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3 Commits

Author SHA1 Message Date
9014720f8c Build script + rename tag release->nmage_release+protect against invalid physx use 2022-12-11 05:01:46 +04:00
cf0fe21e52 Comment 2022-12-07 03:56:20 +04:00
b219ee830d Some initial work 2022-12-07 03:31:35 +04:00
56 changed files with 937 additions and 2742 deletions

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@ -9,10 +9,10 @@ jobs:
runs-on: macos-12
steps:
- name: Install golang
- name: Install golang 1.18
uses: actions/setup-go@v3
with:
go-version: '>=1.22'
go-version: '^1.18'
- name: Install assimp-go dylib
run: sudo mkdir -p /usr/local/lib && sudo wget https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp_darwin_amd64.dylib -O /usr/local/lib/libassimp.5.dylib

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@ -4,6 +4,7 @@ import (
"bytes"
"fmt"
"image"
"image/color"
"image/jpeg"
"image/png"
"io"
@ -13,7 +14,6 @@ import (
"unsafe"
"github.com/go-gl/gl/v4.1-core/gl"
"github.com/mandykoh/prism"
)
type ColorFormat int
@ -23,20 +23,11 @@ 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
// Height is the height of the texture in pixels (pixels per column).
// 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)
//Path only exists for textures loaded from disk
Path string
TexID uint32
Width int32
Height int32
// Pixels usually stored in RGBA format
Pixels []byte
}
@ -45,7 +36,6 @@ type TextureLoadOptions struct {
WriteToCache bool
GenMipMaps bool
KeepPixelsInMem bool
NoSrgba bool
}
type Cubemap struct {
@ -77,20 +67,16 @@ func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, erro
return Texture{}, err
}
bytesReader := bytes.NewReader(fileBytes)
img, err := png.Decode(bytesReader)
img, err := png.Decode(bytes.NewReader(fileBytes))
if err != nil {
return Texture{}, err
}
nrgbaImg := prism.ConvertImageToNRGBA(img, 2)
tex := Texture{
Path: file,
Pixels: nrgbaImg.Pix,
Width: int32(nrgbaImg.Bounds().Dx()),
Height: int32(nrgbaImg.Bounds().Dy()),
Path: file,
}
flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height), 4)
tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
//Prepare opengl stuff
gl.GenTextures(1, &tex.TexID)
@ -103,12 +89,7 @@ func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, erro
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
// load and generate the texture
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]))
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
if loadOptions.GenMipMaps {
gl.GenerateMipmap(tex.TexID)
@ -131,14 +112,8 @@ func LoadTextureInMemPngImg(img image.Image, loadOptions *TextureLoadOptions) (T
loadOptions = &TextureLoadOptions{}
}
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)
tex := Texture{}
tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
//Prepare opengl stuff
gl.GenTextures(1, &tex.TexID)
@ -151,12 +126,7 @@ func LoadTextureInMemPngImg(img image.Image, loadOptions *TextureLoadOptions) (T
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
// load and generate the texture
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]))
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
if loadOptions.GenMipMaps {
gl.GenerateMipmap(tex.TexID)
@ -196,14 +166,11 @@ 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()),
Path: file,
}
flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height), 4)
tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
//Prepare opengl stuff
gl.GenTextures(1, &tex.TexID)
@ -216,12 +183,7 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
// load and generate the texture
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]))
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
if loadOptions.GenMipMaps {
gl.GenerateMipmap(tex.TexID)
@ -238,19 +200,65 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
return tex, nil
}
// LoadCubemapTextures only supports the 'TextureIsSrgba' option
func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex string, loadOptions *TextureLoadOptions) (Cubemap, error) {
func pixelsFromNrgbaPng(img image.Image) (pixels []byte, width, height int32) {
if loadOptions == nil {
loadOptions = &TextureLoadOptions{}
//NOTE: Load bottom left to top right because this is the texture coordinate system used by OpenGL
//NOTE: We only support 8-bit channels (32-bit colors) for now
i := 0
width, height = int32(img.Bounds().Dx()), int32(img.Bounds().Dy())
pixels = make([]byte, img.Bounds().Dx()*img.Bounds().Dy()*4)
for y := img.Bounds().Dy() - 1; y >= 0; y-- {
for x := 0; x < img.Bounds().Dx(); x++ {
c := color.NRGBAModel.Convert(img.At(x, y)).(color.NRGBA)
pixels[i] = c.R
pixels[i+1] = c.G
pixels[i+2] = c.B
pixels[i+3] = c.A
i += 4
}
}
return pixels, width, height
}
func pixelsFromNrgbaJpg(img image.Image) (pixels []byte, width, height int32) {
//NOTE: Load bottom left to top right because this is the texture coordinate system used by OpenGL
//NOTE: We only support 8-bit channels (32-bit colors) for now
i := 0
width, height = int32(img.Bounds().Dx()), int32(img.Bounds().Dy())
pixels = make([]byte, img.Bounds().Dx()*img.Bounds().Dy()*4)
for y := img.Bounds().Dy() - 1; y >= 0; y-- {
for x := 0; x < img.Bounds().Dx(); x++ {
c := color.NRGBAModel.Convert(img.At(x, y)).(color.NRGBA)
pixels[i] = c.R
pixels[i+1] = c.G
pixels[i+2] = c.B
pixels[i+3] = c.A
i += 4
}
}
return pixels, width, height
}
func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex string) (Cubemap, error) {
var imgDecoder func(r io.Reader) (image.Image, error)
var pixelDecoder func(image.Image) ([]byte, int32, int32)
ext := strings.ToLower(path.Ext(rightTex))
if ext == ".jpg" || ext == ".jpeg" {
imgDecoder = jpeg.Decode
pixelDecoder = pixelsFromNrgbaJpg
} else if ext == ".png" {
imgDecoder = png.Decode
pixelDecoder = pixelsFromNrgbaPng
} else {
return Cubemap{}, fmt.Errorf("unknown image extension: %s. Expected one of: .jpg, .jpeg, .png", ext)
}
@ -284,16 +292,9 @@ func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex st
return Cubemap{}, err
}
nrgbaImg := prism.ConvertImageToNRGBA(img, 2)
height := int32(nrgbaImg.Bounds().Dy())
width := int32(nrgbaImg.Bounds().Dx())
pixels, width, height := pixelDecoder(img)
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]))
gl.TexImage2D(uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X)+i, 0, gl.RGBA8, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&pixels[0]))
}
// set the texture wrapping/filtering options (on the currently bound texture object)
@ -305,21 +306,3 @@ 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)
}
}

