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39 Commits
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4
.github/workflows/build-nmage.yml
vendored
@ -9,10 +9,10 @@ jobs:
|
||||
runs-on: macos-12
|
||||
steps:
|
||||
|
||||
- name: Install golang 1.18
|
||||
- name: Install golang
|
||||
uses: actions/setup-go@v3
|
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with:
|
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go-version: '^1.18'
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||||
go-version: '>=1.22'
|
||||
|
||||
- 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
|
||||
|
||||
@ -4,7 +4,6 @@ import (
|
||||
"bytes"
|
||||
"fmt"
|
||||
"image"
|
||||
"image/color"
|
||||
"image/jpeg"
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||||
"image/png"
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||||
"io"
|
||||
@ -14,6 +13,7 @@ import (
|
||||
"unsafe"
|
||||
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
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||||
"github.com/mandykoh/prism"
|
||||
)
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||||
|
||||
type ColorFormat int
|
||||
@ -25,9 +25,18 @@ const (
|
||||
type Texture struct {
|
||||
// Path only exists for textures loaded from disk
|
||||
Path string
|
||||
|
||||
TexID uint32
|
||||
|
||||
// Width is the width of the texture in pixels (pixels per row).
|
||||
// Note that the number of bytes constituting a row is MORE than this (e.g. for RGBA8, bytesPerRow=width*4, since we have 4 bytes per pixel)
|
||||
Width int32
|
||||
|
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// Height is the height of the texture in pixels (pixels per column).
|
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// Note that the number of bytes constituting a column is MORE than this (e.g. for RGBA8, bytesPerColumn=height*4, since we have 4 bytes per pixel)
|
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Height int32
|
||||
|
||||
// Pixels usually stored in RGBA format
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Pixels []byte
|
||||
}
|
||||
|
||||
@ -36,6 +45,7 @@ type TextureLoadOptions struct {
|
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WriteToCache bool
|
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GenMipMaps bool
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KeepPixelsInMem bool
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NoSrgba bool
|
||||
}
|
||||
|
||||
type Cubemap struct {
|
||||
@ -67,16 +77,20 @@ func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, erro
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return Texture{}, err
|
||||
}
|
||||
|
||||
img, err := png.Decode(bytes.NewReader(fileBytes))
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bytesReader := bytes.NewReader(fileBytes)
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img, err := png.Decode(bytesReader)
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if err != nil {
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return Texture{}, err
|
||||
}
|
||||
|
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nrgbaImg := prism.ConvertImageToNRGBA(img, 2)
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tex := Texture{
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Path: file,
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Pixels: nrgbaImg.Pix,
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Width: int32(nrgbaImg.Bounds().Dx()),
|
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Height: int32(nrgbaImg.Bounds().Dy()),
|
||||
}
|
||||
|
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tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
|
||||
flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height), 4)
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||||
|
||||
//Prepare opengl stuff
|
||||
gl.GenTextures(1, &tex.TexID)
|
||||
@ -89,7 +103,12 @@ func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, erro
|
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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]))
|
||||
internalFormat := int32(gl.SRGB_ALPHA)
|
||||
if loadOptions.NoSrgba {
|
||||
internalFormat = gl.RGBA8
|
||||
}
|
||||
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
|
||||
|
||||
if loadOptions.GenMipMaps {
|
||||
gl.GenerateMipmap(tex.TexID)
|
||||
@ -112,8 +131,14 @@ func LoadTextureInMemPngImg(img image.Image, loadOptions *TextureLoadOptions) (T
|
||||
loadOptions = &TextureLoadOptions{}
|
||||
}
|
||||
|
||||
tex := Texture{}
|
||||
tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
|
||||
nrgbaImg := prism.ConvertImageToNRGBA(img, 2)
|
||||
tex := Texture{
|
||||
Path: "",
|
||||
Pixels: nrgbaImg.Pix,
|
||||
Height: int32(nrgbaImg.Bounds().Dy()),
|
||||
Width: int32(nrgbaImg.Bounds().Dx()),
|
||||
}
|
||||
flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height), 4)
|
||||
|
||||
//Prepare opengl stuff
|
||||
gl.GenTextures(1, &tex.TexID)
|
||||
@ -126,7 +151,12 @@ func LoadTextureInMemPngImg(img image.Image, loadOptions *TextureLoadOptions) (T
|
||||
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]))
|
||||
internalFormat := int32(gl.SRGB_ALPHA)
|
||||
if loadOptions.NoSrgba {
|
||||
internalFormat = gl.RGBA8
|
||||
}
|
||||
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
|
||||
|
||||
if loadOptions.GenMipMaps {
|
||||
gl.GenerateMipmap(tex.TexID)
|
||||
@ -166,11 +196,14 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
|
||||
return Texture{}, err
|
||||
}
|
||||
|
||||
nrgbaImg := prism.ConvertImageToNRGBA(img, 2)
|
||||
tex := Texture{
|
||||
Path: file,
|
||||
Pixels: nrgbaImg.Pix,
|
||||
Height: int32(nrgbaImg.Bounds().Dy()),
|
||||
Width: int32(nrgbaImg.Bounds().Dx()),
|
||||
}
|
||||
|
||||
tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
|
||||
flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height), 4)
|
||||
|
||||
//Prepare opengl stuff
|
||||
gl.GenTextures(1, &tex.TexID)
|
||||
@ -183,7 +216,12 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
|
||||
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]))
|
||||
internalFormat := int32(gl.SRGB_ALPHA)
|
||||
if loadOptions.NoSrgba {
|
||||
internalFormat = gl.RGBA8
|
||||
}
|
||||
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
|
||||
|
||||
if loadOptions.GenMipMaps {
|
||||
gl.GenerateMipmap(tex.TexID)
|
||||
@ -200,65 +238,19 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
|
||||
return tex, nil
|
||||
}
|
||||
|
||||
func pixelsFromNrgbaPng(img image.Image) (pixels []byte, width, height int32) {
|
||||
// LoadCubemapTextures only supports the 'TextureIsSrgba' option
|
||||
func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex string, loadOptions *TextureLoadOptions) (Cubemap, error) {
|
||||
|
||||
//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
|
||||
if loadOptions == nil {
|
||||
loadOptions = &TextureLoadOptions{}
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
}
|
||||
@ -292,9 +284,16 @@ func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex st
|
||||
return Cubemap{}, err
|
||||
}
|
||||
|
||||
pixels, width, height := pixelDecoder(img)
|
||||
nrgbaImg := prism.ConvertImageToNRGBA(img, 2)
|
||||
height := int32(nrgbaImg.Bounds().Dy())
|
||||
width := int32(nrgbaImg.Bounds().Dx())
|
||||
|
||||
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]))
|
||||
internalFormat := int32(gl.SRGB_ALPHA)
|
||||
if loadOptions.NoSrgba {
|
||||
internalFormat = gl.RGBA8
|
||||
}
|
||||
|
||||
gl.TexImage2D(uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X)+i, 0, internalFormat, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&nrgbaImg.Pix[0]))
|
||||
}
|
||||
|
||||
// set the texture wrapping/filtering options (on the currently bound texture object)
|
||||
@ -306,3 +305,21 @@ func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex st
|
||||
|
||||
return cmap, nil
|
||||
}
|
||||
|
||||
func flipImgPixelsVertically(bytes []byte, width, height, bytesPerPixel int) {
|
||||
|
||||
// Flip the image vertically such that (e.g. in an image of 10 rows) rows 0<->9, 1<->8, 2<->7 etc are swapped.
|
||||
// We do this because images are usually stored top-left to bottom-right, while opengl stores textures bottom-left to top-right, so if we don't swap
|
||||
// rows textures will appear inverted
|
||||
widthInBytes := width * bytesPerPixel
|
||||
rowData := make([]byte, width*bytesPerPixel)
|
||||
for rowNum := 0; rowNum < height/2; rowNum++ {
|
||||
|
||||
upperRowStartIndex := rowNum * widthInBytes
|
||||
lowerRowStartIndex := (height - rowNum - 1) * widthInBytes
|
||||
copy(rowData, bytes[upperRowStartIndex:upperRowStartIndex+widthInBytes])
|
||||
copy(bytes[upperRowStartIndex:upperRowStartIndex+widthInBytes], bytes[lowerRowStartIndex:lowerRowStartIndex+widthInBytes])
|
||||
copy(bytes[lowerRowStartIndex:lowerRowStartIndex+widthInBytes], rowData)
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,134 +0,0 @@
|
||||
package buffers
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
type Buffer struct {
|
||||
VAOID uint32
|
||||
// BufID is the ID of the VBO
|
||||
BufID 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
|
||||
// IndexBufCount int32
|
||||
Stride int32
|
||||
|
||||
layout []Element
|
||||
}
|
||||
|
||||
func (b *Buffer) Bind() {
|
||||
gl.BindVertexArray(b.VAOID)
|
||||
}
|
||||
|
||||
func (b *Buffer) UnBind() {
|
||||
gl.BindVertexArray(0)
|
||||
}
|
||||
|
||||
func (b *Buffer) SetData(values []float32) {
|
||||
|
||||
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), 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)
|
||||
}
|
||||
|
||||
func (b *Buffer) SetIndexBufData(values []uint32) {
|
||||
|
||||
b.IndexBufCount = int32(len(values))
|
||||
gl.BindVertexArray(b.VAOID)
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b.IndexBufID)
|
||||
|
||||
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)
|
||||
}
|
||||
|
||||
func (b *Buffer) GetLayout() []Element {
|
||||
e := make([]Element, len(b.layout))
|
||||
copy(e, b.layout)
|
||||
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
|
||||
|
||||
b.Stride = 0
|
||||
for i := 0; i < len(b.layout); i++ {
|
||||
|
||||
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 {
|
||||
|
||||
b := Buffer{}
|
||||
gl.GenVertexArrays(1, &b.VAOID)
|
||||
if b.VAOID == 0 {
|
||||
logging.ErrLog.Println("Failed to create openGL vertex array object")
|
||||
}
|
||||
|
||||
gl.GenBuffers(1, &b.BufID)
|
||||
if b.BufID == 0 {
|
||||
logging.ErrLog.Println("Failed to create openGL buffer")
|
||||
}
|
||||
|
||||
gl.GenBuffers(1, &b.IndexBufID)
|
||||
if b.IndexBufID == 0 {
|
||||
logging.ErrLog.Println("Failed to create openGL buffer")
|
||||
}
|
||||
|
||||
b.SetLayout(layout...)
|
||||
return b
|
||||
}
|
||||
295
buffers/framebuffer.go
Executable file
@ -0,0 +1,295 @@
|
||||
package buffers
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
type FramebufferAttachmentType int32
|
||||
|
||||
const (
|
||||
FramebufferAttachmentType_Unknown FramebufferAttachmentType = iota
|
||||
FramebufferAttachmentType_Texture
|
||||
FramebufferAttachmentType_Renderbuffer
|
||||
)
|
||||
|
||||
func (f FramebufferAttachmentType) IsValid() bool {
|
||||
|
||||
switch f {
|
||||
case FramebufferAttachmentType_Texture:
|
||||
fallthrough
|
||||
case FramebufferAttachmentType_Renderbuffer:
|
||||
return true
|
||||
|
||||
default:
|
||||
return false
|
||||
}
|
||||
}
|
||||
|
||||
type FramebufferAttachmentDataFormat int32
|
||||
|
||||
const (
|
||||
FramebufferAttachmentDataFormat_Unknown FramebufferAttachmentDataFormat = iota
|
||||
FramebufferAttachmentDataFormat_R32Int
|
||||
FramebufferAttachmentDataFormat_RGBA8
|
||||
FramebufferAttachmentDataFormat_SRGBA
|
||||
FramebufferAttachmentDataFormat_Depth24Stencil8
|
||||
)
|
||||
|
||||
func (f FramebufferAttachmentDataFormat) IsColorFormat() bool {
|
||||
return f == FramebufferAttachmentDataFormat_R32Int ||
|
||||
f == FramebufferAttachmentDataFormat_RGBA8 ||
|
||||
f == FramebufferAttachmentDataFormat_SRGBA
|
||||
}
|
||||
|
||||
func (f FramebufferAttachmentDataFormat) IsDepthFormat() bool {
|
||||
return f == FramebufferAttachmentDataFormat_Depth24Stencil8
|
||||
}
|
||||
|
||||
func (f FramebufferAttachmentDataFormat) GlInternalFormat() int32 {
|
||||
|
||||
switch f {
|
||||
case FramebufferAttachmentDataFormat_R32Int:
|
||||
return gl.R32I
|
||||
case FramebufferAttachmentDataFormat_RGBA8:
|
||||
return gl.RGB8
|
||||
case FramebufferAttachmentDataFormat_SRGBA:
|
||||
return gl.SRGB_ALPHA
|
||||
case FramebufferAttachmentDataFormat_Depth24Stencil8:
|
||||
return gl.DEPTH24_STENCIL8
|
||||
default:
|
||||
logging.ErrLog.Fatalf("unknown framebuffer attachment data format. Format=%d\n", f)
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
func (f FramebufferAttachmentDataFormat) GlFormat() uint32 {
|
||||
|
||||
switch f {
|
||||
case FramebufferAttachmentDataFormat_R32Int:
|
||||
return gl.RED_INTEGER
|
||||
|
||||
case FramebufferAttachmentDataFormat_RGBA8:
|
||||
fallthrough
|
||||
case FramebufferAttachmentDataFormat_SRGBA:
|
||||
return gl.RGBA
|
||||
|
||||
case FramebufferAttachmentDataFormat_Depth24Stencil8:
|
||||
return gl.DEPTH_STENCIL
|
||||
|
||||
default:
|
||||
logging.ErrLog.Fatalf("unknown framebuffer attachment data format. Format=%d\n", f)
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
type FramebufferAttachment struct {
|
||||
Id uint32
|
||||
Type FramebufferAttachmentType
|
||||
Format FramebufferAttachmentDataFormat
|
||||
}
|
||||
|
||||
type Framebuffer struct {
|
||||
Id uint32
|
||||
Attachments []FramebufferAttachment
|
||||
ColorAttachmentsCount uint32
|
||||
Width uint32
|
||||
Height uint32
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) Bind() {
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, fbo.Id)
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) BindWithViewport() {
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, fbo.Id)
|
||||
gl.Viewport(0, 0, int32(fbo.Width), int32(fbo.Height))
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) UnBind() {
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) UnBindWithViewport(width, height uint32) {
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
|
||||
gl.Viewport(0, 0, int32(width), int32(height))
|
||||
}
|
||||
|
||||
// IsComplete returns true if OpenGL reports that the fbo is complete/usable.
