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https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| d4fe6d4071 | |||
| 51057b8a0d | |||
| e1bf0697fc |
@ -5,7 +5,7 @@ var (
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TexturePaths map[string]uint32 = make(map[string]uint32)
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TexturePaths map[string]uint32 = make(map[string]uint32)
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)
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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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|
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if _, ok := TexturePaths[t.Path]; ok {
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if _, ok := TexturePaths[t.Path]; ok {
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return
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return
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@ -16,12 +16,12 @@ func SetTexture(t Texture) {
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TexturePaths[t.Path] = t.TexID
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TexturePaths[t.Path] = t.TexID
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}
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}
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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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tex, ok := Textures[texID]
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return tex, ok
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return tex, ok
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}
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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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tex, ok := Textures[TexturePaths[path]]
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return tex, ok
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return tex, ok
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}
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}
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@ -24,10 +24,22 @@ type Texture struct {
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Pixels []byte
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Pixels []byte
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}
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}
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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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|
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if tex, ok := GetTexturePath(file); ok {
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func LoadPNGTexture(file string, loadOptions *TextureLoadOptions) (Texture, error) {
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return tex, nil
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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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|
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//Load from disk
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//Load from disk
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@ -72,14 +84,19 @@ 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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// 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_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_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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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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// 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.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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|
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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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return tex, nil
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}
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}
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@ -54,6 +54,8 @@ func (b *Buffer) GetLayout() []Element {
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return e
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return e
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}
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}
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|
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|
//SetLayout updates the layout object and the corresponding vertex attributes.
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//Vertex attributes are also enabled.
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func (b *Buffer) SetLayout(layout ...Element) {
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func (b *Buffer) SetLayout(layout ...Element) {
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|
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b.layout = layout
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b.layout = layout
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@ -64,6 +66,20 @@ func (b *Buffer) SetLayout(layout ...Element) {
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b.layout[i].Offset = int(b.Stride)
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b.layout[i].Offset = int(b.Stride)
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b.Stride += b.layout[i].Size()
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b.Stride += b.layout[i].Size()
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}
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}
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|
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//Set opengl stuff
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b.Bind()
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|
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//NOTE: VBOs are only bound at 'VertexAttribPointer', not BindBUffer, so we need to bind the buffer and vao here
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gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
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|
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for i := 0; i < len(layout); i++ {
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gl.EnableVertexAttribArray(uint32(i))
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gl.VertexAttribPointer(uint32(i), layout[i].ElementType.CompCount(), layout[i].ElementType.GLType(), false, b.Stride, gl.PtrOffset(layout[i].Offset))
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}
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|
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b.UnBind()
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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}
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}
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|
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func NewBuffer(layout ...Element) Buffer {
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func NewBuffer(layout ...Element) Buffer {
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@ -3,6 +3,7 @@ package engine
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import (
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import (
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"runtime"
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"runtime"
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|
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"github.com/bloeys/nmage/asserts"
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"github.com/bloeys/nmage/input"
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"github.com/bloeys/nmage/input"
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"github.com/bloeys/nmage/renderer"
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"github.com/bloeys/nmage/renderer"
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"github.com/bloeys/nmage/timing"
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"github.com/bloeys/nmage/timing"
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@ -11,6 +12,10 @@ import (
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"github.com/veandco/go-sdl2/sdl"
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"github.com/veandco/go-sdl2/sdl"
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)
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)
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|
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|
var (
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|
isInited = false
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)
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|
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type Window struct {
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type Window struct {
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SDLWin *sdl.Window
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SDLWin *sdl.Window
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GlCtx sdl.GLContext
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GlCtx sdl.GLContext
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@ -96,6 +101,8 @@ func (w *Window) Destroy() error {
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|
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func Init() error {
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func Init() error {
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|
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isInited = true
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|
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runtime.LockOSThread()
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runtime.LockOSThread()
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timing.Init()
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timing.Init()
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err := initSDL()
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err := initSDL()
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@ -139,6 +146,7 @@ func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowF
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|
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func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
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func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
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|
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asserts.T(isInited, "engine.Init was not called!")
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if x == -1 && y == -1 {
|
if x == -1 && y == -1 {
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x = sdl.WINDOWPOS_CENTERED
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x = sdl.WINDOWPOS_CENTERED
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y = sdl.WINDOWPOS_CENTERED
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y = sdl.WINDOWPOS_CENTERED
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@ -186,6 +194,8 @@ func initOpenGL() error {
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}
|
}
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|
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func SetVSync(enabled bool) {
|
func SetVSync(enabled bool) {
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|
asserts.T(isInited, "engine.Init was not called!")