131
buffers/buffers.go Executable file
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@ -0,0 +1,131 @@
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 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
}

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@ -1,403 +0,0 @@
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_DepthF32
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 ||
f == FramebufferAttachmentDataFormat_DepthF32
}
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_DepthF32:
return gl.DEPTH_COMPONENT
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_DepthF32:
return gl.DEPTH_COMPONENT
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
ClearFlags 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))
}
// Clear calls gl.Clear with the fob's clear flags.
// Note that the fbo must be complete and bound.
// Calling this without a bound fbo will clear something else, like your screen.
func (fbo *Framebuffer) Clear() {
gl.Clear(fbo.ClearFlags)
}
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.ClearFlags |= gl.COLOR_BUFFER_BIT
fbo.Attachments = append(fbo.Attachments, a)
}
// SetNoColorBuffer sets the read and draw buffers of this fbo to 'NONE',
// which tells the graphics driver that we don't want a color buffer for this fbo.
//
// This is required because normally an fbo must have a color buffer to be considered complete, but by
// doing this we get marked as complete even without one.
//
// Usually used when you only care about some other buffer, like a depth buffer.
func (fbo *Framebuffer) SetNoColorBuffer() {
if fbo.HasColorAttachment() {
logging.ErrLog.Fatalf("failed SetNoColorBuffer because framebuffer already has a color attachment\n")
}
fbo.Bind()
gl.DrawBuffer(gl.NONE)
gl.ReadBuffer(gl.NONE)
fbo.UnBind()
}
func (fbo *Framebuffer) NewDepthAttachment(
attachType FramebufferAttachmentType,
attachFormat FramebufferAttachmentDataFormat,
) {
if fbo.HasDepthAttachment() {
logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer because a depth attachment already exists\n")
}
if !attachType.IsValid() {
logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer due to unknown attachment type. Type=%d\n", attachType)
}
if !attachFormat.IsDepthFormat() {
logging.ErrLog.Fatalf("failed creating depth 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.FLOAT, nil)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
// This is so that any sampling outside the depth map gives a full depth value.
// Useful for example when doing shadow maps where we want things outside
// the range of the texture to not show shadow
borderColor := []float32{1, 1, 1, 1}
gl.TexParameterfv(gl.TEXTURE_2D, gl.TEXTURE_BORDER_COLOR, &borderColor[0])
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
gl.BindTexture(gl.TEXTURE_2D, 0)
// Attach to fbo
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_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_ATTACHMENT, gl.RENDERBUFFER, a.Id)
}
fbo.UnBind()
fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT
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.ClearFlags |= gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT
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
}

View File

@ -1,46 +0,0 @@
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
}

View File

@ -1,54 +0,0 @@
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
}

View File

@ -1,63 +0,0 @@
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
}

28
build.sh Executable file
View File

@ -0,0 +1,28 @@
#!/bin/bash
set -e
if [[ $# -ne 1 ]]; then
echo -e "1) Build Debug mode\n2) Build Release mode"
exit 0
fi
mode=$1
if [[ $mode -eq 1 ]]; then
./switch-physx-mode.sh 1
go build .
echo "Debug build finished"
elif [[ $mode -eq 2 ]]; then
./switch-physx-mode.sh 2
go build -tags "nmage_release,physx_release" .
echo "Release build finished"
else
echo "Unknown build option. Please select 1 for a Debug build or 2 for a Release build"
exit 1
fi

View File

@ -1,4 +1,4 @@
//go:build !release
//go:build !nmage_release
package consts

View File

@ -1,4 +1,4 @@
//go:build release
//go:build nmage_release
package consts

View File

@ -3,25 +3,17 @@ 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 {
@ -34,24 +26,7 @@ type Window struct {
func (w *Window) handleInputs() {
input.EventLoopStart()
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()
}
imIO := imgui.CurrentIO()
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
@ -65,64 +40,30 @@ func (w *Window) handleInputs() {
case *sdl.MouseWheelEvent:
if !imguiCaptureMouse {
input.HandleMouseWheelEvent(e)
}
input.HandleMouseWheelEvent(e)
imIo.AddMouseWheelDelta(float32(e.X), float32(e.Y))
xDelta, yDelta := input.GetMouseWheelMotion()
imIO.AddMouseWheelDelta(float32(xDelta), float32(yDelta))
case *sdl.KeyboardEvent:
input.HandleKeyboardEvent(e)
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)
if e.Type == sdl.KEYDOWN {
imIO.KeyPress(int(e.Keysym.Scancode))
} else if e.Type == sdl.KEYUP {
imIO.KeyRelease(int(e.Keysym.Scancode))
}
case *sdl.TextInputEvent:
imIo.AddInputCharactersUTF8(e.GetText())
imIO.AddInputCharacters(string(e.Text[:]))
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
}
input.HandleMouseBtnEvent(e)
case *sdl.MouseMotionEvent:
if !imguiCaptureMouse {
input.HandleMouseMotionEvent(e)
}
input.HandleMouseMotionEvent(e)
case *sdl.WindowEvent:
if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
w.handleWindowResize()
}
@ -132,17 +73,17 @@ func (w *Window) handleInputs() {
}
}
if sdl.GetRelativeMouseMode() {
imIo.SetMousePos(imgui.Vec2{X: ImguiRelativeMouseModePosX, Y: ImguiRelativeMouseModePosY})
} else {
x, y, _ := sdl.GetMouseState()
imIo.SetMousePos(imgui.Vec2{X: float32(x), Y: float32(y)})
}
// 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)
x, y, _ := sdl.GetMouseState()
imIO.SetMousePosition(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)
}
func (w *Window) handleWindowResize() {
@ -171,7 +112,7 @@ func Init() error {
func initSDL() error {
err := sdl.Init(sdl.INIT_TIMER | sdl.INIT_VIDEO)
err := sdl.Init(sdl.INIT_EVERYTHING)
if err != nil {
return err
}
@ -181,21 +122,15 @@ 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
@ -206,12 +141,16 @@ 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, sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, width, height, WindowFlags_OPENGL|flags, rend)
return createWindow(title, -1, -1, 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!")
assert.T(isInited, "engine.Init was not called!")
if x == -1 && y == -1 {
x = sdl.WINDOWPOS_CENTERED
y = sdl.WINDOWPOS_CENTERED
}
sdlWin, err := sdl.CreateWindow(title, x, y, width, height, uint32(flags))
if err != nil {
@ -233,6 +172,7 @@ func createWindow(title string, x, y, width, height int32, flags WindowFlags, re
return nil, err
}
win.SDLWin.GLSwap()
return win, err
}
@ -243,30 +183,19 @@ 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)
@ -274,12 +203,3 @@ func SetVSync(enabled bool) {
sdl.GLSetSwapInterval(0)
}
}
func SetMSAA(isEnabled bool) {
if isEnabled {
gl.Enable(gl.MULTISAMPLE)
} else {
gl.Disable(gl.MULTISAMPLE)
}
}