|
||||
// Note that this function binds and then unbinds the fbo
|
||||
func (fbo *Framebuffer) IsComplete() bool {
|
||||
fbo.Bind()
|
||||
isComplete := gl.CheckFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE
|
||||
fbo.UnBind()
|
||||
return isComplete
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) HasColorAttachment() bool {
|
||||
return fbo.ColorAttachmentsCount > 0
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) HasDepthAttachment() bool {
|
||||
|
||||
for i := 0; i < len(fbo.Attachments); i++ {
|
||||
|
||||
a := &fbo.Attachments[i]
|
||||
if a.Format.IsDepthFormat() {
|
||||
return true
|
||||
}
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) NewColorAttachment(
|
||||
attachType FramebufferAttachmentType,
|
||||
attachFormat FramebufferAttachmentDataFormat,
|
||||
) {
|
||||
|
||||
if fbo.ColorAttachmentsCount == 8 {
|
||||
logging.ErrLog.Fatalf("failed creating color attachment for framebuffer due it already having %d attached\n", fbo.ColorAttachmentsCount)
|
||||
}
|
||||
|
||||
if !attachType.IsValid() {
|
||||
logging.ErrLog.Fatalf("failed creating color attachment for framebuffer due to unknown attachment type. Type=%d\n", attachType)
|
||||
}
|
||||
|
||||
if !attachFormat.IsColorFormat() {
|
||||
logging.ErrLog.Fatalf("failed creating color attachment for framebuffer due to attachment data format not being a valid color type. Data format=%d\n", attachFormat)
|
||||
}
|
||||
|
||||
a := FramebufferAttachment{
|
||||
Type: attachType,
|
||||
Format: attachFormat,
|
||||
}
|
||||
|
||||
fbo.Bind()
|
||||
|
||||
if attachType == FramebufferAttachmentType_Texture {
|
||||
|
||||
// Create texture
|
||||
gl.GenTextures(1, &a.Id)
|
||||
if a.Id == 0 {
|
||||
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
|
||||
}
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, a.Id)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.UNSIGNED_BYTE, nil)
|
||||
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
|
||||
// Attach to fbo
|
||||
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0+fbo.ColorAttachmentsCount, gl.TEXTURE_2D, a.Id, 0)
|
||||
|
||||
} else if attachType == FramebufferAttachmentType_Renderbuffer {
|
||||
|
||||
// Create rbo
|
||||
gl.GenRenderbuffers(1, &a.Id)
|
||||
if a.Id == 0 {
|
||||
logging.ErrLog.Fatalf("failed to generate render buffer for framebuffer. GlError=%d\n", gl.GetError())
|
||||
}
|
||||
|
||||
gl.BindRenderbuffer(gl.RENDERBUFFER, a.Id)
|
||||
gl.RenderbufferStorage(gl.RENDERBUFFER, uint32(attachFormat.GlInternalFormat()), int32(fbo.Width), int32(fbo.Height))
|
||||
gl.BindRenderbuffer(gl.RENDERBUFFER, 0)
|
||||
|
||||
// Attach to fbo
|
||||
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0+fbo.ColorAttachmentsCount, gl.RENDERBUFFER, a.Id)
|
||||
}
|
||||
|
||||
fbo.UnBind()
|
||||
fbo.ColorAttachmentsCount++
|
||||
fbo.Attachments = append(fbo.Attachments, a)
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) NewDepthStencilAttachment(
|
||||
attachType FramebufferAttachmentType,
|
||||
attachFormat FramebufferAttachmentDataFormat,
|
||||
) {
|
||||
|
||||
if fbo.HasDepthAttachment() {
|
||||
logging.ErrLog.Fatalf("failed creating depth-stencil attachment for framebuffer because a depth-stencil attachment already exists\n")
|
||||
}
|
||||
|
||||
if !attachType.IsValid() {
|
||||
logging.ErrLog.Fatalf("failed creating depth-stencil attachment for framebuffer due to unknown attachment type. Type=%d\n", attachType)
|
||||
}
|
||||
|
||||
if !attachFormat.IsDepthFormat() {
|
||||
logging.ErrLog.Fatalf("failed creating depth-stencil attachment for framebuffer due to attachment data format not being a valid depth-stencil type. Data format=%d\n", attachFormat)
|
||||
}
|
||||
|
||||
a := FramebufferAttachment{
|
||||
Type: attachType,
|
||||
Format: attachFormat,
|
||||
}
|
||||
|
||||
fbo.Bind()
|
||||
|
||||
if attachType == FramebufferAttachmentType_Texture {
|
||||
|
||||
// Create texture
|
||||
gl.GenTextures(1, &a.Id)
|
||||
if a.Id == 0 {
|
||||
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
|
||||
}
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, a.Id)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.UNSIGNED_INT_24_8, nil)
|
||||
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
|
||||
// Attach to fbo
|
||||
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, a.Id, 0)
|
||||
|
||||
} else if attachType == FramebufferAttachmentType_Renderbuffer {
|
||||
|
||||
// Create rbo
|
||||
gl.GenRenderbuffers(1, &a.Id)
|
||||
if a.Id == 0 {
|
||||
logging.ErrLog.Fatalf("failed to generate render buffer for framebuffer. GlError=%d\n", gl.GetError())
|
||||
}
|
||||
|
||||
gl.BindRenderbuffer(gl.RENDERBUFFER, a.Id)
|
||||
gl.RenderbufferStorage(gl.RENDERBUFFER, uint32(attachFormat.GlInternalFormat()), int32(fbo.Width), int32(fbo.Height))
|
||||
gl.BindRenderbuffer(gl.RENDERBUFFER, 0)
|
||||
|
||||
// Attach to fbo
|
||||
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, a.Id)
|
||||
}
|
||||
|
||||
fbo.UnBind()
|
||||
fbo.Attachments = append(fbo.Attachments, a)
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) Delete() {
|
||||
|
||||
if fbo.Id == 0 {
|
||||
return
|
||||
}
|
||||
|
||||
gl.DeleteFramebuffers(1, &fbo.Id)
|
||||
fbo.Id = 0
|
||||
}
|
||||
|
||||
func NewFramebuffer(width, height uint32) Framebuffer {
|
||||
|
||||
// It is allowed to have attachments of differnt sizes in one FBO,
|
||||
// but that complicates things (e.g. which size to use for gl.viewport) and I don't see much use
|
||||
// for it now, so we will have all attachments share size
|
||||
fbo := Framebuffer{
|
||||
Width: width,
|
||||
Height: height,
|
||||
}
|
||||
|
||||
gl.GenFramebuffers(1, &fbo.Id)
|
||||
if fbo.Id == 0 {
|
||||
logging.ErrLog.Fatalf("failed to generate framebuffer. GlError=%d\n", gl.GetError())
|
||||
}
|
||||
|
||||
return fbo
|
||||
}
|
||||
46
buffers/index_buffer.go
Executable file
@ -0,0 +1,46 @@
|
||||
package buffers
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
type IndexBuffer struct {
|
||||
Id uint32
|
||||
// IndexBufCount is the number of elements in the index buffer. Updated in IndexBuffer.SetData
|
||||
IndexBufCount int32
|
||||
}
|
||||
|
||||
func (ib *IndexBuffer) Bind() {
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ib.Id)
|
||||
}
|
||||
|
||||
func (ib *IndexBuffer) UnBind() {
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
|
||||
}
|
||||
|
||||
func (ib *IndexBuffer) SetData(values []uint32) {
|
||||
|
||||
ib.Bind()
|
||||
|
||||
sizeInBytes := len(values) * 4
|
||||
ib.IndexBufCount = int32(len(values))
|
||||
|
||||
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())
|
||||
}
|
||||
}
|
||||
|
||||
func NewIndexBuffer() IndexBuffer {
|
||||
|
||||
ib := IndexBuffer{}
|
||||
|
||||
gl.GenBuffers(1, &ib.Id)
|
||||
if ib.Id == 0 {
|
||||
logging.ErrLog.Println("Failed to create OpenGL buffer")
|
||||
}
|
||||
|
||||
return ib
|
||||
}
|
||||
54
buffers/vertex_array.go
Executable file
@ -0,0 +1,54 @@
|
||||
package buffers
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
type VertexArray struct {
|
||||
Id uint32
|
||||
Vbos []VertexBuffer
|
||||
IndexBuffer IndexBuffer
|
||||
}
|
||||
|
||||
func (va *VertexArray) Bind() {
|
||||
gl.BindVertexArray(va.Id)
|
||||
}
|
||||
|
||||
func (va *VertexArray) UnBind() {
|
||||
gl.BindVertexArray(0)
|
||||
}
|
||||
|
||||
func (va *VertexArray) AddVertexBuffer(vbo VertexBuffer) {
|
||||
|
||||
// NOTE: VBOs are only bound at 'VertexAttribPointer' (and related) calls
|
||||
|
||||
va.Bind()
|
||||
vbo.Bind()
|
||||
|
||||
for i := 0; i < len(vbo.layout); i++ {
|
||||
|
||||
l := &vbo.layout[i]
|
||||
|
||||
gl.EnableVertexAttribArray(uint32(i))
|
||||
gl.VertexAttribPointerWithOffset(uint32(i), l.ElementType.CompCount(), l.ElementType.GLType(), false, vbo.Stride, uintptr(l.Offset))
|
||||
}
|
||||
}
|
||||
|
||||
func (va *VertexArray) SetIndexBuffer(ib IndexBuffer) {
|
||||
va.Bind()
|
||||
ib.Bind()
|
||||
va.IndexBuffer = ib
|
||||
}
|
||||
|
||||
func NewVertexArray() VertexArray {
|
||||
|
||||
vao := VertexArray{}
|
||||
|
||||
gl.GenVertexArrays(1, &vao.Id)
|
||||
if vao.Id == 0 {
|
||||
logging.ErrLog.Println("Failed to create OpenGL vertex array object")
|
||||
}
|
||||
|
||||
return vao
|
||||
}
|
||||
63
buffers/vertex_buffer.go
Executable file
@ -0,0 +1,63 @@
|
||||
package buffers
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
type VertexBuffer struct {
|
||||
Id uint32
|
||||
Stride int32
|
||||
layout []Element
|
||||
}
|
||||
|
||||
func (vb *VertexBuffer) Bind() {
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, vb.Id)
|
||||
}
|
||||
|
||||
func (vb *VertexBuffer) UnBind() {
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
|
||||
}
|
||||
|
||||
func (vb *VertexBuffer) SetData(values []float32, usage BufUsage) {
|
||||
|
||||
vb.Bind()
|
||||
|
||||
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())
|
||||
}
|
||||
}
|
||||
|
||||
func (vb *VertexBuffer) GetLayout() []Element {
|
||||
e := make([]Element, len(vb.layout))
|
||||
copy(e, vb.layout)
|
||||
return e
|
||||
}
|
||||
|
||||
func (vb *VertexBuffer) SetLayout(layout ...Element) {
|
||||
|
||||
vb.Stride = 0
|
||||
vb.layout = layout
|
||||
|
||||
for i := 0; i < len(vb.layout); i++ {
|
||||
|
||||
vb.layout[i].Offset = int(vb.Stride)
|
||||
vb.Stride += vb.layout[i].Size()
|
||||
}
|
||||
}
|
||||
|
||||
func NewVertexBuffer(layout ...Element) VertexBuffer {
|
||||
|
||||
vb := VertexBuffer{}
|
||||
|
||||
gl.GenBuffers(1, &vb.Id)
|
||||
if vb.Id == 0 {
|
||||
logging.ErrLog.Println("Failed to create OpenGL buffer")
|
||||
}
|
||||
|
||||
vb.SetLayout(layout...)
|
||||
return vb
|
||||
}
|
||||
135
engine/engine.go
@ -3,17 +3,25 @@ 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
|
||||
|
||||
isSdlButtonLeftDown = false
|
||||
isSdlButtonMiddleDown = false
|
||||
isSdlButtonRightDown = false
|
||||
|
||||
ImguiRelativeMouseModePosX float32
|
||||
ImguiRelativeMouseModePosY float32
|
||||
)
|
||||
|
||||
type Window struct {
|
||||
@ -26,7 +34,24 @@ type Window struct {
|
||||
func (w *Window) handleInputs() {
|
||||
|
||||
input.EventLoopStart()
|
||||
imIO := imgui.CurrentIO()
|
||||
imIo := imgui.CurrentIO()
|
||||
|
||||
imguiCaptureMouse := imIo.WantCaptureMouse()
|
||||
imguiCaptureKeyboard := imIo.WantCaptureKeyboard()
|
||||
|
||||
// These two are to fix a bug where state isn't cleared
|
||||
// even after imgui captures the keyboard/mouse.
|
||||
//
|
||||
// For example, if player is moving due to key held and then imgui captures the keyboard,
|
||||
// the player keeps moving even when the key is no longer pressed because the input system never
|
||||
// receives the key up event.
|
||||
if imguiCaptureMouse {
|
||||
input.ClearMouseState()
|
||||
}
|
||||
|
||||
if imguiCaptureKeyboard {
|
||||
input.ClearKeyboardState()
|
||||
}
|
||||
|
||||
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
|
||||
|
||||
@ -40,30 +65,64 @@ func (w *Window) handleInputs() {
|
||||
|
||||
case *sdl.MouseWheelEvent:
|
||||
|
||||
if !imguiCaptureMouse {
|
||||
input.HandleMouseWheelEvent(e)
|
||||
}
|
||||
|
||||
xDelta, yDelta := input.GetMouseWheelMotion()
|
||||
imIO.AddMouseWheelDelta(float32(xDelta), float32(yDelta))
|
||||
imIo.AddMouseWheelDelta(float32(e.X), float32(e.Y))
|
||||
|
||||
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))
|
||||
if !imguiCaptureKeyboard {
|
||||
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:
|
||||
|
||||
if !imguiCaptureMouse {
|
||||
input.HandleMouseBtnEvent(e)
|
||||
}
|
||||
|
||||
isPressed := e.State == sdl.PRESSED
|
||||
|
||||
if e.Button == sdl.BUTTON_LEFT {
|
||||
isSdlButtonLeftDown = isPressed
|
||||
} else if e.Button == sdl.BUTTON_MIDDLE {
|
||||
isSdlButtonMiddleDown = isPressed
|
||||
} else if e.Button == sdl.BUTTON_RIGHT {
|
||||
isSdlButtonRightDown = isPressed
|
||||
}
|
||||
|
||||
case *sdl.MouseMotionEvent:
|
||||
|
||||
if !imguiCaptureMouse {
|
||||
input.HandleMouseMotionEvent(e)
|
||||
}
|
||||
|
||||
case *sdl.WindowEvent:
|
||||
|
||||
if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
|
||||
w.handleWindowResize()
|
||||
}
|
||||
@ -73,17 +132,17 @@ 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.
