package main import ( "fmt" "github.com/bloeys/assimp-go/asig" "github.com/bloeys/gglm/gglm" "github.com/bloeys/nmage/assets" "github.com/bloeys/nmage/engine" "github.com/bloeys/nmage/input" "github.com/bloeys/nmage/logging" "github.com/bloeys/nmage/materials" "github.com/bloeys/nmage/meshes" "github.com/bloeys/nmage/renderer/rend3dgl" "github.com/bloeys/nmage/timing" nmageimgui "github.com/bloeys/nmage/ui/imgui" "github.com/inkyblackness/imgui-go/v4" "github.com/veandco/go-sdl2/sdl" ) //TODO: Tasks: // Camera class // Entities and components // Integrate physx // Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing) // Renderer batching // Scene graph // Separate engine loop from rendering loop? or leave it to the user? // Abstract keys enum away from sdl // Proper Asset loading // Frustum culling // Material system editor with fields automatically extracted from the shader var ( window *engine.Window simpleMat *materials.Material cubeMesh *meshes.Mesh modelMat = gglm.NewTrMatId() projMat = &gglm.Mat4{} camPos = gglm.NewVec3(0, 0, -10) camForward = gglm.NewVec3(0, 0, 1) lightPos1 = gglm.NewVec3(2, 2, 0) lightColor1 = gglm.NewVec3(1, 1, 1) ) type OurGame struct { Win *engine.Window ImGUIInfo nmageimgui.ImguiInfo } func (g *OurGame) Init() { //Create materials simpleMat = materials.NewMaterial("Simple Mat", "./res/shaders/simple.glsl") //Load meshes var err error cubeMesh, err = meshes.NewMesh("Cube", "./res/models/tex-cube.fbx", asig.PostProcess(0)) if err != nil { logging.ErrLog.Fatalln("Failed to load cube mesh. Err: ", err) } //Load textures tex, err := assets.LoadTexturePNG("./res/textures/Low poly planet.png", nil) if err != nil { logging.ErrLog.Fatalln("Failed to load texture. Err: ", err) } //Configure material simpleMat.DiffuseTex = tex.TexID //Movement, scale and rotation translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0)) scaleMat := gglm.NewScaleMat(gglm.NewVec3(0.25, 0.25, 0.25)) rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(0, 0, 0).AsRad())) modelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat))) simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4) //Moves objects into the cameras view updateViewMat() //Perspective/Depth projMat := gglm.Perspective(45*gglm.Deg2Rad, float32(1280)/float32(720), 0.1, 500) simpleMat.SetUnifMat4("projMat", projMat) //Lights simpleMat.SetUnifVec3("lightPos1", lightPos1) simpleMat.SetUnifVec3("lightColor1", lightColor1) } func (g *OurGame) Update() { if input.IsQuitClicked() || input.KeyClicked(sdl.K_ESCAPE) { engine.Quit() } winWidth, winHeight := g.Win.SDLWin.GetSize() projMat = gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20) simpleMat.SetUnifMat4("projMat", projMat) //Camera movement var camSpeed float32 = 15 if input.KeyDown(sdl.K_w) { camPos.Data[1] += camSpeed * timing.DT() updateViewMat() } if input.KeyDown(sdl.K_s) { camPos.Data[1] -= camSpeed * timing.DT() updateViewMat() } if input.KeyDown(sdl.K_d) { camPos.Data[0] += camSpeed * timing.DT() updateViewMat() } if input.KeyDown(sdl.K_a) { camPos.Data[0] -= camSpeed * timing.DT() updateViewMat() } if input.GetMouseWheelYNorm() > 0 { camPos.Data[2] += 1 updateViewMat() } else if input.GetMouseWheelYNorm() < 0 { camPos.Data[2] -= 1 updateViewMat() } //Rotating cubes if input.KeyDown(sdl.K_SPACE) { modelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize()) simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4) } imgui.DragFloat3("Cam Pos", &camPos.Data) } func (g *OurGame) Render() { tempModelMat := modelMat.Clone() rowSize := 100 for y := 0; y < rowSize; y++ { for x := 0; x < rowSize; x++ { tempModelMat.Translate(gglm.NewVec3(-1, 0, 0)) window.Rend.Draw(cubeMesh, tempModelMat, simpleMat) } tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0)) } g.Win.SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)")) } func (g *OurGame) FrameEnd() { } func (g *OurGame) DeInit() { g.Win.Destroy() } func main() { //Init engine err := engine.Init() if err != nil { logging.ErrLog.Fatalln("Failed to init nMage. Err:", err) } //Create window window, err = engine.CreateOpenGLWindowCentered("nMage", 1280, 720, engine.WindowFlags_RESIZABLE, rend3dgl.NewRend3DGL()) if err != nil { logging.ErrLog.Fatalln("Failed to create window. Err: ", err) } defer window.Destroy() engine.SetVSync(false) game := &OurGame{ Win: window, ImGUIInfo: nmageimgui.NewImGUI(), } engine.Run(game, window, game.ImGUIInfo) } func updateViewMat() { targetPos := camPos.Clone().Add(camForward) viewMat := gglm.LookAt(camPos, targetPos, gglm.NewVec3(0, 1, 0)) simpleMat.SetUnifMat4("viewMat", &viewMat.Mat4) }