View File

@ -23,26 +23,19 @@ type Game interface {
func Run(g Game, w *Window, ui nmageimgui.ImguiInfo) {
isRunning = true
// Run init with an active Imgui frame to allow init full imgui access
timing.FrameStarted()
w.handleInputs()
width, height := w.SDLWin.GetSize()
ui.FrameStart(float32(width), float32(height))
g.Init()
fbWidth, fbHeight := w.SDLWin.GLGetDrawableSize()
ui.Render(float32(width), float32(height), fbWidth, fbHeight)
timing.FrameEnded()
//Simulate an imgui frame during init so any imgui calls are allowed within init
tempWidth, tempHeight := w.SDLWin.GetSize()
tempFBWidth, tempFBHeight := w.SDLWin.GLGetDrawableSize()
ui.FrameStart(float32(tempWidth), float32(tempHeight))
ui.Render(float32(tempWidth), float32(tempHeight), tempFBWidth, tempFBHeight)
for isRunning {
//PERF: Cache these
width, height = w.SDLWin.GetSize()
fbWidth, fbHeight = w.SDLWin.GLGetDrawableSize()
width, height := w.SDLWin.GetSize()
fbWidth, fbHeight := w.SDLWin.GLGetDrawableSize()
timing.FrameStarted()
w.handleInputs()

View File

@ -1,26 +1,27 @@
package entity
import "github.com/bloeys/nmage/registry"
import "github.com/bloeys/nmage/assert"
var _ Comp = &BaseComp{}
type BaseComp struct {
Handle registry.Handle
Entity *Entity
}
func (b BaseComp) baseComp() {
func (b *BaseComp) base() {
}
func (b *BaseComp) Init(parentHandle registry.Handle) {
b.Handle = parentHandle
func (b *BaseComp) Init(parent *Entity) {
assert.T(parent != nil, "Component was initialized with a nil parent. That is not allowed.")
b.Entity = parent
}
func (b BaseComp) Name() string {
func (b *BaseComp) Name() string {
return "Base Component"
}
func (b BaseComp) Update() {
func (b *BaseComp) Update() {
}
func (b BaseComp) Destroy() {
func (b *BaseComp) Destroy() {
}

View File

@ -1,38 +1,27 @@
package entity
import (
"github.com/bloeys/nmage/assert"
"github.com/bloeys/nmage/registry"
)
import "github.com/bloeys/nmage/assert"
type Comp interface {
// This ensures that implementors of the Comp interface
// always embed BaseComp
baseComp()
base()
Name() string
Init(parentHandle registry.Handle)
Init(parent *Entity)
Update()
Destroy()
}
func NewCompContainer() CompContainer {
return CompContainer{Comps: []Comp{}}
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)
}
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 {
func HasComp[T Comp](e *Entity) bool {
for i := 0; i < len(e.Comps); i++ {
@ -45,7 +34,7 @@ func HasComp[T Comp](e *CompContainer) bool {
return false
}
func GetComp[T Comp](e *CompContainer) (out T) {
func GetComp[T Comp](e *Entity) (out T) {
for i := 0; i < len(e.Comps); i++ {
@ -59,7 +48,7 @@ func GetComp[T Comp](e *CompContainer) (out T) {
}
// DestroyComp calls Destroy on the component and then removes it from the entities component list
func DestroyComp[T Comp](e *CompContainer) {
func DestroyComp[T Comp](e *Entity) {
for i := 0; i < len(e.Comps); i++ {

View File

@ -1,7 +1,49 @@
package entity
import "github.com/bloeys/nmage/registry"
type EntityFlag byte
type Entity interface {
GetHandle() registry.Handle
const (
EntityFlag_None EntityFlag = 0
EntityFlag_Alive EntityFlag = 1 << (iota - 1)
)
const (
GenerationShiftBits = 64 - 8
FlagsShiftBits = 64 - 16
IndexBitMask = 0x00_00_FFFF_FFFF_FFFF
)
type EntityHandle uint64
type Entity struct {
// Byte 1: Generation; Byte 2: Flags; Bytes 3-8: Index
ID EntityHandle
Comps []Comp
}
func (e *Entity) HasFlag(ef EntityFlag) bool {
return GetFlags(e.ID)&ef > 0
}
func (e *Entity) UpdateAllComps() {
for i := 0; i < len(e.Comps); i++ {
e.Comps[i].Update()
}
}
func GetGeneration(id EntityHandle) byte {
return byte(id >> GenerationShiftBits)
}
func GetFlags(id EntityHandle) EntityFlag {
return EntityFlag(id >> FlagsShiftBits)
}
func GetIndex(id EntityHandle) uint64 {
return uint64(id & IndexBitMask)
}
func NewEntityId(generation byte, flags EntityFlag, index uint64) EntityHandle {
return EntityHandle(index | (uint64(generation) << GenerationShiftBits) | (uint64(flags) << FlagsShiftBits))
}