|
||||
if sdl.GetRelativeMouseMode() {
|
||||
imIo.SetMousePos(imgui.Vec2{X: ImguiRelativeMouseModePosX, Y: ImguiRelativeMouseModePosY})
|
||||
} else {
|
||||
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)
|
||||
// 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.
|
||||
imIo.SetMouseButtonDown(imgui.MouseButtonLeft, isSdlButtonLeftDown)
|
||||
imIo.SetMouseButtonDown(imgui.MouseButtonRight, isSdlButtonRightDown)
|
||||
imIo.SetMouseButtonDown(imgui.MouseButtonMiddle, isSdlButtonMiddleDown)
|
||||
}
|
||||
|
||||
func (w *Window) handleWindowResize() {
|
||||
@ -122,15 +181,21 @@ func initSDL() error {
|
||||
sdl.GLSetAttribute(sdl.MAJOR_VERSION, 4)
|
||||
sdl.GLSetAttribute(sdl.MINOR_VERSION, 1)
|
||||
|
||||
// R(0-255) G(0-255) B(0-255)
|
||||
sdl.GLSetAttribute(sdl.GL_RED_SIZE, 8)
|
||||
sdl.GLSetAttribute(sdl.GL_GREEN_SIZE, 8)
|
||||
sdl.GLSetAttribute(sdl.GL_BLUE_SIZE, 8)
|
||||
sdl.GLSetAttribute(sdl.GL_ALPHA_SIZE, 8)
|
||||
|
||||
sdl.GLSetAttribute(sdl.GL_DOUBLEBUFFER, 1)
|
||||
sdl.GLSetAttribute(sdl.GL_DEPTH_SIZE, 24)
|
||||
sdl.GLSetAttribute(sdl.GL_STENCIL_SIZE, 8)
|
||||
|
||||
sdl.GLSetAttribute(sdl.GL_FRAMEBUFFER_SRGB_CAPABLE, 1)
|
||||
|
||||
// Allows us to do MSAA
|
||||
sdl.GLSetAttribute(sdl.GL_MULTISAMPLEBUFFERS, 1)
|
||||
sdl.GLSetAttribute(sdl.GL_MULTISAMPLESAMPLES, 4)
|
||||
|
||||
sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
|
||||
|
||||
return nil
|
||||
@ -141,16 +206,12 @@ func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFla
|
||||
}
|
||||
|
||||
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)
|
||||
return createWindow(title, sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, width, height, WindowFlags_OPENGL|flags, rend)
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
assert.T(isInited, "engine.Init() was not called!")
|
||||
|
||||
sdlWin, err := sdl.CreateWindow(title, x, y, width, height, uint32(flags))
|
||||
if err != nil {
|
||||
@ -182,19 +243,30 @@ func initOpenGL() error {
|
||||
}
|
||||
|
||||
gl.Enable(gl.DEPTH_TEST)
|
||||
gl.Enable(gl.STENCIL_TEST)
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
gl.CullFace(gl.BACK)
|
||||
gl.FrontFace(gl.CCW)
|
||||
|
||||
gl.Enable(gl.BLEND)
|
||||
gl.Enable(gl.MULTISAMPLE)
|
||||
gl.Enable(gl.FRAMEBUFFER_SRGB)
|
||||
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
|
||||
|
||||
gl.ClearColor(0, 0, 0, 1)
|
||||
return nil
|
||||
}
|
||||
|
||||
func SetSrgbFramebuffer(isEnabled bool) {
|
||||
|
||||
if isEnabled {
|
||||
gl.Enable(gl.FRAMEBUFFER_SRGB)
|
||||
} else {
|
||||
gl.Disable(gl.FRAMEBUFFER_SRGB)
|
||||
}
|
||||
}
|
||||
|
||||
func SetVSync(enabled bool) {
|
||||
assert.T(isInited, "engine.Init was not called!")
|
||||
|
||||
if enabled {
|
||||
sdl.GLSetSwapInterval(1)
|
||||
@ -202,3 +274,12 @@ func SetVSync(enabled bool) {
|
||||
sdl.GLSetSwapInterval(0)
|
||||
}
|
||||
}
|
||||
|
||||
func SetMSAA(isEnabled bool) {
|
||||
|
||||
if isEnabled {
|
||||
gl.Enable(gl.MULTISAMPLE)
|
||||
} else {
|
||||
gl.Disable(gl.MULTISAMPLE)
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,27 +1,26 @@
|
||||
package entity
|
||||
|
||||
import "github.com/bloeys/nmage/assert"
|
||||
import "github.com/bloeys/nmage/registry"
|
||||
|
||||
var _ Comp = &BaseComp{}
|
||||
|
||||
type BaseComp struct {
|
||||
Entity *Entity
|
||||
Handle registry.Handle
|
||||
}
|
||||
|
||||
func (b *BaseComp) base() {
|
||||
func (b BaseComp) baseComp() {
|
||||
}
|
||||
|
||||
func (b *BaseComp) Init(parent *Entity) {
|
||||
assert.T(parent != nil, "Component was initialized with a nil parent. That is not allowed.")
|
||||
b.Entity = parent
|
||||
func (b *BaseComp) Init(parentHandle registry.Handle) {
|
||||
b.Handle = parentHandle
|
||||
}
|
||||
|
||||
func (b *BaseComp) Name() string {
|
||||
func (b BaseComp) Name() string {
|
||||
return "Base Component"
|
||||
}
|
||||
|
||||
func (b *BaseComp) Update() {
|
||||
func (b BaseComp) Update() {
|
||||
}
|
||||
|
||||
func (b *BaseComp) Destroy() {
|
||||
func (b BaseComp) Destroy() {
|
||||
}
|
||||
|
||||
@ -1,27 +1,38 @@
|
||||
package entity
|
||||
|
||||
import "github.com/bloeys/nmage/assert"
|
||||
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
|
||||
base()
|
||||
baseComp()
|
||||
|
||||
Name() string
|
||||
Init(parent *Entity)
|
||||
Init(parentHandle registry.Handle)
|
||||
Update()
|
||||
Destroy()
|
||||
}
|
||||
|
||||
func AddComp[T Comp](e *Entity, c T) {
|
||||
|
||||
assert.T(!HasComp[T](e), "Entity with id '%v' already has component of type '%T'", e.ID, c)
|
||||
|
||||
e.Comps = append(e.Comps, c)
|
||||
c.Init(e)
|
||||
func NewCompContainer() CompContainer {
|
||||
return CompContainer{Comps: []Comp{}}
|
||||
}
|
||||
|
||||
func HasComp[T Comp](e *Entity) bool {
|
||||
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++ {
|
||||
|
||||
@ -34,7 +45,7 @@ func HasComp[T Comp](e *Entity) bool {
|
||||
return false
|
||||
}
|
||||
|
||||
func GetComp[T Comp](e *Entity) (out T) {
|
||||
func GetComp[T Comp](e *CompContainer) (out T) {
|
||||
|
||||
for i := 0; i < len(e.Comps); i++ {
|
||||
|
||||
@ -48,7 +59,7 @@ func GetComp[T Comp](e *Entity) (out T) {
|
||||
}
|
||||
|
||||
// DestroyComp calls Destroy on the component and then removes it from the entities component list
|
||||
func DestroyComp[T Comp](e *Entity) {
|
||||
func DestroyComp[T Comp](e *CompContainer) {
|
||||
|
||||
for i := 0; i < len(e.Comps); i++ {
|
||||
|
||||
|
||||
@ -1,49 +1,7 @@
|
||||
package entity
|
||||
|
||||
type EntityFlag byte
|
||||
import "github.com/bloeys/nmage/registry"
|
||||
|
||||
const (
|
||||
EntityFlag_None EntityFlag = 0
|
||||
EntityFlag_Alive EntityFlag = 1 << (iota - 1)
|
||||
)
|
||||
|
||||
const (
|
||||
GenerationShiftBits = 64 - 8
|
||||
FlagsShiftBits = 64 - 16
|
||||
IndexBitMask = 0x00_00_FFFF_FFFF_FFFF
|
||||
)
|
||||
|
||||
type EntityHandle uint64
|
||||
|
||||
type Entity struct {
|
||||
|
||||
// Byte 1: Generation; Byte 2: Flags; Bytes 3-8: Index
|
||||
ID EntityHandle
|
||||
Comps []Comp
|
||||
}
|
||||
|
||||
func (e *Entity) HasFlag(ef EntityFlag) bool {
|
||||
return GetFlags(e.ID)&ef > 0
|
||||
}
|
||||
|
||||
func (e *Entity) UpdateAllComps() {
|
||||
for i := 0; i < len(e.Comps); i++ {
|
||||
e.Comps[i].Update()
|
||||
}
|
||||
}
|
||||
|
||||
func GetGeneration(id EntityHandle) byte {
|
||||
return byte(id >> GenerationShiftBits)
|
||||
}
|
||||
|
||||
func GetFlags(id EntityHandle) EntityFlag {
|
||||
return EntityFlag(id >> FlagsShiftBits)
|
||||
}
|
||||
|
||||
func GetIndex(id EntityHandle) uint64 {
|
||||
return uint64(id & IndexBitMask)
|
||||
}
|
||||
|
||||
func NewEntityId(generation byte, flags EntityFlag, index uint64) EntityHandle {
|
||||
return EntityHandle(index | (uint64(generation) << GenerationShiftBits) | (uint64(flags) << FlagsShiftBits))
|
||||
type Entity interface {
|
||||
GetHandle() registry.Handle
|
||||
}
|
||||
|
||||
@ -1,109 +0,0 @@
|
||||
package entity
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/assert"
|
||||
)
|
||||
|
||||
var (
|
||||
// The number of slots required to be in the free list before the free list
|
||||
// is used for creating new entries
|
||||
FreeListUsageThreshold uint32 = 20
|
||||
)
|
||||
|
||||
type freeListitem struct {
|
||||
EntityIndex uint64
|
||||
nextFree *freeListitem
|
||||
}
|
||||
|
||||
type Registry struct {
|
||||
EntityCount uint64
|
||||
Entities []Entity
|
||||
|
||||
FreeList *freeListitem
|
||||
FreeListSize uint32
|
||||
}
|
||||
|
||||
func (r *Registry) NewEntity() *Entity {
|
||||
|
||||
assert.T(r.EntityCount < uint64(len(r.Entities)), "Can not add more entities to registry because it is full")
|
||||
|
||||
entityToUseIndex := uint64(0)
|
||||
var entityToUse *Entity = nil
|
||||
|
||||
if r.FreeList != nil && r.FreeListSize > FreeListUsageThreshold {
|
||||
|
||||
entityToUseIndex = r.FreeList.EntityIndex
|
||||
entityToUse = &r.Entities[entityToUseIndex]
|
||||
r.FreeList = r.FreeList.nextFree
|
||||
r.FreeListSize--
|
||||
} else {
|
||||
|
||||
for i := 0; i < len(r.Entities); i++ {
|
||||
|
||||
e := &r.Entities[i]
|
||||
if e.HasFlag(EntityFlag_Alive) {
|
||||
continue
|
||||
}
|
||||
|
||||
entityToUse = e
|
||||
entityToUseIndex = uint64(i)
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
if entityToUse == nil {
|
||||
panic("failed to create new entity because we did not find a free spot in the registry. Why did the assert not go off?")