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|
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if enabled {
|
if enabled {
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sdl.GLSetSwapInterval(1)
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sdl.GLSetSwapInterval(1)
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} else {
|
} else {
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@ -6,37 +6,32 @@ import (
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"github.com/go-gl/gl/v4.1-core/gl"
|
"github.com/go-gl/gl/v4.1-core/gl"
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)
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)
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|
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|
var (
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|
isRunning = false
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|
)
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|
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type Game interface {
|
type Game interface {
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Init()
|
Init()
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Start()
|
|
||||||
|
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FrameStart()
|
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Update()
|
Update()
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Render()
|
Render()
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FrameEnd()
|
FrameEnd()
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ShouldRun() bool
|
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||||||
|
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GetWindow() *Window
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DeInit()
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GetImGUI() nmageimgui.ImguiInfo
|
|
||||||
|
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||||||
Deinit()
|
|
||||||
}
|
}
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|
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func Run(g Game) {
|
func Run(g Game, w *Window, ui nmageimgui.ImguiInfo) {
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|
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w := g.GetWindow()
|
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ui := g.GetImGUI()
|
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|
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|
isRunning = true
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g.Init()
|
g.Init()
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|
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//Simulate an imgui frame during init so any imgui calls are allowed within init
|
//Simulate an imgui frame during init so any imgui calls are allowed within init
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tempWidth, tempHeight := w.SDLWin.GetSize()
|
tempWidth, tempHeight := w.SDLWin.GetSize()
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tempFBWidth, tempFBHeight := w.SDLWin.GLGetDrawableSize()
|
tempFBWidth, tempFBHeight := w.SDLWin.GLGetDrawableSize()
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ui.FrameStart(float32(tempWidth), float32(tempHeight))
|
ui.FrameStart(float32(tempWidth), float32(tempHeight))
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g.Start()
|
|
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ui.Render(float32(tempWidth), float32(tempHeight), tempFBWidth, tempFBHeight)
|
ui.Render(float32(tempWidth), float32(tempHeight), tempFBWidth, tempFBHeight)
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||||||
|
|
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for g.ShouldRun() {
|
for isRunning {
|
||||||
|
|
||||||
//PERF: Cache these
|
//PERF: Cache these
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width, height := w.SDLWin.GetSize()
|
width, height := w.SDLWin.GetSize()
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@ -46,8 +41,6 @@ func Run(g Game) {
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w.handleInputs()
|
w.handleInputs()
|
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ui.FrameStart(float32(width), float32(height))
|
ui.FrameStart(float32(width), float32(height))
|
||||||
|
|
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g.FrameStart()
|
|
||||||
|
|
||||||
g.Update()
|
g.Update()
|
||||||
|
|
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
|
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
|
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@ -60,5 +53,9 @@ func Run(g Game) {
|
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timing.FrameEnded()
|
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 (
|
require (
|
||||||
github.com/bloeys/assimp-go v0.4.2
|
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
|
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/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 h1:Sy9upW7SBsBfDXrSmEhid3aQ+7J7itej+upwcxOnPMQ=
|
||||||
github.com/bloeys/gglm v0.3.1/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
|
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 h1:ZDRjVQ15GmhC3fiQ8ni8+OwkZQO4DARzQgrnXU1Liz8=
|
||||||
github.com/davecgh/go-spew v1.1.0/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
|
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 h1:1Zi56D0LNfvkzM+BdoxKryvUEdyWO7LP8oRT+oSYJW0=
|
||||||
|
|||||||
39
main.go
39
main.go
@ -18,10 +18,6 @@ import (
|
|||||||
"github.com/veandco/go-sdl2/sdl"
|
"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:
|
//TODO: Tasks:
|
||||||
// Build simple game
|
// Build simple game
|
||||||
// Integrate physx
|
// Integrate physx
|
||||||
@ -29,6 +25,7 @@ import (
|
|||||||
// Camera class
|
// Camera class
|
||||||
|
|
||||||
//Low Priority:
|
//Low Priority:
|
||||||
|
// Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
|
||||||
// Renderer batching
|
// Renderer batching
|
||||||
// Scene graph
|
// Scene graph
|
||||||
// Separate engine loop from rendering loop? or leave it to the user?
|
// Separate engine loop from rendering loop? or leave it to the user?