109
entity/registry.go Executable file
View File

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

13
go.mod
View File

@ -1,19 +1,16 @@
module github.com/bloeys/nmage
go 1.22
go 1.18
require github.com/veandco/go-sdl2 v0.4.35
require github.com/veandco/go-sdl2 v0.4.25
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/bloeys/physx-go v0.2.0
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
// replace github.com/bloeys/physx-go => ../physx-go

47
go.sum
View File

@ -1,40 +1,19 @@
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/bloeys/physx-go v0.2.0 h1:zsjskoPFlH7m8hKnlCsJ4hVKe8ys2s1fLEhcNDfofS4=
github.com/bloeys/physx-go v0.2.0/go.mod h1:YNt5tX4T8d/4RdldvpWc77DeHM4jqlIunUQUi/rqSKA=
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/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=
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=

View File

@ -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
@ -40,17 +40,15 @@ var (
func EventLoopStart() {
for k, v := range keyMap {
for _, v := range keyMap {
v.IsPressedThisFrame = false
v.IsReleasedThisFrame = false
keyMap[k] = v
}
for k, v := range mouseBtnMap {
for _, v := range mouseBtnMap {
v.IsPressedThisFrame = false
v.IsReleasedThisFrame = false
v.IsDoubleClicked = false
mouseBtnMap[k] = v
}
mouseMotion.XDelta = 0
@ -62,16 +60,6 @@ func EventLoopStart() {
quitRequested = false
}
func ClearKeyboardState() {
clear(keyMap)
}
func ClearMouseState() {
clear(mouseBtnMap)
mouseMotion = mouseMotionState{}
mouseWheel = mouseWheelState{}
}
func HandleQuitEvent(e *sdl.QuitEvent) {
quitRequested = true
}
@ -82,31 +70,29 @@ func IsQuitClicked() bool {
func HandleKeyboardEvent(e *sdl.KeyboardEvent) {
ks, ok := keyMap[e.Keysym.Sym]
if !ok {
ks = keyState{Key: e.Keysym.Sym}
ks := keyMap[e.Keysym.Sym]
if ks == nil {
ks = &keyState{Key: e.Keysym.Sym}
keyMap[ks.Key] = ks
}
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, ok := mouseBtnMap[int(e.Button)]
if !ok {
mb = mouseBtnState{Btn: int(e.Button)}
mb := mouseBtnMap[int(e.Button)]
if mb == nil {
mb = &mouseBtnState{Btn: int(e.Button)}
mouseBtnMap[int(e.Button)] = mb
}
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) {
@ -123,12 +109,12 @@ func HandleMouseWheelEvent(e *sdl.MouseWheelEvent) {
mouseWheel.YDelta = e.Y
}
// GetMousePos returns the window coordinates of the mouse
//GetMousePos returns the window coordinates of the mouse
func GetMousePos() (x, y int32) {
return mouseMotion.XPos, mouseMotion.YPos
}
// GetMouseMotion returns how many pixels were moved last frame
//GetMouseMotion returns how many pixels were moved last frame
func GetMouseMotion() (xDelta, yDelta int32) {
return mouseMotion.XDelta, mouseMotion.YDelta
}
@ -155,7 +141,7 @@ func GetMouseWheelMotion() (xDelta, yDelta int32) {
return mouseWheel.XDelta, mouseWheel.YDelta
}
// GetMouseWheelXNorm returns 1 if mouse wheel xDelta > 0, -1 if xDelta < 0, and 0 otherwise
//GetMouseWheelXNorm returns 1 if mouse wheel xDelta > 0, -1 if xDelta < 0, and 0 otherwise
func GetMouseWheelXNorm() int32 {
if mouseWheel.XDelta > 0 {
@ -167,7 +153,7 @@ func GetMouseWheelXNorm() int32 {
return 0
}
// returns 1 if mouse wheel yDelta > 0, -1 if yDelta < 0, and 0 otherwise
//returns 1 if mouse wheel yDelta > 0, -1 if yDelta < 0, and 0 otherwise
func GetMouseWheelYNorm() int32 {
if mouseWheel.YDelta > 0 {
@ -181,8 +167,8 @@ func GetMouseWheelYNorm() int32 {
func KeyClicked(kc sdl.Keycode) bool {
ks, ok := keyMap[kc]
if !ok {
ks := keyMap[kc]
if ks == nil {
return false
}
@ -191,8 +177,8 @@ func KeyClicked(kc sdl.Keycode) bool {
func KeyReleased(kc sdl.Keycode) bool {
ks, ok := keyMap[kc]
if !ok {
ks := keyMap[kc]
if ks == nil {
return false
}
@ -201,8 +187,8 @@ func KeyReleased(kc sdl.Keycode) bool {
func KeyDown(kc sdl.Keycode) bool {
ks, ok := keyMap[kc]
if !ok {
ks := keyMap[kc]
if ks == nil {
return false
}
@ -211,8 +197,8 @@ func KeyDown(kc sdl.Keycode) bool {
func KeyUp(kc sdl.Keycode) bool {
ks, ok := keyMap[kc]
if !ok {
ks := keyMap[kc]
if ks == nil {
return true
}
@ -221,8 +207,8 @@ func KeyUp(kc sdl.Keycode) bool {
func MouseClicked(mb int) bool {
btn, ok := mouseBtnMap[mb]
if !ok {
btn := mouseBtnMap[mb]
if btn == nil {
return false
}
@ -231,8 +217,8 @@ func MouseClicked(mb int) bool {
func MouseDoubleClicked(mb int) bool {
btn, ok := mouseBtnMap[mb]
if !ok {
btn := mouseBtnMap[mb]
if btn == nil {
return false
}
@ -240,8 +226,8 @@ func MouseDoubleClicked(mb int) bool {
}
func MouseReleased(mb int) bool {
btn, ok := mouseBtnMap[mb]
if !ok {
btn := mouseBtnMap[mb]
if btn == nil {
return false
}
@ -250,8 +236,8 @@ func MouseReleased(mb int) bool {
func MouseDown(mb int) bool {
btn, ok := mouseBtnMap[mb]
if !ok {
btn := mouseBtnMap[mb]
if btn == nil {
return false
}
@ -260,8 +246,8 @@ func MouseDown(mb int) bool {
func MouseUp(mb int) bool {
btn, ok := mouseBtnMap[mb]
if !ok {
btn := mouseBtnMap[mb]
if btn == nil {
return true
}