|
||||
}
|
||||
|
||||
r.EntityCount++
|
||||
entityToUse.ID = NewEntityId(GetGeneration(entityToUse.ID)+1, EntityFlag_Alive, entityToUseIndex)
|
||||
assert.T(entityToUse.ID != 0, "Entity ID must not be zero")
|
||||
return entityToUse
|
||||
}
|
||||
|
||||
func (r *Registry) GetEntity(id EntityHandle) *Entity {
|
||||
|
||||
index := GetIndex(id)
|
||||
gen := GetGeneration(id)
|
||||
|
||||
e := &r.Entities[index]
|
||||
eGen := GetGeneration(e.ID)
|
||||
|
||||
if gen != eGen {
|
||||
return nil
|
||||
}
|
||||
|
||||
return e
|
||||
}
|
||||
|
||||
// FreeEntity calls Destroy on all the entities components, resets the component list, resets the entity flags, then ads this entity to the free list
|
||||
func (r *Registry) FreeEntity(id EntityHandle) {
|
||||
|
||||
e := r.GetEntity(id)
|
||||
if e == nil {
|
||||
return
|
||||
}
|
||||
|
||||
for i := 0; i < len(e.Comps); i++ {
|
||||
e.Comps[i].Destroy()
|
||||
}
|
||||
|
||||
r.EntityCount--
|
||||
eIndex := GetIndex(e.ID)
|
||||
|
||||
e.Comps = []Comp{}
|
||||
e.ID = NewEntityId(GetGeneration(e.ID), EntityFlag_None, eIndex)
|
||||
|
||||
r.FreeList = &freeListitem{
|
||||
EntityIndex: eIndex,
|
||||
nextFree: r.FreeList,
|
||||
}
|
||||
r.FreeListSize++
|
||||
}
|
||||
|
||||
func NewRegistry(size uint32) *Registry {
|
||||
assert.T(size > 0, "Registry size must be more than zero")
|
||||
return &Registry{
|
||||
Entities: make([]Entity, size),
|
||||
}
|
||||
}
|
||||
12
go.mod
@ -1,13 +1,19 @@
|
||||
module github.com/bloeys/nmage
|
||||
|
||||
go 1.18
|
||||
go 1.22
|
||||
|
||||
require github.com/veandco/go-sdl2 v0.4.25
|
||||
require github.com/veandco/go-sdl2 v0.4.35
|
||||
|
||||
require github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6
|
||||
|
||||
require (
|
||||
github.com/bloeys/assimp-go v0.4.4
|
||||
github.com/bloeys/gglm v0.43.0
|
||||
github.com/inkyblackness/imgui-go/v4 v4.6.0
|
||||
)
|
||||
|
||||
require (
|
||||
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2
|
||||
github.com/mandykoh/prism v0.35.1
|
||||
)
|
||||
|
||||
require github.com/mandykoh/go-parallel v0.1.0 // indirect
|
||||
|
||||
45
go.sum
@ -1,17 +1,40 @@
|
||||
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/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 v0.0.0-20211210172815-726fda9656d6 h1:zDw5v7qm4yH7N8C8uWd+8Ii9rROdgWxQuGoJ9WDXxfk=
|
||||
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6/go.mod h1:9YTyiznxEY1fVinfM7RvRcjRHbw2xLBJ3AAGIT0I4Nw=
|
||||
github.com/inkyblackness/imgui-go/v4 v4.6.0 h1:ShcnXEYl80+xREGBY9OpGWePA6FfJChY9Varsm+3jjE=
|
||||
github.com/inkyblackness/imgui-go/v4 v4.6.0/go.mod h1:g8SAGtOYUP7rYaOB2AsVKCEHmPMDmJKgt4z6d+flhb0=
|
||||
github.com/pmezard/go-difflib v1.0.0 h1:4DBwDE0NGyQoBHbLQYPwSUPoCMWR5BEzIk/f1lZbAQM=
|
||||
github.com/pmezard/go-difflib v1.0.0/go.mod h1:iKH77koFhYxTK1pcRnkKkqfTogsbg7gZNVY4sRDYZ/4=
|
||||
github.com/stretchr/objx v0.1.0/go.mod h1:HFkY916IF+rwdDfMAkV7OtwuqBVzrE8GR6GFx+wExME=
|
||||
github.com/stretchr/testify v1.3.0 h1:TivCn/peBQ7UY8ooIcPgZFpTNSz0Q2U6UrFlUfqbe0Q=
|
||||
github.com/stretchr/testify v1.3.0/go.mod h1:M5WIy9Dh21IEIfnGCwXGc5bZfKNJtfHm1UVUgZn+9EI=
|
||||
github.com/veandco/go-sdl2 v0.4.25 h1:J5ac3KKOccp/0xGJA1PaNYKPUcZm19IxhDGs8lJofPI=
|
||||
github.com/veandco/go-sdl2 v0.4.25/go.mod h1:OROqMhHD43nT4/i9crJukyVecjPNYYuCofep6SNiAjY=
|
||||
github.com/mandykoh/go-parallel v0.1.0 h1:7vJMNMC4dsbgZdkAb2A8tV5ENY1v7VxIO1wzQWZoT8k=
|
||||
github.com/mandykoh/go-parallel v0.1.0/go.mod h1:lkYHqG1JNTaSS6lG+PgFCnyMd2VDy8pH9jN9pY899ig=
|
||||
github.com/mandykoh/prism v0.35.1 h1:JbQfQarANxSWlgJEpjv+E7DvtrqBaVP1YgJfZPvo6ME=
|
||||
github.com/mandykoh/prism v0.35.1/go.mod h1:3miB3EAJ0IggYl/4eBB5MmawRbyJI1gKDtbrVvk8Q9I=
|
||||
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=
|
||||
github.com/yuin/goldmark v1.4.13/go.mod h1:6yULJ656Px+3vBD8DxQVa3kxgyrAnzto9xy5taEt/CY=
|
||||
golang.org/x/crypto v0.0.0-20190308221718-c2843e01d9a2/go.mod h1:djNgcEr1/C05ACkg1iLfiJU5Ep61QUkGW8qpdssI0+w=
|
||||
golang.org/x/crypto v0.0.0-20210921155107-089bfa567519/go.mod h1:GvvjBRRGRdwPK5ydBHafDWAxML/pGHZbMvKqRZ5+Abc=
|
||||
golang.org/x/image v0.5.0 h1:5JMiNunQeQw++mMOz48/ISeNu3Iweh/JaZU8ZLqHRrI=
|
||||
golang.org/x/image v0.5.0/go.mod h1:FVC7BI/5Ym8R25iw5OLsgshdUBbT1h5jZTpA+mvAdZ4=
|
||||
golang.org/x/mod v0.6.0-dev.0.20220419223038-86c51ed26bb4/go.mod h1:jJ57K6gSWd91VN4djpZkiMVwK6gcyfeH4XE8wZrZaV4=
|
||||
golang.org/x/net v0.0.0-20190620200207-3b0461eec859/go.mod h1:z5CRVTTTmAJ677TzLLGU+0bjPO0LkuOLi4/5GtJWs/s=
|
||||
golang.org/x/net v0.0.0-20210226172049-e18ecbb05110/go.mod h1:m0MpNAwzfU5UDzcl9v0D8zg8gWTRqZa9RBIspLL5mdg=
|
||||
golang.org/x/net v0.0.0-20220722155237-a158d28d115b/go.mod h1:XRhObCWvk6IyKnWLug+ECip1KBveYUHfp+8e9klMJ9c=
|
||||
golang.org/x/sync v0.0.0-20190423024810-112230192c58/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
|
||||
golang.org/x/sync v0.0.0-20220722155255-886fb9371eb4/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
|
||||
golang.org/x/sys v0.0.0-20190215142949-d0b11bdaac8a/go.mod h1:STP8DvDyc/dI5b8T5hshtkjS+E42TnysNCUPdjciGhY=
|
||||
golang.org/x/sys v0.0.0-20201119102817-f84b799fce68/go.mod h1:h1NjWce9XRLGQEsW7wpKNCjG9DtNlClVuFLEZdDNbEs=
|
||||
golang.org/x/sys v0.0.0-20210615035016-665e8c7367d1/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
|
||||
golang.org/x/sys v0.0.0-20220520151302-bc2c85ada10a/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
|
||||
golang.org/x/sys v0.0.0-20220722155257-8c9f86f7a55f/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
|
||||
golang.org/x/term v0.0.0-20201126162022-7de9c90e9dd1/go.mod h1:bj7SfCRtBDWHUb9snDiAeCFNEtKQo2Wmx5Cou7ajbmo=
|
||||
golang.org/x/term v0.0.0-20210927222741-03fcf44c2211/go.mod h1:jbD1KX2456YbFQfuXm/mYQcufACuNUgVhRMnK/tPxf8=
|
||||
golang.org/x/text v0.3.0/go.mod h1:NqM8EUOU14njkJ3fqMW+pc6Ldnwhi/IjpwHt7yyuwOQ=
|
||||
golang.org/x/text v0.3.3/go.mod h1:5Zoc/QRtKVWzQhOtBMvqHzDpF6irO9z98xDceosuGiQ=
|
||||
golang.org/x/text v0.3.7/go.mod h1:u+2+/6zg+i71rQMx5EYifcz6MCKuco9NR6JIITiCfzQ=
|
||||
golang.org/x/text v0.7.0/go.mod h1:mrYo+phRRbMaCq/xk9113O4dZlRixOauAjOtrjsXDZ8=
|
||||
golang.org/x/tools v0.0.0-20180917221912-90fa682c2a6e/go.mod h1:n7NCudcB/nEzxVGmLbDWY5pfWTLqBcC2KZ6jyYvM4mQ=
|
||||
golang.org/x/tools v0.0.0-20191119224855-298f0cb1881e/go.mod h1:b+2E5dAYhXwXZwtnZ6UAqBI28+e2cm9otk0dWdXHAEo=
|
||||
golang.org/x/tools v0.1.12/go.mod h1:hNGJHUnrk76NpqgfD5Aqm5Crs+Hm0VOH/i9J2+nxYbc=
|
||||
golang.org/x/xerrors v0.0.0-20190717185122-a985d3407aa7/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
|
||||
|
||||
@ -31,8 +31,8 @@ type mouseWheelState struct {
|
||||
}
|
||||
|
||||
var (
|
||||
keyMap = make(map[sdl.Keycode]*keyState)
|
||||
mouseBtnMap = make(map[int]*mouseBtnState)
|
||||
keyMap = make(map[sdl.Keycode]keyState)
|
||||
mouseBtnMap = make(map[int]mouseBtnState)
|
||||
mouseMotion = mouseMotionState{}
|
||||
mouseWheel = mouseWheelState{}
|
||||
quitRequested bool
|
||||
@ -40,15 +40,17 @@ var (
|
||||
|
||||
func EventLoopStart() {
|
||||
|
||||
for _, v := range keyMap {
|
||||
for k, v := range keyMap {
|
||||
v.IsPressedThisFrame = false
|
||||
v.IsReleasedThisFrame = false
|
||||
keyMap[k] = v
|
||||
}
|
||||
|
||||
for _, v := range mouseBtnMap {
|
||||
for k, v := range mouseBtnMap {
|
||||
v.IsPressedThisFrame = false
|
||||
v.IsReleasedThisFrame = false
|
||||
v.IsDoubleClicked = false
|
||||
mouseBtnMap[k] = v
|
||||
}
|
||||
|
||||
mouseMotion.XDelta = 0
|
||||
@ -60,6 +62,16 @@ func EventLoopStart() {
|
||||
quitRequested = false
|
||||
}
|
||||
|
||||
func ClearKeyboardState() {
|
||||
clear(keyMap)
|
||||
}
|
||||
|
||||
func ClearMouseState() {
|
||||
clear(mouseBtnMap)
|
||||
mouseMotion = mouseMotionState{}
|
||||
mouseWheel = mouseWheelState{}
|
||||
}
|
||||
|
||||
func HandleQuitEvent(e *sdl.QuitEvent) {
|
||||
quitRequested = true
|
||||
}
|
||||
@ -70,29 +82,31 @@ func IsQuitClicked() bool {
|
||||
|
||||
func HandleKeyboardEvent(e *sdl.KeyboardEvent) {
|
||||
|
||||
ks := keyMap[e.Keysym.Sym]
|
||||
if ks == nil {
|
||||
ks = &keyState{Key: e.Keysym.Sym}
|
||||
keyMap[ks.Key] = ks
|
||||
ks, ok := keyMap[e.Keysym.Sym]
|
||||
if !ok {
|
||||
ks = keyState{Key: e.Keysym.Sym}
|
||||
}
|
||||
|
||||
ks.State = int(e.State)
|
||||
ks.IsPressedThisFrame = e.State == sdl.PRESSED && e.Repeat == 0
|
||||
ks.IsReleasedThisFrame = e.State == sdl.RELEASED && e.Repeat == 0
|
||||
|
||||
keyMap[ks.Key] = ks
|
||||
}
|
||||
|
||||
func HandleMouseBtnEvent(e *sdl.MouseButtonEvent) {
|
||||
|
||||
mb := mouseBtnMap[int(e.Button)]
|
||||
if mb == nil {
|
||||
mb = &mouseBtnState{Btn: int(e.Button)}
|
||||
mouseBtnMap[int(e.Button)] = mb
|
||||
mb, ok := mouseBtnMap[int(e.Button)]
|
||||
if !ok {
|
||||
mb = mouseBtnState{Btn: int(e.Button)}
|
||||
}
|
||||
|
||||
mb.State = int(e.State)
|
||||
mb.IsDoubleClicked = e.Clicks == 2 && e.State == sdl.PRESSED
|
||||
mb.IsPressedThisFrame = e.State == sdl.PRESSED
|
||||
mb.IsReleasedThisFrame = e.State == sdl.RELEASED
|
||||
|
||||
mouseBtnMap[int(e.Button)] = mb
|
||||
}
|
||||
|
||||
func HandleMouseMotionEvent(e *sdl.MouseMotionEvent) {
|
||||
@ -167,8 +181,8 @@ func GetMouseWheelYNorm() int32 {
|
||||
|
||||
func KeyClicked(kc sdl.Keycode) bool {
|
||||
|
||||
ks := keyMap[kc]
|
||||
if ks == nil {
|
||||
ks, ok := keyMap[kc]
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
|
||||
@ -177,8 +191,8 @@ func KeyClicked(kc sdl.Keycode) bool {
|
||||
|
||||
func KeyReleased(kc sdl.Keycode) bool {
|
||||
|
||||
ks := keyMap[kc]
|
||||
if ks == nil {
|
||||
ks, ok := keyMap[kc]
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
|
||||
@ -187,8 +201,8 @@ func KeyReleased(kc sdl.Keycode) bool {
|
||||
|
||||
func KeyDown(kc sdl.Keycode) bool {
|
||||
|
||||
ks := keyMap[kc]
|
||||
if ks == nil {
|
||||
ks, ok := keyMap[kc]
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
|
||||
@ -197,8 +211,8 @@ func KeyDown(kc sdl.Keycode) bool {
|
||||
|
||||
func KeyUp(kc sdl.Keycode) bool {
|
||||
|
||||
ks := keyMap[kc]
|
||||
if ks == nil {
|
||||
ks, ok := keyMap[kc]
|
||||
if !ok {
|
||||
return true
|
||||
}
|
||||
|
||||
@ -207,8 +221,8 @@ func KeyUp(kc sdl.Keycode) bool {
|
||||
|
||||
func MouseClicked(mb int) bool {
|
||||
|
||||
btn := mouseBtnMap[mb]
|
||||
if btn == nil {
|
||||
btn, ok := mouseBtnMap[mb]
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
|
||||
@ -217,8 +231,8 @@ func MouseClicked(mb int) bool {
|
||||
|
||||
func MouseDoubleClicked(mb int) bool {
|
||||
|
||||
btn := mouseBtnMap[mb]
|
||||
if btn == nil {
|
||||
btn, ok := mouseBtnMap[mb]
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
|
||||
@ -226,8 +240,8 @@ func MouseDoubleClicked(mb int) bool {
|
||||
}
|
||||
|
||||
func MouseReleased(mb int) bool {
|
||||
btn := mouseBtnMap[mb]
|
||||
if btn == nil {
|
||||
btn, ok := mouseBtnMap[mb]
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
|
||||
@ -236,8 +250,8 @@ func MouseReleased(mb int) bool {
|
||||
|
||||
func MouseDown(mb int) bool {
|
||||
|
||||
btn := mouseBtnMap[mb]
|
||||
if btn == nil {
|
||||
btn, ok := mouseBtnMap[mb]
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
|
||||
@ -246,8 +260,8 @@ func MouseDown(mb int) bool {
|
||||
|
||||
func MouseUp(mb int) bool {
|
||||
|
||||
btn := mouseBtnMap[mb]
|
||||
if btn == nil {
|
||||
btn, ok := mouseBtnMap[mb]
|
||||
if !ok {
|
||||
return true
|
||||
}
|
||||
|
||||
|
||||
@ -2,19 +2,16 @@ package level
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/assert"
|
||||
"github.com/bloeys/nmage/entity"
|
||||
)
|
||||
|
||||
type Level struct {
|
||||
*entity.Registry
|
||||
Name string
|
||||
}
|
||||
|
||||
func NewLevel(name string, maxEntities uint32) *Level {
|
||||
func NewLevel(name string) *Level {
|
||||
|
||||
assert.T(name != "", "Level name can not be empty")
|
||||
return &Level{
|
||||
Name: name,
|
||||
Registry: entity.NewRegistry(maxEntities),
|
||||
}
|
||||
}
|
||||
|
||||
740
main.go
@ -2,67 +2,190 @@ package main
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"runtime"
|
||||
"strconv"
|
||||
|
||||
imgui "github.com/AllenDang/cimgui-go"
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/assets"
|
||||
"github.com/bloeys/nmage/buffers"
|
||||
"github.com/bloeys/nmage/camera"
|
||||
"github.com/bloeys/nmage/engine"
|
||||
"github.com/bloeys/nmage/entity"
|
||||
"github.com/bloeys/nmage/input"
|
||||
"github.com/bloeys/nmage/level"
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/bloeys/nmage/materials"
|
||||
"github.com/bloeys/nmage/meshes"
|
||||
"github.com/bloeys/nmage/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:
|
||||
// Integrate physx
|
||||
// Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
|
||||
// Renderer batching
|
||||
// Scene graph
|
||||
// Separate engine loop from rendering loop? or leave it to the user?