|
||||||
@ -39,8 +36,7 @@ import (
|
|||||||
// Material system editor with fields automatically extracted from the shader
|
// Material system editor with fields automatically extracted from the shader
|
||||||
|
|
||||||
var (
|
var (
|
||||||
isRunning bool = true
|
window *engine.Window
|
||||||
window *engine.Window
|
|
||||||
|
|
||||||
simpleMat *materials.Material
|
simpleMat *materials.Material
|
||||||
cubeMesh *meshes.Mesh
|
cubeMesh *meshes.Mesh
|
||||||
@ -57,7 +53,6 @@ var (
|
|||||||
type OurGame struct {
|
type OurGame struct {
|
||||||
Win *engine.Window
|
Win *engine.Window
|
||||||
ImGUIInfo nmageimgui.ImguiInfo
|
ImGUIInfo nmageimgui.ImguiInfo
|
||||||
Quitting bool
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *OurGame) Init() {
|
func (g *OurGame) Init() {
|
||||||
@ -73,14 +68,13 @@ func (g *OurGame) Init() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
//Load textures
|
//Load textures
|
||||||
tex, err := assets.LoadPNGTexture("./res/textures/Low poly planet.png")
|
tex, err := assets.LoadPNGTexture("./res/textures/Low poly planet.png", nil)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||||
}
|
}
|
||||||
|
|
||||||
//Configure material
|
//Configure material
|
||||||
simpleMat.DiffuseTex = tex.TexID
|
simpleMat.DiffuseTex = tex.TexID
|
||||||
simpleMat.SetAttribute(cubeMesh.Buf)
|
|
||||||
|
|
||||||
//Movement, scale and rotation
|
//Movement, scale and rotation
|
||||||
translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
|
translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
|
||||||
@ -102,16 +96,10 @@ func (g *OurGame) Init() {
|
|||||||
simpleMat.SetUnifVec3("lightColor1", lightColor1)
|
simpleMat.SetUnifVec3("lightColor1", lightColor1)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *OurGame) Start() {
|
|
||||||
}
|
|
||||||
|
|
||||||
func (g *OurGame) FrameStart() {
|
|
||||||
}
|
|
||||||
|
|
||||||
func (g *OurGame) Update() {
|
func (g *OurGame) Update() {
|
||||||
|
|
||||||
if input.IsQuitClicked() {
|
if input.IsQuitClicked() {
|
||||||
g.Quitting = true
|
engine.Quit()
|
||||||
}
|
}
|
||||||
|
|
||||||
winWidth, winHeight := g.Win.SDLWin.GetSize()
|
winWidth, winHeight := g.Win.SDLWin.GetSize()
|
||||||
@ -167,25 +155,13 @@ func (g *OurGame) Render() {
|
|||||||
tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
|
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) FrameEnd() {
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *OurGame) ShouldRun() bool {
|
func (g *OurGame) DeInit() {
|
||||||
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()
|
g.Win.Destroy()
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -211,8 +187,7 @@ func main() {
|
|||||||
ImGUIInfo: nmageimgui.NewImGUI(),
|
ImGUIInfo: nmageimgui.NewImGUI(),
|
||||||
}
|
}
|
||||||
|
|
||||||
engine.Run(game)
|
engine.Run(game, window, game.ImGUIInfo)
|
||||||
return
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func updateViewMat() {
|
func updateViewMat() {
|
||||||
|
|||||||
@ -3,7 +3,6 @@ package materials
|
|||||||
import (
|
import (
|
||||||
"github.com/bloeys/gglm/gglm"
|
"github.com/bloeys/gglm/gglm"
|
||||||
"github.com/bloeys/nmage/asserts"
|
"github.com/bloeys/nmage/asserts"
|
||||||
"github.com/bloeys/nmage/buffers"
|
|
||||||
"github.com/bloeys/nmage/logging"
|
"github.com/bloeys/nmage/logging"
|
||||||
"github.com/bloeys/nmage/shaders"
|
"github.com/bloeys/nmage/shaders"
|
||||||
"github.com/go-gl/gl/v4.1-core/gl"
|
"github.com/go-gl/gl/v4.1-core/gl"
|
||||||
@ -61,23 +60,6 @@ func (m *Material) GetUnifLoc(uniformName string) int32 {
|
|||||||
return 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) EnableAttribute(attribName string) {
|
func (m *Material) EnableAttribute(attribName string) {
|
||||||
gl.EnableVertexAttribArray(uint32(m.GetAttribLoc(attribName)))
|
gl.EnableVertexAttribArray(uint32(m.GetAttribLoc(attribName)))
|
||||||
}
|
}
|
||||||
|
|||||||
@ -43,7 +43,7 @@ func FrameEnded() {
|
|||||||
//Calculate new dt
|
//Calculate new dt
|
||||||
dt = float32(time.Since(frameStart).Seconds())
|
dt = float32(time.Since(frameStart).Seconds())
|
||||||
if dt == 0 {
|
if dt == 0 {
|
||||||
dt = float32(time.Microsecond)
|
dt = float32(time.Microsecond.Seconds())
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user