View File

@ -2,16 +2,19 @@ package level
import (
"github.com/bloeys/nmage/assert"
"github.com/bloeys/nmage/entity"
)
type Level struct {
*entity.Registry
Name string
}
func NewLevel(name string) *Level {
func NewLevel(name string, maxEntities uint32) *Level {
assert.T(name != "", "Level name can not be empty")
return &Level{
Name: name,
Name: name,
Registry: entity.NewRegistry(maxEntities),
}
}

975
main.go

File diff suppressed because it is too large Load Diff

View File

@ -8,77 +8,30 @@ import (
"github.com/go-gl/gl/v4.1-core/gl"
)
type TextureSlot uint32
const (
TextureSlot_Diffuse TextureSlot = 0
TextureSlot_Specular TextureSlot = 1
TextureSlot_Normal TextureSlot = 2
TextureSlot_Emission TextureSlot = 3
TextureSlot_Cubemap TextureSlot = 10
TextureSlot_ShadowMap TextureSlot = 11
)
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 of specular highlights
Shininess float32
// Cubemap
CubemapTex uint32
// Shadowmaps
ShadowMap uint32
}
func (m *Material) Bind() {
gl.UseProgram(m.ShaderProg.ID)
if m.DiffuseTex != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Diffuse))
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
}
if m.SpecularTex != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Specular))
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
}
if m.NormalTex != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Normal))
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
}
if m.EmissionTex != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Emission))
gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
}
if m.CubemapTex != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Cubemap))
gl.BindTexture(gl.TEXTURE_CUBE_MAP, m.CubemapTex)
}
if m.ShadowMap != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_ShadowMap))
gl.BindTexture(gl.TEXTURE_2D, m.ShadowMap)
}
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
}
func (m *Material) UnBind() {
gl.UseProgram(0)
//TODO: Should we unbind textures here? Are these two lines needed?
// gl.ActiveTexture(gl.TEXTURE0)
// gl.BindTexture(gl.TEXTURE_2D, 0)
}
func (m *Material) GetAttribLoc(attribName string) int32 {
@ -155,7 +108,7 @@ func NewMaterial(matName, shaderPath string) *Material {
shdrProg, err := shaders.LoadAndCompileCombinedShader(shaderPath)
if err != nil {
logging.ErrLog.Fatalf("Failed to create new material '%s'. Err: %s\n", matName, err.Error())
logging.ErrLog.Fatalln("Failed to create new material. Err: ", err)
}
return &Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
@ -165,7 +118,7 @@ func NewMaterialSrc(matName string, shaderSrc []byte) *Material {
shdrProg, err := shaders.LoadAndCompileCombinedShaderSrc(shaderSrc)
if err != nil {
logging.ErrLog.Fatalf("Failed to create new material '%s'. Err: %s\n", matName, err.Error())
logging.ErrLog.Fatalln("Failed to create new material. Err: ", err)
}
return &Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}

View File

@ -2,6 +2,7 @@ package meshes
import (
"errors"
"fmt"
"github.com/bloeys/assimp-go/asig"
"github.com/bloeys/gglm/gglm"
@ -17,7 +18,7 @@ type SubMesh struct {
type Mesh struct {
Name string
Vao buffers.VertexArray
Buf buffers.Buffer
SubMeshes []SubMesh
}
@ -35,25 +36,21 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
mesh := &Mesh{
Name: name,
Vao: buffers.NewVertexArray(),
Buf: buffers.NewBuffer(),
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}}
@ -62,20 +59,17 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
}
if i == 0 {
vbo.SetLayout(layoutToUse...)
mesh.Buf.SetLayout(layoutToUse...)
} else {
// @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)
// @NOTE: Require that all submeshes have the same vertex buffer layout
firstSubmeshLayout := mesh.Buf.GetLayout()
assert.T(len(firstSubmeshLayout) == len(layoutToUse), fmt.Sprintf("Vertex layout of submesh %d does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, firstSubmeshLayout, layoutToUse))
for i := 0; i < len(firstSubmeshLayout); i++ {
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)
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))
}
}
}
@ -88,7 +82,7 @@ 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) / vbo.Stride,
BaseVertex: int32(len(vertexBufData)*4) / mesh.Buf.Stride,
// Which index (in the index buffer) to start from
BaseIndex: uint32(len(indexBufData)),
// How many indices in this submesh
@ -99,16 +93,9 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
indexBufData = append(indexBufData, indices...)
}
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()
// fmt.Printf("!!! Vertex count: %d; Submeshes: %+v\n", len(vertexBufData)*4/int(mesh.Buf.Stride), mesh.SubMeshes)
mesh.Buf.SetData(vertexBufData)
mesh.Buf.SetIndexBufData(indexBufData)
return mesh, nil
}
@ -132,9 +119,9 @@ 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 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")
assert.T(len(a.V2s) == 0 || len(a.V3s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
assert.T(len(a.V2s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
assert.T(len(a.V3s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
if len(a.V2s) > 0 {
return a.V2s[i].Data[:]
@ -186,7 +173,7 @@ func interleave(arrs ...arrToInterleave) []float32 {
func flattenFaces(faces []asig.Face) []uint32 {
assert.T(len(faces[0].Indices) == 3, "Face doesn't have 3 indices. Index count: %v\n", len(faces[0].Indices))
assert.T(len(faces[0].Indices) == 3, fmt.Sprintf("Face doesn't have 3 indices. Index count: %v\n", len(faces[0].Indices)))
uints := make([]uint32, len(faces)*3)
for i := 0; i < len(faces); i++ {