|
||||
// Abstract keys enum away from sdl
|
||||
// Proper Asset loading
|
||||
// Frustum culling
|
||||
// Material system editor with fields automatically extracted from the shader
|
||||
/*
|
||||
@TODO:
|
||||
- Rendering:
|
||||
- Blinn-Phong lighting model ✅
|
||||
- Directional lights ✅
|
||||
- Point lights ✅
|
||||
- Spotlights ✅
|
||||
- HDR
|
||||
- Cascaded shadow mapping
|
||||
- Skeletal animations
|
||||
- Proper model loading (i.e. load model by reading all its meshes, textures, and so on together)
|
||||
- Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing) ✅
|
||||
- Renderer batching
|
||||
- Scene graph
|
||||
- Separate engine loop from rendering loop? or leave it to the user?
|
||||
- Abstract keys enum away from sdl
|
||||
- Proper Asset loading
|
||||
- Frustum culling
|
||||
- Material system editor with fields automatically extracted from the shader
|
||||
*/
|
||||
|
||||
type DirLight struct {
|
||||
Dir gglm.Vec3
|
||||
DiffuseColor gglm.Vec3
|
||||
SpecularColor gglm.Vec3
|
||||
}
|
||||
|
||||
// Check https://wiki.ogre3d.org/tiki-index.php?page=-Point+Light+Attenuation for values
|
||||
type PointLight struct {
|
||||
Pos gglm.Vec3
|
||||
DiffuseColor gglm.Vec3
|
||||
SpecularColor gglm.Vec3
|
||||
|
||||
Radius float32
|
||||
|
||||
Constant float32
|
||||
Linear float32
|
||||
Quadratic float32
|
||||
}
|
||||
|
||||
type SpotLight struct {
|
||||
Pos gglm.Vec3
|
||||
Dir gglm.Vec3
|
||||
DiffuseColor gglm.Vec3
|
||||
SpecularColor gglm.Vec3
|
||||
InnerCutoff float32
|
||||
OuterCutoff float32
|
||||
}
|
||||
|
||||
// SetCutoffs properly sets the cosine values of the cutoffs using the passed
|
||||
// degrees.
|
||||
//
|
||||
// The light has full intensity within the inner cutoff, falloff between
|
||||
// inner-outer cutoff, and zero light beyond the outer cutoff.
|
||||
//
|
||||
// The inner cuttoff degree must be *smaller* than the outer cutoff
|
||||
func (s *SpotLight) SetCutoffs(innerCutoffAngleDeg, outerCutoffAngleDeg float32) {
|
||||
s.InnerCutoff = gglm.Cos32(innerCutoffAngleDeg * gglm.Deg2Rad)
|
||||
s.OuterCutoff = gglm.Cos32(outerCutoffAngleDeg * gglm.Deg2Rad)
|
||||
}
|
||||
|
||||
const (
|
||||
camSpeed = 15
|
||||
mouseSensitivity = 0.5
|
||||
|
||||
unscaledWindowWidth = 1280
|
||||
unscaledWindowHeight = 720
|
||||
)
|
||||
|
||||
var (
|
||||
window *engine.Window
|
||||
|
||||
pitch float32 = 0
|
||||
yaw float32 = -90
|
||||
yaw float32 = -1.5
|
||||
cam *camera.Camera
|
||||
|
||||
simpleMat *materials.Material
|
||||
skyboxMat *materials.Material
|
||||
renderToFbo = true
|
||||
fboRenderDirectly = true
|
||||
fboScale = gglm.NewVec2(0.25, 0.25)
|
||||
fboOffset = gglm.NewVec2(0.75, -0.75)
|
||||
fbo buffers.Framebuffer
|
||||
|
||||
screenQuadMat *materials.Material
|
||||
unlitMat *materials.Material
|
||||
whiteMat *materials.Material
|
||||
containerMat *materials.Material
|
||||
palleteMat *materials.Material
|
||||
skyboxMat *materials.Material
|
||||
debugDepthMat *materials.Material
|
||||
|
||||
chairMesh *meshes.Mesh
|
||||
cubeMesh *meshes.Mesh
|
||||
sphereMesh *meshes.Mesh
|
||||
chairMesh *meshes.Mesh
|
||||
skyboxMesh *meshes.Mesh
|
||||
|
||||
cubeModelMat = gglm.NewTrMatId()
|
||||
|
||||
lightPos1 = gglm.NewVec3(-2, 0, 2)
|
||||
lightColor1 = gglm.NewVec3(1, 1, 1)
|
||||
|
||||
debugDepthMat *materials.Material
|
||||
drawSkybox = true
|
||||
debugDrawDepthBuffer bool
|
||||
|
||||
skyboxCmap assets.Cubemap
|
||||
|
||||
dpiScaling float32
|
||||
|
||||
// Light settings
|
||||
ambientColor = gglm.NewVec3(0, 0, 0)
|
||||
|
||||
// Lights
|
||||
dirLight = DirLight{
|
||||
Dir: *gglm.NewVec3(0, -0.8, 0.2).Normalize(),
|
||||
DiffuseColor: *gglm.NewVec3(0, 0, 0),
|
||||
SpecularColor: *gglm.NewVec3(0, 0, 0),
|
||||
}
|
||||
pointLights = [...]PointLight{
|
||||
{
|
||||
Pos: *gglm.NewVec3(0, 5, 0),
|
||||
DiffuseColor: *gglm.NewVec3(1, 0, 0),
|
||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||
// These values are for 50m range
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
},
|
||||
{
|
||||
Pos: *gglm.NewVec3(0, -5, 0),
|
||||
DiffuseColor: *gglm.NewVec3(0, 1, 0),
|
||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
},
|
||||
{
|
||||
Pos: *gglm.NewVec3(5, 0, 0),
|
||||
DiffuseColor: *gglm.NewVec3(1, 1, 1),
|
||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
},
|
||||
{
|
||||
Pos: *gglm.NewVec3(-4, 0, 0),
|
||||
DiffuseColor: *gglm.NewVec3(0, 0, 1),
|
||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
},
|
||||
}
|
||||
spotLights = [...]SpotLight{
|
||||
{
|
||||
Pos: *gglm.NewVec3(0, 5, 0),
|
||||
Dir: *gglm.NewVec3(0, -1, 0),
|
||||
DiffuseColor: *gglm.NewVec3(0, 1, 1),
|
||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||
// These must be cosine values
|
||||
InnerCutoff: gglm.Cos32(15 * gglm.Deg2Rad),
|
||||
OuterCutoff: gglm.Cos32(20 * gglm.Deg2Rad),
|
||||
},
|
||||
}
|
||||
)
|
||||
|
||||
type OurGame struct {
|
||||
type Game struct {
|
||||
Win *engine.Window
|
||||
ImGUIInfo nmageimgui.ImguiInfo
|
||||
}
|
||||
@ -81,24 +204,39 @@ func (t *TransformComp) Name() string {
|
||||
|
||||
func Test() {
|
||||
|
||||
lvl := level.NewLevel("test level", 1000)
|
||||
e1 := lvl.Registry.NewEntity()
|
||||
// lvl := level.NewLevel("test level")
|
||||
testRegistry := registry.NewRegistry[int](100)
|
||||
|
||||
trComp := entity.GetComp[*TransformComp](e1)
|
||||
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())
|
||||
|
||||
trComp := entity.GetComp[*TransformComp](&e1CompContainer)
|
||||
fmt.Println("Get comp before adding any:", trComp)
|
||||
|
||||
entity.AddComp(e1, &TransformComp{
|
||||
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](e1)
|
||||
trComp = entity.GetComp[*TransformComp](&e1CompContainer)
|
||||
fmt.Println("Get transform comp:", trComp)
|
||||
|
||||
fmt.Printf("Entity: %+v\n", e1)
|
||||
fmt.Printf("Entity: %+v\n", lvl.Registry.NewEntity())
|
||||
fmt.Printf("Entity: %+v\n", lvl.Registry.NewEntity())
|
||||
fmt.Printf("Entity: %+v\n", lvl.Registry.NewEntity())
|
||||
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())
|
||||
|
||||
*e2 = 1000
|
||||
fmt.Printf("Entity 2 value after registry get: %+v\n", *testRegistry.Get(e2Handle))
|
||||
|
||||
testRegistry.Free(e2Handle)
|
||||
fmt.Printf("Entity 2 value after free: %+v\n", testRegistry.Get(e2Handle))
|
||||
|
||||
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() {
|
||||
@ -113,24 +251,27 @@ func main() {
|
||||
}
|
||||
|
||||
//Create window
|
||||
window, err = engine.CreateOpenGLWindowCentered("nMage", 1280, 720, engine.WindowFlags_RESIZABLE, rend3dgl.NewRend3DGL())
|
||||
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)
|
||||
}
|
||||
defer window.Destroy()
|
||||
|
||||
engine.SetMSAA(true)
|
||||
engine.SetVSync(false)
|
||||
engine.SetSrgbFramebuffer(true)
|
||||
|
||||
game := &OurGame{
|
||||
game := &Game{
|
||||
Win: window,
|
||||
ImGUIInfo: nmageimgui.NewImGUI(),
|
||||
ImGUIInfo: nmageimgui.NewImGui("./res/shaders/imgui.glsl"),
|
||||
}
|
||||
window.EventCallbacks = append(window.EventCallbacks, game.handleWindowEvents)
|
||||
|
||||
engine.Run(game, window, game.ImGUIInfo)
|
||||
}
|
||||
|
||||
func (g *OurGame) handleWindowEvents(e sdl.Event) {
|
||||
func (g *Game) handleWindowEvents(e sdl.Event) {
|
||||
|
||||
switch e := e.(type) {
|
||||
case *sdl.WindowEvent:
|
||||
@ -141,23 +282,68 @@ func (g *OurGame) handleWindowEvents(e sdl.Event) {
|
||||
cam.AspectRatio = float32(width) / float32(height)
|
||||
cam.Update()
|
||||
|
||||
simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
palleteMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (g *OurGame) Init() {
|
||||
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
|
||||
}
|
||||
|
||||
// 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 *Game) 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")
|
||||
// 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),
|
||||
)
|
||||
|
||||
//Load meshes
|
||||
cubeMesh, err = meshes.NewMesh("Cube", "./res/models/tex-cube.fbx", 0)
|
||||
cubeMesh, err = meshes.NewMesh("Cube", "./res/models/cube.fbx", 0)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
|
||||
}
|
||||
|
||||
sphereMesh, err = meshes.NewMesh("Sphere", "./res/models/sphere.fbx", 0)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
|
||||
}
|
||||
@ -173,7 +359,27 @@ func (g *OurGame) Init() {
|
||||
}
|
||||
|
||||
//Load textures
|
||||
tex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", nil)
|
||||
whiteTex, err := assets.LoadTexturePNG("./res/textures/white.png", &assets.TextureLoadOptions{})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
blackTex, err := assets.LoadTexturePNG("./res/textures/black.png", &assets.TextureLoadOptions{})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
containerDiffuseTex, err := assets.LoadTexturePNG("./res/textures/container-diffuse.png", &assets.TextureLoadOptions{})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
containerSpecularTex, err := assets.LoadTexturePNG("./res/textures/container-specular.png", &assets.TextureLoadOptions{})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
palleteTex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", &assets.TextureLoadOptions{})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
@ -182,42 +388,173 @@ func (g *OurGame) Init() {
|
||||
"./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",
|
||||
&assets.TextureLoadOptions{},
|
||||
)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
|
||||
}
|
||||
|
||||
// Configure materials
|
||||
simpleMat.DiffuseTex = tex.TexID
|
||||
// Create materials and assign any unused texture slots to black
|
||||
screenQuadMat = materials.NewMaterial("Screen Quad Mat", "./res/shaders/screen-quad.glsl")
|
||||
screenQuadMat.SetUnifVec2("scale", fboScale)
|
||||
screenQuadMat.SetUnifVec2("offset", fboOffset)
|
||||
screenQuadMat.SetUnifInt32("material.diffuse", 0)
|
||||
|
||||
unlitMat = materials.NewMaterial("Unlit mat", "./res/shaders/simple-unlit.glsl")
|
||||
unlitMat.SetUnifInt32("material.diffuse", 0)
|
||||
unlitMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
|
||||
whiteMat = materials.NewMaterial("White mat", "./res/shaders/simple.glsl")
|
||||
whiteMat.Shininess = 64
|
||||
whiteMat.DiffuseTex = whiteTex.TexID
|
||||
whiteMat.SpecularTex = blackTex.TexID
|
||||
whiteMat.NormalTex = blackTex.TexID
|
||||
whiteMat.EmissionTex = blackTex.TexID
|
||||
whiteMat.SetUnifInt32("material.diffuse", 0)
|
||||
whiteMat.SetUnifInt32("material.specular", 1)
|
||||
// whiteMat.SetUnifInt32("material.normal", 2)
|
||||
whiteMat.SetUnifInt32("material.emission", 3)
|
||||
whiteMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
whiteMat.SetUnifVec3("ambientColor", ambientColor)
|
||||
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
||||
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
|
||||
containerMat = materials.NewMaterial("Container mat", "./res/shaders/simple.glsl")
|
||||
containerMat.Shininess = 64
|
||||
containerMat.DiffuseTex = containerDiffuseTex.TexID
|
||||
containerMat.SpecularTex = containerSpecularTex.TexID
|
||||
containerMat.NormalTex = blackTex.TexID
|
||||
containerMat.EmissionTex = blackTex.TexID
|
||||
containerMat.SetUnifInt32("material.diffuse", 0)
|
||||
containerMat.SetUnifInt32("material.specular", 1)
|
||||
// containerMat.SetUnifInt32("material.normal", 2)
|
||||
containerMat.SetUnifInt32("material.emission", 3)
|
||||
containerMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
containerMat.SetUnifVec3("ambientColor", ambientColor)
|
||||
containerMat.SetUnifFloat32("material.shininess", containerMat.Shininess)
|
||||
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
containerMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
|
||||
palleteMat = materials.NewMaterial("Pallete mat", "./res/shaders/simple.glsl")
|
||||
palleteMat.Shininess = 64
|
||||
palleteMat.DiffuseTex = palleteTex.TexID
|
||||
palleteMat.SpecularTex = blackTex.TexID
|
||||
palleteMat.NormalTex = blackTex.TexID
|
||||
palleteMat.EmissionTex = blackTex.TexID
|
||||
palleteMat.SetUnifInt32("material.diffuse", 0)
|
||||
palleteMat.SetUnifInt32("material.specular", 1)
|
||||
// palleteMat.SetUnifInt32("material.normal", 2)
|
||||
palleteMat.SetUnifInt32("material.emission", 3)
|
||||
palleteMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
palleteMat.SetUnifVec3("ambientColor", ambientColor)
|
||||
palleteMat.SetUnifFloat32("material.shininess", palleteMat.Shininess)
|
||||
palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
|
||||
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
|
||||
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
|
||||
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
|
||||
|
||||
// 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)
|
||||
|
||||
g.updateLights()
|
||||
updateViewMat()
|
||||
|
||||
//Lights
|
||||
simpleMat.SetUnifVec3("lightPos1", lightPos1)
|
||||
simpleMat.SetUnifVec3("lightColor1", lightColor1)
|
||||
g.initFbo()
|
||||
}
|
||||
|
||||
func (g *OurGame) Update() {
|
||||
func (g *Game) initFbo() {
|
||||
|
||||
fbWidth, fbHeight := g.Win.SDLWin.GLGetDrawableSize()
|
||||
if fbWidth <= 0 || fbHeight <= 0 {
|
||||
panic("what?")
