||||
|
||||
imIO := imgui.CurrentIO()
|
||||
|
||||
Reference in New Issue
Block a user