86
physics/physx/physx.go Executable file
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@ -0,0 +1,86 @@
package physx
import (
"errors"
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/logging"
"github.com/bloeys/physx-go/pgo"
)
type PhysX struct {
Foundation *pgo.Foundation
Physics *pgo.Physics
Scene *pgo.Scene
}
type PhysXCreationOptions struct {
// Good defaults are length=1 (1m sizes), and speed=9.81 (speed of gravity)
TypicalObjectLength float32
// Good defaults are length=1 (1m sizes), and speed=9.81 (speed of gravity)
TypicalObjectSpeed float32
// If EnableVisualDebugger=true then all VisualDebuggerXYZ variables must be set
EnableVisualDebugger bool
VisualDebuggerHost string
// Default port is 5425
VisualDebuggerPort int
VisualDebuggerTimeoutMillis int
VisualDebuggerTransmitConstraints bool
VisualDebuggerTransmitContacts bool
VisualDebuggerTransmitSceneQueries bool
SceneGravity *gglm.Vec3
// Number of internal PhysX threads that do work.
// If this is zero then all work is done on the thread that calls simulate
SceneCPUDispatcherThreads uint32
// Gets called when two objects collide
SceneContactHandler func(cph pgo.ContactPairHeader)
}
func NewPhysx(options PhysXCreationOptions) (px *PhysX, err error) {
if options.EnableVisualDebugger && !pgo.PvdSupported {
return nil, errors.New("can not enable PhysX visual debugger (PVD) because physx-go is in release mode. Please build without the 'physx_release' tag")
}
logging.InfoLog.Printf("Initializing PhysX. Worker threads: %d. PVD supported: %v\n", options.SceneCPUDispatcherThreads, pgo.PvdSupported)
// Setup foundation, pvd, and physics
px = &PhysX{}
px.Foundation = pgo.CreateFoundation()
ts := pgo.NewTolerancesScale(options.TypicalObjectLength, options.TypicalObjectSpeed)
if options.EnableVisualDebugger {
pvdTr := pgo.DefaultPvdSocketTransportCreate(options.VisualDebuggerHost, options.VisualDebuggerPort, options.VisualDebuggerTimeoutMillis)
pvd := pgo.CreatePvd(px.Foundation)
if !pvd.Connect(pvdTr, pgo.PvdInstrumentationFlag_eALL) {
return nil, errors.New("failed to connect to PhysX Visual Debugger. Is it running? Did you pass correct visual debugger host/port (default port is 5425)?")
}
px.Physics = pgo.CreatePhysics(px.Foundation, ts, false, pvd)
} else {
px.Physics = pgo.CreatePhysics(px.Foundation, ts, false, nil)
}
// Setup scene
sd := pgo.NewSceneDesc(ts)
sd.SetGravity(pgo.NewVec3(options.SceneGravity.X(), options.SceneGravity.Y(), options.SceneGravity.Z()))
sd.SetCpuDispatcher(pgo.DefaultCpuDispatcherCreate(options.SceneCPUDispatcherThreads, nil).ToCpuDispatcher())
sd.SetOnContactCallback(options.SceneContactHandler)
px.Scene = px.Physics.CreateScene(sd)
if options.EnableVisualDebugger {
scenePvdClient := px.Scene.GetScenePvdClient()
scenePvdClient.SetScenePvdFlag(pgo.PvdSceneFlag_eTRANSMIT_CONSTRAINTS, options.VisualDebuggerTransmitConstraints)
scenePvdClient.SetScenePvdFlag(pgo.PvdSceneFlag_eTRANSMIT_CONTACTS, options.VisualDebuggerTransmitContacts)
scenePvdClient.SetScenePvdFlag(pgo.PvdSceneFlag_eTRANSMIT_SCENEQUERIES, options.VisualDebuggerTransmitSceneQueries)
scenePvdClient.Release()
}
return px, nil
}

View File

@ -1,73 +0,0 @@
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
}

View File

@ -1,135 +0,0 @@
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,
}
}

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@ -1,43 +0,0 @@
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))
}

View File

@ -2,7 +2,6 @@ package rend3dgl
import (
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/buffers"
"github.com/bloeys/nmage/materials"
"github.com/bloeys/nmage/meshes"
"github.com/bloeys/nmage/renderer"
@ -12,56 +11,23 @@ import (
var _ renderer.Render = &Rend3DGL{}
type Rend3DGL struct {
BoundVao *buffers.VertexArray
BoundMesh *meshes.Mesh
BoundMat *materials.Material
}
func (r *Rend3DGL) DrawMesh(mesh *meshes.Mesh, modelMat *gglm.TrMat, mat *materials.Material) {
func (r3d *Rend3DGL) Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material) {
if mesh != r.BoundMesh {
mesh.Vao.Bind()
r.BoundMesh = mesh
if mesh != r3d.BoundMesh {
mesh.Buf.Bind()
r3d.BoundMesh = mesh
}
if mat != r.BoundMat {
if mat != r3d.BoundMat {
mat.Bind()
r.BoundMat = mat
r3d.BoundMat = mat
}
mat.SetUnifMat4("modelMat", &modelMat.Mat4)
for i := 0; i < len(mesh.SubMeshes); i++ {
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, mesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(mesh.SubMeshes[i].BaseIndex), mesh.SubMeshes[i].BaseVertex)
}
}
func (r *Rend3DGL) DrawVertexArray(mat *materials.Material, vao *buffers.VertexArray, firstElement int32, elementCount int32) {
if vao != r.BoundVao {
vao.Bind()
r.BoundVao = vao
}
if mat != r.BoundMat {
mat.Bind()
r.BoundMat = mat
}
gl.DrawArrays(gl.TRIANGLES, firstElement, elementCount)
}
func (r *Rend3DGL) DrawCubemap(mesh *meshes.Mesh, mat *materials.Material) {
if mesh != r.BoundMesh {
mesh.Vao.Bind()
r.BoundMesh = mesh
}
if mat != r.BoundMat {
mat.Bind()
r.BoundMat = mat
}
mat.SetUnifMat4("modelMat", &trMat.Mat4)
for i := 0; i < len(mesh.SubMeshes); i++ {
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, mesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(mesh.SubMeshes[i].BaseIndex), mesh.SubMeshes[i].BaseVertex)