|
||||
}
|
||||
|
||||
fbo = buffers.NewFramebuffer(uint32(fbWidth), uint32(fbHeight))
|
||||
|
||||
fbo.NewColorAttachment(
|
||||
buffers.FramebufferAttachmentType_Texture,
|
||||
buffers.FramebufferAttachmentDataFormat_SRGBA,
|
||||
)
|
||||
|
||||
fbo.NewDepthStencilAttachment(
|
||||
buffers.FramebufferAttachmentType_Renderbuffer,
|
||||
buffers.FramebufferAttachmentDataFormat_Depth24Stencil8,
|
||||
)
|
||||
}
|
||||
|
||||
func (g *Game) updateLights() {
|
||||
|
||||
for i := 0; i < len(pointLights); i++ {
|
||||
|
||||
pl := &pointLights[i]
|
||||
indexString := "pointLights[" + strconv.Itoa(i) + "]"
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
containerMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
palleteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".constant", pl.Constant)
|
||||
containerMat.SetUnifFloat32(indexString+".constant", pl.Constant)
|
||||
palleteMat.SetUnifFloat32(indexString+".constant", pl.Constant)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".linear", pl.Linear)
|
||||
containerMat.SetUnifFloat32(indexString+".linear", pl.Linear)
|
||||
palleteMat.SetUnifFloat32(indexString+".linear", pl.Linear)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".quadratic", pl.Quadratic)
|
||||
containerMat.SetUnifFloat32(indexString+".quadratic", pl.Quadratic)
|
||||
palleteMat.SetUnifFloat32(indexString+".quadratic", pl.Quadratic)
|
||||
}
|
||||
|
||||
for i := 0; i < len(spotLights); i++ {
|
||||
|
||||
l := &spotLights[i]
|
||||
indexString := "spotLights[" + strconv.Itoa(i) + "]"
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
containerMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
palleteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
containerMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
palleteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
containerMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
palleteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
containerMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
palleteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) Update() {
|
||||
|
||||
if input.IsQuitClicked() || input.KeyClicked(sdl.K_ESCAPE) {
|
||||
engine.Quit()
|
||||
@ -231,20 +568,7 @@ func (g *OurGame) Update() {
|
||||
cubeModelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Cam Pos", &cam.Pos.Data) {
|
||||
updateViewMat()
|
||||
}
|
||||
if imgui.DragFloat3("Cam Forward", &cam.Forward.Data) {
|
||||
updateViewMat()
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Light Pos 1", &lightPos1.Data) {
|
||||
simpleMat.SetUnifVec3("lightPos1", lightPos1)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Light Color 1", &lightColor1.Data) {
|
||||
simpleMat.SetUnifVec3("lightColor1", lightColor1)
|
||||
}
|
||||
g.showDebugWindow()
|
||||
|
||||
if input.KeyClicked(sdl.K_F4) {
|
||||
fmt.Printf("Pos: %s; Forward: %s; |Forward|: %f\n", cam.Pos.String(), cam.Forward.String(), cam.Forward.Mag())
|
||||
@ -253,7 +577,186 @@ func (g *OurGame) Update() {
|
||||
g.Win.SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
|
||||
}
|
||||
|
||||
func (g *OurGame) updateCameraLookAround() {
|
||||
func (g *Game) showDebugWindow() {
|
||||
|
||||
imgui.ShowDemoWindow()
|
||||
|
||||
imgui.Begin("Debug controls")
|
||||
|
||||
// Camera
|
||||
imgui.Text("Camera")
|
||||
if imgui.DragFloat3("Cam Pos", &cam.Pos.Data) {
|
||||
updateViewMat()
|
||||
}
|
||||
if imgui.DragFloat3("Cam Forward", &cam.Forward.Data) {
|
||||
updateViewMat()
|
||||
}
|
||||
|
||||
imgui.Spacing()
|
||||
|
||||
// Ambient light
|
||||
imgui.Text("Ambient Light")
|
||||
|
||||
if imgui.DragFloat3("Ambient Color", &ambientColor.Data) {
|
||||
whiteMat.SetUnifVec3("ambientColor", ambientColor)
|
||||
containerMat.SetUnifVec3("ambientColor", ambientColor)
|
||||
palleteMat.SetUnifVec3("ambientColor", ambientColor)
|
||||
}
|
||||
|
||||
imgui.Spacing()
|
||||
|
||||
// Specular
|
||||
imgui.Text("Specular Settings")
|
||||
|
||||
if imgui.DragFloat("Specular Shininess", &whiteMat.Shininess) {
|
||||
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
||||
containerMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
||||
palleteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
||||
}
|
||||
|
||||
imgui.Spacing()
|
||||
|
||||
// Directional light
|
||||
imgui.Text("Directional Light")
|
||||
|
||||
if imgui.DragFloat3("Direction", &dirLight.Dir.Data) {
|
||||
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
palleteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Diffuse Color", &dirLight.DiffuseColor.Data) {
|
||||
whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Specular Color", &dirLight.SpecularColor.Data) {
|
||||
whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
containerMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
}
|
||||
|
||||
imgui.Spacing()
|
||||
|
||||
// Point lights
|
||||
if imgui.BeginListBoxV("Point Lights", imgui.Vec2{Y: 200}) {
|
||||
|
||||
for i := 0; i < len(pointLights); i++ {
|
||||
|
||||
pl := &pointLights[i]
|
||||
indexNumString := strconv.Itoa(i)
|
||||
|
||||
if !imgui.TreeNodeExStrV("Point Light "+indexNumString, imgui.TreeNodeFlagsSpanAvailWidth) {
|
||||
continue
|
||||
}
|
||||
|
||||
indexString := "pointLights[" + indexNumString + "]"
|
||||
|
||||
if imgui.DragFloat3("Pos", &pl.Pos.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
containerMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
palleteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Diffuse Color", &pl.DiffuseColor.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Specular Color", &pl.SpecularColor.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
}
|
||||
|
||||
imgui.TreePop()
|
||||
}
|
||||
|
||||
imgui.EndListBox()
|
||||
}
|
||||
|
||||
// Spot lights
|
||||
if imgui.BeginListBoxV("Spot Lights", imgui.Vec2{Y: 200}) {
|
||||
|
||||
for i := 0; i < len(spotLights); i++ {
|
||||
|
||||
l := &spotLights[i]
|
||||
indexNumString := strconv.Itoa(i)
|
||||
|
||||
if !imgui.TreeNodeExStrV("Spot Light "+indexNumString, imgui.TreeNodeFlagsSpanAvailWidth) {
|
||||
continue
|
||||
}
|
||||
|
||||
indexString := "spotLights[" + indexNumString + "]"
|
||||
|
||||
if imgui.DragFloat3("Pos", &l.Pos.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
containerMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
palleteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Dir", &l.Dir.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
containerMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
palleteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Diffuse Color", &l.DiffuseColor.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Specular Color", &l.SpecularColor.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
}
|
||||
|
||||
if imgui.DragFloat("Inner Cutoff", &l.InnerCutoff) {
|
||||
whiteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
containerMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
palleteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
}
|
||||
|
||||
if imgui.DragFloat("Outer Cutoff", &l.OuterCutoff) {
|
||||
whiteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
containerMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
palleteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
}
|
||||
|
||||
imgui.TreePop()
|
||||
}
|
||||
|
||||
imgui.EndListBox()
|
||||
}
|
||||
|
||||
// Fbo
|
||||
imgui.Text("Framebuffer")
|
||||
|
||||
imgui.Checkbox("Render to FBO", &renderToFbo)
|
||||
imgui.Checkbox("Render Directly", &fboRenderDirectly)
|
||||
|
||||
if imgui.DragFloat2("Scale", &fboScale.Data) {
|
||||
screenQuadMat.SetUnifVec2("scale", fboScale)
|
||||
}
|
||||
|
||||
if imgui.DragFloat2("Offset", &fboOffset.Data) {
|
||||
screenQuadMat.SetUnifVec2("offset", fboOffset)
|
||||
}
|
||||
|
||||
// Other
|
||||
imgui.Text("Other Settings")
|
||||
|
||||
imgui.Checkbox("Draw Skybox", &drawSkybox)
|
||||
imgui.Checkbox("Debug depth buffer", &debugDrawDepthBuffer)
|
||||
|
||||
imgui.End()
|
||||
}
|
||||
|
||||
func (g *Game) updateCameraLookAround() {
|
||||
|
||||
mouseX, mouseY := input.GetMouseMotion()
|
||||
if (mouseX == 0 && mouseY == 0) || !input.MouseDown(sdl.BUTTON_RIGHT) {
|
||||
@ -265,12 +768,12 @@ func (g *OurGame) updateCameraLookAround() {
|
||||
|
||||
// Pitch
|
||||
pitch += float32(-mouseY) * mouseSensitivity * timing.DT()
|
||||
if pitch > 89.0 {
|
||||
pitch = 89.0
|
||||
if pitch > 1.5 {
|
||||
pitch = 1.5
|
||||
}
|
||||
|
||||
if pitch < -89.0 {
|
||||
pitch = -89.0
|
||||
if pitch < -1.5 {
|
||||
pitch = -1.5
|
||||
}
|
||||
|
||||
// Update cam forward
|
||||
@ -279,7 +782,7 @@ func (g *OurGame) updateCameraLookAround() {
|
||||
updateViewMat()
|
||||
}
|
||||
|
||||
func (g *OurGame) updateCameraPos() {
|
||||
func (g *Game) updateCameraPos() {
|
||||
|
||||
update := false
|
||||
|
||||
@ -311,34 +814,79 @@ func (g *OurGame) updateCameraPos() {
|
||||
}
|
||||
}
|
||||
|
||||
func (g *OurGame) Render() {
|
||||
func (g *Game) Render() {
|
||||
|
||||
matToUse := simpleMat
|
||||
imgui.Checkbox("Debug depth buffer", &debugDrawDepthBuffer)
|
||||
if debugDrawDepthBuffer {
|
||||
matToUse = debugDepthMat
|
||||
if renderToFbo {
|
||||
fbo.Bind()
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
|
||||
}
|
||||
|
||||
tempModelMatrix := cubeModelMat.Clone()
|
||||
window.Rend.Draw(chairMesh, tempModelMatrix, matToUse)
|
||||
|
||||
whiteMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
containerMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
palleteMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
|
||||
sunMat := palleteMat
|
||||
chairMat := palleteMat
|
||||
cubeMat := containerMat
|
||||
if debugDrawDepthBuffer {
|
||||
sunMat = debugDepthMat
|
||||
chairMat = debugDepthMat
|
||||
cubeMat = debugDepthMat
|
||||
}
|
||||
|
||||
// Draw dir light
|
||||
window.Rend.Draw(sphereMesh, gglm.NewTrMatId().Translate(gglm.NewVec3(0, 10, 0)).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), sunMat)
|
||||
|
||||
// Draw point lights
|
||||
for i := 0; i < len(pointLights); i++ {
|
||||
|
||||
pl := &pointLights[i]
|
||||
window.Rend.Draw(cubeMesh, gglm.NewTrMatId().Translate(&pl.Pos).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), sunMat)
|
||||
}
|
||||
|
||||
// Chair
|
||||
window.Rend.Draw(chairMesh, tempModelMatrix, chairMat)
|
||||
|
||||
// Ground
|
||||
window.Rend.Draw(cubeMesh, gglm.NewTrMatId().Translate(gglm.NewVec3(0, -3, 0)).Scale(gglm.NewVec3(20, 1, 20)), cubeMat)
|
||||
|
||||
// Cubes
|
||||
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)
|
||||
window.Rend.Draw(cubeMesh, tempModelMatrix, cubeMat)
|
||||
}
|
||||
tempModelMatrix.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
|
||||
}
|
||||
|
||||
if drawSkybox {
|
||||
g.DrawSkybox()
|
||||
}
|
||||
|
||||
func (g *OurGame) DrawSkybox() {
|
||||
if renderToFbo {
|
||||
|
||||
fbo.UnBind()
|
||||
|
||||
if fboRenderDirectly {
|
||||
renderToFbo = false
|
||||
g.Render()
|
||||
renderToFbo = true
|
||||
}
|
||||
|
||||
screenQuadMat.DiffuseTex = fbo.Attachments[0].Id
|
||||
screenQuadMat.Bind()
|
||||
gl.DrawArrays(gl.TRIANGLES, 0, 6)
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) DrawSkybox() {
|
||||
|
||||
gl.Disable(gl.CULL_FACE)
|
||||
gl.DepthFunc(gl.LEQUAL)
|
||||
skyboxMesh.Buf.Bind()
|
||||
skyboxMesh.Vao.Bind()
|
||||
skyboxMat.Bind()
|
||||
gl.ActiveTexture(gl.TEXTURE0)
|
||||
gl.BindTexture(gl.TEXTURE_CUBE_MAP, skyboxCmap.TexID)
|
||||
@ -354,7 +902,6 @@ func (g *OurGame) DrawSkybox() {
|
||||
|
||||
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)
|
||||
}
|
||||
@ -363,15 +910,18 @@ func (g *OurGame) DrawSkybox() {
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
}
|
||||
|
||||
func (g *OurGame) FrameEnd() {
|
||||
func (g *Game) FrameEnd() {
|
||||
}
|
||||
|
||||
func (g *OurGame) DeInit() {
|
||||
func (g *Game) DeInit() {
|
||||
g.Win.Destroy()
|
||||
}
|
||||
|
||||
func updateViewMat() {
|
||||
cam.Update()
|
||||
simpleMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
unlitMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
whiteMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
containerMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
palleteMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
debugDepthMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
}
|
||||
|
||||
@ -12,10 +12,16 @@ type Material struct {
|
||||
Name string
|
||||
ShaderProg shaders.ShaderProgram
|
||||
|
||||
DiffuseTex uint32
|
||||
|
||||
UnifLocs map[string]int32
|
||||
AttribLocs map[string]int32
|
||||
|
||||
// Phong shading
|
||||
DiffuseTex uint32
|
||||
SpecularTex uint32
|
||||
NormalTex uint32
|
||||
EmissionTex uint32
|
||||
|
||||
Shininess float32
|
||||
}
|
||||
|
||||
func (m *Material) Bind() {
|
||||
@ -24,6 +30,15 @@ func (m *Material) Bind() {
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE0)
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE1)
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE2)
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE3)
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
|
||||
}
|
||||
|
||||
func (m *Material) UnBind() {
|
||||
@ -32,6 +47,15 @@ func (m *Material) UnBind() {
|
||||
//TODO: Should we unbind textures here? Are these two lines needed?
|
||||
// gl.ActiveTexture(gl.TEXTURE0)
|
||||
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
|
||||
// gl.ActiveTexture(gl.TEXTURE1)
|
||||
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
|
||||
// gl.ActiveTexture(gl.TEXTURE2)
|
||||
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
|
||||
// gl.ActiveTexture(gl.TEXTURE3)
|
||||
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
}
|
||||
|
||||
func (m *Material) GetAttribLoc(attribName string) int32 {
|
||||
|
||||
@ -2,7 +2,6 @@ package meshes
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"fmt"
|
||||
|
||||
"github.com/bloeys/assimp-go/asig"
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
@ -18,7 +17,7 @@ type SubMesh struct {
|
||||
|
||||
type Mesh struct {
|
||||
Name string
|
||||
Buf buffers.Buffer
|
||||
Vao buffers.VertexArray
|
||||
SubMeshes []SubMesh
|
||||
}
|
||||
|
||||
@ -36,21 +35,25 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
||||
|
||||
mesh := &Mesh{
|
||||
Name: name,
|
||||
Buf: buffers.NewBuffer(),
|
||||
Vao: buffers.NewVertexArray(),
|
||||
SubMeshes: make([]SubMesh, 0, 1),
|
||||
}
|
||||
|
||||
vbo := buffers.NewVertexBuffer()
|
||||
ibo := buffers.NewIndexBuffer()
|
||||
|
||||
// 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)
|
||||
|
||||
// fmt.Printf("\nMesh %s has %d meshe(s) with first mesh having %d vertices\n", name, len(scene.Meshes), len(scene.Meshes[0].Vertices))
|
||||
|
||||
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}}
|
||||
@ -59,17 +62,20 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
||||
}
|
||||
|
||||
if i == 0 {
|
||||
mesh.Buf.SetLayout(layoutToUse...)
|
||||
vbo.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))
|
||||
// @TODO @NOTE: This requirement is because we are using one VAO+VBO for all
|
||||
// the meshes and so the buffer must have one format.
|
||||
//
|
||||
// If we want to allow different layouts then we can simply create one vbo per layout and put
|
||||
// meshes of the same layout in the same vbo, and we store the index of the vbo the mesh
|
||||
// uses in the submesh struct.
|
||||
firstSubmeshLayout := vbo.GetLayout()
|
||||
assert.T(len(firstSubmeshLayout) == len(layoutToUse), "Vertex layout of submesh '%d' of mesh '%s' at path '%s' does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, name, modelPath, 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))
|
||||
}
|
||||
assert.T(firstSubmeshLayout[i].ElementType == layoutToUse[i].ElementType, "Vertex layout of submesh '%d' of mesh '%s' at path '%s' does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, name, modelPath, firstSubmeshLayout, layoutToUse)
|
||||
}
|
||||
}
|
||||
|
||||
@ -82,7 +88,7 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
||||
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,
|
||||
BaseVertex: int32(len(vertexBufData)*4) / vbo.Stride,
|
||||
// Which index (in the index buffer) to start from
|
||||
BaseIndex: uint32(len(indexBufData)),
|
||||
// How many indices in this submesh
|
||||
@ -93,9 +99,16 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
||||
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)
|
||||
vbo.SetData(vertexBufData, buffers.BufUsage_Static)
|
||||
ibo.SetData(indexBufData)
|
||||
|
||||
mesh.Vao.AddVertexBuffer(vbo)
|
||||
mesh.Vao.SetIndexBuffer(ibo)
|
||||
|
||||
// This is needed so that if you load meshes one after the other the
|
||||
// following mesh doesn't attach its vbo/ibo to this vao
|
||||
mesh.Vao.UnBind()
|
||||
|
||||
return mesh, nil
|
||||
}
|
||||
|
||||
@ -119,9 +132,9 @@ type arrToInterleave struct {
|
||||
|
||||
func (a *arrToInterleave) get(i int) []float32 {
|
||||
|
||||
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")
|
||||
assert.T(len(a.V2s) == 0 || len(a.V3s) == 0, "One array should be set in arrToInterleave, but multiple arrays are set")
|
||||
assert.T(len(a.V2s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but multiple arrays are set")
|
||||
assert.T(len(a.V3s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but multiple arrays are set")
|
||||
|
||||
if len(a.V2s) > 0 {
|
||||
return a.V2s[i].Data[:]
|
||||
@ -173,7 +186,7 @@ func interleave(arrs ...arrToInterleave) []float32 {
|
||||
|
||||
func flattenFaces(faces []asig.Face) []uint32 {
|
||||
|
||||
assert.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, "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++ {
|
||||
|
||||
73
registry/iterator.go
Executable file
@ -0,0 +1,73 @@
|
||||
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
|
||||
//
|
||||
// Example usage:
|
||||
//
|
||||
// for item, handle := it.Next(); !it.IsDone(); item, handle = it.Next() {
|
||||
// // Do stuff
|
||||
// }
|
||||
type Iterator[T any] struct {
|
||||
registry *Registry[T]
|
||||
remainingItems uint
|
||||
currIndex int
|
||||
}
|
||||
|
||||
func (it *Iterator[T]) Next() (*T, Handle) {
|
||||
|
||||
if it.IsDone() {
|
||||
return nil, 0
|
||||
}
|
||||
|
||||
// If IsDone() only checked 'remainingItems', then when Next() returns the last item IsDone() will immediately be true which will cause loops to exit before processing the last item!
|
||||
// However, with this check IsDone will remain false until Next() is called at least one more time after returning the last item which ensures the last item is processed in the loop.
|
||||
//
|
||||
// In cases where iterator is created on an empty registry, IsDone() will report true and the above check will return early
|
||||
if it.remainingItems == 0 {
|
||||
it.currIndex = -1
|
||||
return nil, 0
|
||||
}
|
||||
|
||||
for ; it.currIndex < len(it.registry.Handles); it.currIndex++ {
|
||||
|
||||
handle := it.registry.Handles[it.currIndex]
|
||||
if !handle.HasFlag(HandleFlag_Alive) {
|
||||
continue
|
||||
}
|
||||
|
||||
item := &it.registry.Items[it.currIndex]
|
||||
it.currIndex++
|
||||
it.remainingItems--
|
||||
return item, 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.currIndex = -1
|
||||
it.remainingItems = 0
|
||||
return nil, 0
|
||||
}
|
||||
|
||||
func (it *Iterator[T]) IsDone() bool {
|
||||
|
||||
if it.remainingItems != 0 {
|
||||
return false
|
||||
}
|
||||
|
||||
// We have two cases here:
|
||||
// 1. Index of zero means Next() never returned an item. Remaining items of zero without returning anything means we have an empty registry and so its safe to report done
|
||||
// 2. Negative index means Next() has detected we reached the end and that its safe to report being done
|
||||
return it.currIndex <= 0
|
||||
}
|
||||
135
registry/registry.go
Executable file
@ -0,0 +1,135 @@
|
||||
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 uint
|
||||
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 < uint(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 {
|
||||
|
||||
if id.IsZero() {
|
||||
return nil
|
||||
}
|
||||
|
||||
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,
|
||||
}
|
||||
}
|
||||
43
registry/registry_handle.go
Executable file
@ -0,0 +1,43 @@
|
||||
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
|
||||
|
||||
// IsZero reports whether the handle is in its default 'zero' state.
|
||||
// A zero handle is an invalid handle that does NOT point to any entity
|
||||
func (h Handle) IsZero() bool {
|
||||
return h == 0
|
||||
}
|
||||
|
||||
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))
|
||||
}
|
||||
@ -18,7 +18,7 @@ type Rend3DGL struct {
|
||||
func (r3d *Rend3DGL) Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material) {
|
||||
|
||||
if mesh != r3d.BoundMesh {
|
||||
mesh.Buf.Bind()
|
||||
mesh.Vao.Bind()
|
||||
r3d.BoundMesh = mesh
|
||||
}
|
||||
|
||||
|
||||
BIN
res/models/cube.fbx
Executable file
BIN
res/models/plane.fbx
Executable file
BIN
res/models/sphere.fbx
Executable file
47
res/shaders/imgui.glsl
Executable file
@ -0,0 +1,47 @@
|
||||
//shader:vertex
|
||||
#version 410
|
||||
|
||||
uniform mat4 ProjMtx;
|
||||
|
||||
in vec2 Position;
|
||||
in vec2 UV;
|
||||
in vec4 Color;
|
||||
|
||||
out vec2 Frag_UV;
|
||||
out vec4 Frag_Color;
|
||||
|
||||
// Imgui doesn't handle srgb correctly, and looks too bright and wrong in srgb buffers (see: https://github.com/ocornut/imgui/issues/578).
|
||||
// While not a complete fix (that would require changes in imgui itself), moving incoming srgba colors to linear in the vertex shader helps make things look better.
|
||||
vec4 srgba_to_linear(vec4 srgbaColor){
|
||||
|
||||
#define gamma_correction 2.2
|
||||
|
||||
return vec4(
|
||||
pow(srgbaColor.r, gamma_correction),
|
||||
pow(srgbaColor.g, gamma_correction),
|
||||
pow(srgbaColor.b, gamma_correction),
|
||||
srgbaColor.a
|
||||
);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = srgba_to_linear(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);
|
||||
}
|
||||
45
res/shaders/screen-quad.glsl
Executable file
@ -0,0 +1,45 @@
|
||||
//shader:vertex
|
||||
#version 410
|
||||
|
||||
out vec2 vertUV0;
|
||||
|
||||
// Hardcoded vertex positions for a fullscreen quad.