View File

@ -2,14 +2,11 @@ package renderer
import (
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/buffers"
"github.com/bloeys/nmage/materials"
"github.com/bloeys/nmage/meshes"
)
type Render interface {
DrawMesh(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material)
DrawVertexArray(mat *materials.Material, vao *buffers.VertexArray, firstElement int32, count int32)
DrawCubemap(mesh *meshes.Mesh, mat *materials.Material)
Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material)
FrameEnd()
}

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res/models/color-cube.fbx Executable file

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res/models/tex-cube.fbx Executable file

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res/models/weird-cube.fbx Executable file

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@ -13,18 +13,17 @@ out vec3 fragPos;
//MVP = Model View Projection
uniform mat4 modelMat;
uniform mat4 projViewMat;
uniform mat4 viewMat;
uniform mat4 projMat;
void main()
{
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
vertUV0 = vertUV0In;
vertColor = vertColorIn;
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
vec4 modelVert = modelMat * vec4(vertPosIn, 1);
fragPos = modelVert.xyz;
gl_Position = projViewMat * modelVert;
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
}
//shader:fragment

View File

@ -1,21 +0,0 @@
//shader:vertex
#version 410
layout(location=0) in vec3 vertPosIn;
uniform mat4 modelMat;
uniform mat4 projViewMat;
void main()
{
gl_Position = projViewMat * modelMat * vec4(vertPosIn, 1);
}
//shader:fragment
#version 410
void main()
{
// This implicitly writes to the depth buffer with no color operations
// Equivalent: gl_FragDepth = gl_FragCoord.z;
}

View File

@ -1,47 +0,0 @@
//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);
}

View File

@ -1,45 +0,0 @@
//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);
}

View File

@ -1,54 +0,0 @@
//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 projViewMat;
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;
vec4 modelVert = modelMat * vec4(vertPosIn, 1);
fragPos = modelVert.xyz;
gl_Position = projViewMat * modelVert;
}
//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);
}

View File

@ -10,232 +10,46 @@ out vec3 vertNormal;
out vec2 vertUV0;
out vec3 vertColor;
out vec3 fragPos;
out vec4 fragPosDirLight;
//MVP = Model View Projection
uniform mat4 modelMat;
uniform mat4 projViewMat;
uniform mat4 dirLightProjViewMat;
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));
vec4 modelVert = modelMat * vec4(vertPosIn, 1);
fragPos = modelVert.xyz;
fragPosDirLight = dirLightProjViewMat * vec4(fragPos, 1);
gl_Position = projViewMat * modelVert;
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
}
//shader:fragment
#version 410
struct Material {
sampler2D diffuse;
sampler2D specular;
// sampler2D normal;
sampler2D emission;
float shininess;
};
uniform float ambientStrength = 0;
uniform vec3 ambientLightColor = vec3(1, 1, 1);
uniform Material material;
uniform vec3 lightPos1;
uniform vec3 lightColor1;
struct DirLight {
vec3 dir;
vec3 diffuseColor;
vec3 specularColor;
sampler2D shadowMap;
};
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);
uniform sampler2D diffTex;
in vec3 vertColor;
in vec3 vertNormal;
in vec2 vertUV0;
in vec3 fragPos;
in vec4 fragPosDirLight;
out vec4 fragColor;
// Global variables used as cache for lighting calculations
vec4 diffuseTexColor;
vec4 specularTexColor;
vec4 emissionTexColor;
vec3 normalizedVertNorm;
vec3 viewDir;
float CalcShadow(sampler2D shadowMap, vec3 lightDir)
{
// Move from clip space to NDC
vec3 projCoords = fragPosDirLight.xyz / fragPosDirLight.w;
// Move from [-1,1] to [0, 1]
projCoords = projCoords * 0.5 + 0.5;
// If sampling outside the depth texture then force 'no shadow'
if(projCoords.z > 1)
return 0;
// currentDepth is the fragment depth from the light's perspective
float currentDepth = projCoords.z;
// Bias in the range [0.005, 0.05] depending on the angle, where a higher
// angle gives a higher bias, as shadow acne gets worse with angle
float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
// 'Percentage Close Filtering'. B
// Basically get soft shadows by averaging this texel and surrounding ones
float shadow = 0;
vec2 texelSize = 1 / textureSize(shadowMap, 0);
for(int x = -1; x <= 1; ++x)
{
for(int y = -1; y <= 1; ++y)
{
float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
// If our depth is larger than the lights closest depth at the texel we checked (projCoords),
// then there is something closer to the light than us, and so we are in shadow
shadow += currentDepth - bias > pcfDepth ? 1 : 0;
}
}
shadow /= 9;
return shadow;
}
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;
// Shadow
float shadow = CalcShadow(dirLight.shadowMap, lightDir);
return (finalDiffuse + finalSpecular) * (1 - shadow);
}
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 / (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, float(0), float(1));
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()
{
// Shared values
diffuseTexColor = texture(material.diffuse, vertUV0);
specularTexColor = texture(material.specular, vertUV0);
emissionTexColor = texture(material.emission, vertUV0);
vec3 lightDir = normalize(lightPos1 - fragPos);
float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
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);
}
vec3 finalAmbientColor = ambientLightColor * ambientStrength;
vec4 texColor = texture(diffTex, vertUV0);
fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
}

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@ -8,12 +8,13 @@ layout(location=3) in vec3 vertColorIn;
out vec3 vertUV0;
uniform mat4 projViewMat;
uniform mat4 viewMat;
uniform mat4 projMat;
void main()
{
vertUV0 = vec3(vertPosIn.x, vertPosIn.y, -vertPosIn.z);
vec4 pos = projViewMat * vec4(vertPosIn, 1.0);
vec4 pos = projMat * viewMat * vec4(vertPosIn, 1.0);
gl_Position = pos.xyww;
}

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38
switch-physx-mode.sh Executable file
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@ -0,0 +1,38 @@
#!/bin/bash
set -e
if [[ $# -ne 1 ]]; then
echo -e "1) Checked mode\n2) Release mode"
exit 0
fi
mode=$1
physxBinDir="../physx/physx/bin/win.x86_64.vc142.mt"
physxCBinDir="../physx-c/x64"
if [[ $mode -eq 1 ]]; then
physxCheckedBinDir="$physxBinDir/checked"
cp "$physxCheckedBinDir/PhysX_64.dll" "$physxCheckedBinDir/PhysXCommon_64.dll" "$physxCheckedBinDir/PhysXFoundation_64.dll" .
physxCCheckedBinDir="$physxCBinDir/Checked"
cp "$physxCCheckedBinDir/physx-c.dll" .
echo "Switched PhysX to Checked mode"
elif [[ $mode -eq 2 ]]; then
physxReleaseBinDir="$physxBinDir/release"
cp "$physxReleaseBinDir/PhysX_64.dll" "$physxReleaseBinDir/PhysXCommon_64.dll" "$physxReleaseBinDir/PhysXFoundation_64.dll" .
physxCReleaseBinDir="$physxCBinDir/Release"
cp "$physxCReleaseBinDir/physx-c.dll" .
echo "Switched PhysX to Release mode"
else
echo "Unknown mode. Please select 1 or 2"
exit 1
fi

View 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
// This is a pointer so we can send a stable pointer to C code
TexID *uint32
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.CurrentDrawData()
drawData := imgui.RenderedDrawData()
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.GetVertexBuffer()
vertexBuffer, vertexBufferSize := list.VertexBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, i.VboID)
gl.BufferData(gl.ARRAY_BUFFER, vertexBufferSize, vertexBuffer, gl.STREAM_DRAW)
indexBuffer, indexBufferSize := list.GetIndexBuffer()
indexBuffer, indexBufferSize := list.IndexBuffer()
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, i.IndexBufID)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, indexBufferSize, indexBuffer, gl.STREAM_DRAW)
@ -109,12 +109,11 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
cmd.CallUserCallback(list)
} else {
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
gl.BindTexture(gl.TEXTURE_2D, i.TexID)
clipRect := cmd.ClipRect()
gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, int32(cmd.ElemCount()), uint32(drawType), uintptr(int(cmd.IdxOffset())*indexSize), int32(cmd.VtxOffset()))
gl.DrawElementsBaseVertex(gl.TRIANGLES, int32(cmd.ElementCount()), uint32(drawType), gl.PtrOffset(cmd.IndexOffset()*indexSize), int32(cmd.VertexOffset()))
}
}
}
@ -125,14 +124,14 @@ 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.GlyphRange) imgui.Font {
func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *imgui.FontConfig, glyphRanges *imgui.GlyphRanges) imgui.Font {
fontConfigToUse := imgui.NewFontConfig()
fontConfigToUse := imgui.DefaultFontConfig
if fontConfig != nil {
fontConfigToUse = *fontConfig
}
glyphRangesToUse := imgui.NewGlyphRange()
glyphRangesToUse := imgui.EmptyGlyphRanges
if glyphRanges != nil {
glyphRangesToUse = *glyphRanges
}
@ -140,17 +139,16 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
imIO := imgui.CurrentIO()
a := imIO.Fonts()
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
pixels, width, height, _ := a.GetTextureDataAsAlpha8()
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse)
image := a.TextureDataAlpha8()
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)
gl.BindTexture(gl.TEXTURE_2D, i.TexID)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(image.Width), int32(image.Height), 0, gl.RED, gl.UNSIGNED_BYTE, image.Pixels)
return f
}
const DefaultImguiShader = `
const imguiShdrSrc = `
//shader:vertex
#version 410
@ -163,24 +161,10 @@ 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);
Frag_Color = Color;
gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
}
@ -200,44 +184,32 @@ void main()
}
`
// NewImGui setups imgui using the passed shader.
// If the path is empty a default nMage shader is used
func NewImGui(shaderPath string) ImguiInfo {
var imguiMat *materials.Material
if shaderPath == "" {
imguiMat = materials.NewMaterialSrc("ImGUI Mat", []byte(DefaultImguiShader))
} else {
imguiMat = materials.NewMaterial("ImGUI Mat", shaderPath)
}
func NewImGUI() ImguiInfo {
imguiInfo := ImguiInfo{
ImCtx: imgui.CreateContext(),
Mat: imguiMat,
TexID: new(uint32),
ImCtx: imgui.CreateContext(nil),
Mat: materials.NewMaterialSrc("ImGUI Mat", []byte(imguiShdrSrc)),
}
io := imgui.CurrentIO()
io.SetConfigFlags(io.ConfigFlags() | imgui.ConfigFlagsDockingEnable)
io.SetBackendFlags(io.BackendFlags() | imgui.BackendFlagsRendererHasVtxOffset)
imIO := imgui.CurrentIO()
imIO.SetBackendFlags(imIO.GetBackendFlags() | imgui.BackendFlagsRendererHasVtxOffset)
gl.GenVertexArrays(1, &imguiInfo.VaoID)
gl.GenBuffers(1, &imguiInfo.VboID)
gl.GenBuffers(1, &imguiInfo.IndexBufID)
gl.GenTextures(1, imguiInfo.TexID)
gl.GenTextures(1, &imguiInfo.TexID)
// Upload font to gpu
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, *imguiInfo.TexID)
gl.BindTexture(gl.TEXTURE_2D, imguiInfo.TexID)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
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)
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)
// Store our identifier
io.Fonts().SetTexID(imgui.TextureID(imguiInfo.TexID))
imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.TexID))
//Shader attributes
imguiInfo.Mat.Bind()
@ -246,223 +218,35 @@ func NewImGui(shaderPath string) 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
}
}