|
||||
// Format: vec4(pos.x, pos.y, uv0.x, uv0.y)
|
||||
vec4 quadData[6] = vec4[](
|
||||
vec4(-1.0, 1.0, 0.0, 1.0),
|
||||
vec4(-1.0, -1.0, 0.0, 0.0),
|
||||
vec4(1.0, -1.0, 1.0, 0.0),
|
||||
vec4(-1.0, 1.0, 0.0, 1.0),
|
||||
vec4(1.0, -1.0, 1.0, 0.0),
|
||||
vec4(1.0, 1.0, 1.0, 1.0)
|
||||
);
|
||||
|
||||
uniform vec2 scale = vec2(1, 1);
|
||||
uniform vec2 offset = vec2(0, 0);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 vertData = quadData[gl_VertexID];
|
||||
|
||||
vertUV0 = vertData.zw;
|
||||
gl_Position = vec4((vertData.xy * scale) + offset, 0.0, 1.0);
|
||||
}
|
||||
|
||||
//shader:fragment
|
||||
#version 410
|
||||
|
||||
struct Material {
|
||||
sampler2D diffuse;
|
||||
};
|
||||
|
||||
uniform Material material;
|
||||
|
||||
in vec2 vertUV0;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 diffuseTexColor = texture(material.diffuse, vertUV0);
|
||||
fragColor = vec4(diffuseTexColor.rgb, 1);
|
||||
}
|
||||
54
res/shaders/simple-unlit.glsl
Executable file
@ -0,0 +1,54 @@
|
||||
//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()
|
||||
{
|
||||
// @TODO: Calculate this on the CPU and send it as a uniform
|
||||
|
||||
// This produces the normal matrix that multiplies with the model normal to produce the
|
||||
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
|
||||
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
|
||||
|
||||
struct Material {
|
||||
sampler2D diffuse;
|
||||
};
|
||||
|
||||
uniform Material material;
|
||||
|
||||
in vec3 vertColor;
|
||||
in vec3 vertNormal;
|
||||
in vec2 vertUV0;
|
||||
in vec3 fragPos;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 diffuseTexColor = texture(material.diffuse, vertUV0);
|
||||
fragColor = vec4(diffuseTexColor.rgb, 1);
|
||||
}
|
||||
@ -18,7 +18,12 @@ uniform mat4 projMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
// @TODO: Calculate this on the CPU and send it as a uniform
|
||||
|
||||
// This produces the normal matrix that multiplies with the model normal to produce the
|
||||
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
|
||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||
|
||||
vertUV0 = vertUV0In;
|
||||
vertColor = vertColorIn;
|
||||
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
||||
@ -29,13 +34,50 @@ void main()
|
||||
//shader:fragment
|
||||
#version 410
|
||||
|
||||
uniform float ambientStrength = 0;
|
||||
uniform vec3 ambientLightColor = vec3(1, 1, 1);
|
||||
struct Material {
|
||||
sampler2D diffuse;
|
||||
sampler2D specular;
|
||||
// sampler2D normal;
|
||||
sampler2D emission;
|
||||
float shininess;
|
||||
};
|
||||
|
||||
uniform vec3 lightPos1;
|
||||
uniform vec3 lightColor1;
|
||||
uniform Material material;
|
||||
|
||||
uniform sampler2D diffTex;
|
||||
struct DirLight {
|
||||
vec3 dir;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
};
|
||||
|
||||
uniform DirLight dirLight;
|
||||
|
||||
struct PointLight {
|
||||
vec3 pos;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
};
|
||||
|
||||
#define NUM_POINT_LIGHTS 16
|
||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
|
||||
struct SpotLight {
|
||||
vec3 pos;
|
||||
vec3 dir;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
float innerCutoff;
|
||||
float outerCutoff;
|
||||
};
|
||||
|
||||
#define NUM_SPOT_LIGHTS 4
|
||||
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||
|
||||
uniform vec3 camPos;
|
||||
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
|
||||
|
||||
in vec3 vertColor;
|
||||
in vec3 vertNormal;
|
||||
@ -44,12 +86,108 @@ in vec3 fragPos;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
// Global variables used as cache for lighting calculations
|
||||
vec4 diffuseTexColor;
|
||||
vec4 specularTexColor;
|
||||
vec4 emissionTexColor;
|
||||
vec3 normalizedVertNorm;
|
||||
vec3 viewDir;
|
||||
|
||||
vec3 CalcDirLight()
|
||||
{
|
||||
vec3 lightDir = normalize(-dirLight.dir);
|
||||
|
||||
// Diffuse
|
||||
float diffuseAmount = max(0.0, dot(normalizedVertNorm, lightDir));
|
||||
vec3 finalDiffuse = diffuseAmount * dirLight.diffuseColor * diffuseTexColor.rgb;
|
||||
|
||||
// Specular
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||
vec3 finalSpecular = specularAmount * dirLight.specularColor * specularTexColor.rgb;
|
||||
|
||||
return finalDiffuse + finalSpecular;
|
||||
}
|
||||
|
||||
vec3 CalcPointLight(PointLight pointLight)
|
||||
{
|
||||
// Ignore unset lights
|
||||
if (pointLight.constant == 0){
|
||||
return vec3(0);
|
||||
}
|
||||
|
||||
vec3 lightDir = normalize(pointLight.pos - fragPos);
|
||||
|
||||
// Diffuse
|
||||
float diffuseAmount = max(0.0, dot(normalizedVertNorm, lightDir));
|
||||
vec3 finalDiffuse = diffuseAmount * pointLight.diffuseColor * diffuseTexColor.rgb;
|
||||
|
||||
// Specular
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||
vec3 finalSpecular = specularAmount * pointLight.specularColor * specularTexColor.rgb;
|
||||
|
||||
// attenuation
|
||||
float distToLight = length(pointLight.pos - fragPos);
|
||||
float attenuation = 1.0 / (pointLight.constant + pointLight.linear * distToLight + pointLight.quadratic * (distToLight * distToLight));
|
||||
|
||||
return (finalDiffuse + finalSpecular) * attenuation;
|
||||
}
|
||||
|
||||
vec3 CalcSpotLight(SpotLight light)
|
||||
{
|
||||
if (light.innerCutoff == 0)
|
||||
return vec3(0);
|
||||
|
||||
vec3 fragToLightDir = normalize(light.pos - fragPos);
|
||||
|
||||
// Spot light cone with full intensity within inner cutoff,
|
||||
// and falloff between inner-outer cutoffs, and zero
|
||||
// light after outer cutoff
|
||||
float theta = dot(fragToLightDir, normalize(-light.dir));
|
||||
float epsilon = (light.innerCutoff - light.outerCutoff);
|
||||
float intensity = clamp((theta - light.outerCutoff) / epsilon, 0.0, 1.0);
|
||||
|
||||
if (intensity == 0)
|
||||
return vec3(0);
|
||||
|
||||
// Diffuse
|
||||
float diffuseAmount = max(0.0, dot(normalizedVertNorm, fragToLightDir));
|
||||
vec3 finalDiffuse = diffuseAmount * light.diffuseColor * diffuseTexColor.rgb;
|
||||
|
||||
// Specular
|
||||
vec3 halfwayDir = normalize(fragToLightDir + viewDir);
|
||||
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||
vec3 finalSpecular = specularAmount * light.specularColor * specularTexColor.rgb;
|
||||
|
||||
return (finalDiffuse + finalSpecular) * intensity;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lightDir = normalize(lightPos1 - fragPos);
|
||||
float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
|
||||
// Shared values
|
||||
diffuseTexColor = texture(material.diffuse, vertUV0);
|
||||
specularTexColor = texture(material.specular, vertUV0);
|
||||
emissionTexColor = texture(material.emission, vertUV0);
|
||||
|
||||
vec3 finalAmbientColor = ambientLightColor * ambientStrength;
|
||||
vec4 texColor = texture(diffTex, vertUV0);
|
||||
fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
|
||||
normalizedVertNorm = normalize(vertNormal);
|
||||
viewDir = normalize(camPos - fragPos);
|
||||
|
||||
// Light contributions
|
||||
vec3 finalColor = CalcDirLight();
|
||||
|
||||
for (int i = 0; i < NUM_POINT_LIGHTS; i++)
|
||||
{
|
||||
finalColor += CalcPointLight(pointLights[i]);
|
||||
}
|
||||
|
||||
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
|
||||
{
|
||||
finalColor += CalcSpotLight(spotLights[i]);
|
||||
}
|
||||
|
||||
vec3 finalEmission = emissionTexColor.rgb;
|
||||
vec3 finalAmbient = ambientColor * diffuseTexColor.rgb;
|
||||
|
||||
fragColor = vec4(finalColor + finalAmbient + finalEmission, 1);
|
||||
}
|
||||
|
||||
BIN
res/textures/black.png
Executable file
|
After Width: | Height: | Size: 142 B |
BIN
res/textures/container-diffuse.png
Executable file
|
After Width: | Height: | Size: 457 KiB |
BIN
res/textures/container-specular.png
Executable file
|
After Width: | Height: | Size: 141 KiB |
|
Before Width: | Height: | Size: 1008 KiB After Width: | Height: | Size: 1.0 MiB |
|
Before Width: | Height: | Size: 274 KiB After Width: | Height: | Size: 617 KiB |
|
Before Width: | Height: | Size: 1.5 MiB After Width: | Height: | Size: 1.6 MiB |
|
Before Width: | Height: | Size: 1.3 MiB After Width: | Height: | Size: 1.4 MiB |
|
Before Width: | Height: | Size: 1.2 MiB After Width: | Height: | Size: 1.2 MiB |
|
Before Width: | Height: | Size: 338 KiB After Width: | Height: | Size: 770 KiB |
BIN
res/textures/white.png
Executable file
|
After Width: | Height: | Size: 232 B |
BIN
rsrc_windows_386.syso
Executable file
BIN
rsrc_windows_amd64.syso
Executable file
@ -1,30 +1,30 @@
|
||||
package nmageimgui
|
||||
|
||||
import (
|
||||
imgui "github.com/AllenDang/cimgui-go"
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/assert"
|
||||
"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
|
||||
VboID uint32
|
||||
IndexBufID uint32
|
||||
TexID uint32
|
||||
// This is a pointer so we can send a stable pointer to C code
|
||||
TexID *uint32
|
||||
}
|
||||
|
||||
func (i *ImguiInfo) FrameStart(winWidth, winHeight float32) {
|
||||
|
||||
if err := i.ImCtx.SetCurrent(); err != nil {
|
||||
assert.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 +35,9 @@ func (i *ImguiInfo) FrameStart(winWidth, winHeight float32) {
|
||||
|
||||
func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32) {
|
||||
|
||||
if err := i.ImCtx.SetCurrent(); err != nil {
|
||||
assert.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 +46,7 @@ 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),
|
||||
@ -68,7 +68,7 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
|
||||
i.Mat.Bind()
|
||||
i.Mat.SetUnifInt32("Texture", 0)
|
||||
|
||||
//PERF: only update the ortho matrix on window resize
|
||||
// @PERF: only update the ortho matrix on window resize
|
||||
orthoMat := gglm.Ortho(0, float32(winWidth), 0, float32(winHeight), 0, 20)
|
||||
i.Mat.SetUnifMat4("ProjMtx", &orthoMat.Mat4)
|
||||
gl.BindSampler(0, 0) // Rely on combined texture/sampler state.
|
||||
@ -96,11 +96,11 @@ 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)
|
||||
|
||||
@ -109,11 +109,12 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
|
||||
cmd.CallUserCallback(list)
|
||||
} else {
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, i.TexID)
|
||||
gl.ActiveTexture(gl.TEXTURE0)
|
||||
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
|
||||
clipRect := cmd.ClipRect()
|
||||
gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
|
||||
|
||||
gl.DrawElementsBaseVertex(gl.TRIANGLES, int32(cmd.ElementCount()), uint32(drawType), gl.PtrOffset(cmd.IndexOffset()*indexSize), int32(cmd.VertexOffset()))
|
||||
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, int32(cmd.ElemCount()), uint32(drawType), uintptr(int(cmd.IdxOffset())*indexSize), int32(cmd.VtxOffset()))
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -124,14 +125,14 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
|
||||
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
|
||||
}
|
||||
@ -139,16 +140,17 @@ 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.ActiveTexture(gl.TEXTURE0)
|
||||
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
||||
|
||||
return f
|
||||
}
|
||||
|
||||
const imguiShdrSrc = `
|
||||
const DefaultImguiShader = `
|
||||
//shader:vertex
|
||||
#version 410
|
||||
|
||||
@ -161,10 +163,24 @@ in vec4 Color;
|
||||
out vec2 Frag_UV;
|
||||
out vec4 Frag_Color;
|
||||
|
||||
// Imgui doesn't handle srgb correctly, and looks too bright and wrong in srgb buffers (see: https://github.com/ocornut/imgui/issues/578).
|
||||
// While not a complete fix (that would require changes in imgui itself), moving incoming srgba colors to linear in the vertex shader helps make things look better.
|
||||
vec4 srgba_to_linear(vec4 srgbaColor){
|
||||
|
||||
#define gamma_correction 2.2
|
||||
|
||||
return vec4(
|
||||
pow(srgbaColor.r, gamma_correction),
|
||||
pow(srgbaColor.g, gamma_correction),
|
||||
pow(srgbaColor.b, gamma_correction),
|
||||
srgbaColor.a
|
||||
);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
Frag_Color = srgba_to_linear(Color);
|
||||
gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
|
||||
}
|
||||
|
||||
@ -184,32 +200,44 @@ void main()
|
||||
}
|
||||
`
|
||||
|
||||
func NewImGUI() ImguiInfo {
|
||||
// NewImGui setups imgui using the passed shader.
|
||||
// If the path is empty a default nMage shader is used
|
||||
func NewImGui(shaderPath string) ImguiInfo {
|
||||
|
||||
imguiInfo := ImguiInfo{
|
||||
ImCtx: imgui.CreateContext(nil),
|
||||
Mat: materials.NewMaterialSrc("ImGUI Mat", []byte(imguiShdrSrc)),
|
||||
var imguiMat *materials.Material
|
||||
if shaderPath == "" {
|
||||
imguiMat = materials.NewMaterialSrc("ImGUI Mat", []byte(DefaultImguiShader))
|
||||
} else {
|
||||
imguiMat = materials.NewMaterial("ImGUI Mat", shaderPath)
|
||||
}
|
||||
|
||||
imIO := imgui.CurrentIO()
|
||||
imIO.SetBackendFlags(imIO.GetBackendFlags() | imgui.BackendFlagsRendererHasVtxOffset)
|
||||
imguiInfo := ImguiInfo{
|
||||
ImCtx: imgui.CreateContext(),
|
||||
Mat: imguiMat,
|
||||
TexID: new(uint32),
|
||||
}
|
||||
|
||||
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)
|
||||
gl.GenBuffers(1, &imguiInfo.IndexBufID)
|
||||
gl.GenTextures(1, &imguiInfo.TexID)
|
||||
gl.GenTextures(1, imguiInfo.TexID)
|
||||
|
||||
// Upload font to gpu
|
||||
gl.BindTexture(gl.TEXTURE_2D, imguiInfo.TexID)
|
||||
gl.ActiveTexture(gl.TEXTURE0)
|
||||
gl.BindTexture(gl.TEXTURE_2D, *imguiInfo.TexID)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
|
||||
|
||||
image := imIO.Fonts().TextureDataAlpha8()
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(image.Width), int32(image.Height), 0, gl.RED, gl.UNSIGNED_BYTE, image.Pixels)
|
||||
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(imguiInfo.TexID))
|
||||
|
||||
//Shader attributes
|
||||
imguiInfo.Mat.Bind()
|
||||
@ -218,35 +246,223 @@ 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
|
||||
}
|
||||
}
|
||||
|
||||