Files
nmage/engine/engine.go
2024-04-12 23:02:27 +04:00

272 lines
6.0 KiB
Go
Executable File

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/veandco/go-sdl2/sdl"
)
var (
isInited = false
isSdlButtonLeftDown = false
isSdlButtonMiddleDown = false
isSdlButtonRightDown = false
ImguiRelativeMouseModePosX float32
ImguiRelativeMouseModePosY float32
)
type Window struct {
SDLWin *sdl.Window
GlCtx sdl.GLContext
EventCallbacks []func(sdl.Event)
Rend renderer.Render
}
func (w *Window) handleInputs() {
input.EventLoopStart()
imIo := imgui.CurrentIO()
imguiCaptureMouse := imIo.WantCaptureMouse()
imguiCaptureKeyboard := imIo.WantCaptureKeyboard()
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
//Fire callbacks
for i := 0; i < len(w.EventCallbacks); i++ {
w.EventCallbacks[i](event)
}
//Internal processing
switch e := event.(type) {
case *sdl.MouseWheelEvent:
if !imguiCaptureMouse {
input.HandleMouseWheelEvent(e)
}
imIo.AddMouseWheelDelta(float32(e.X), float32(e.Y))
case *sdl.KeyboardEvent:
if !imguiCaptureKeyboard {
input.HandleKeyboardEvent(e)
}
imIo.AddKeyEvent(nmageimgui.SdlScancodeToImGuiKey(e.Keysym.Scancode), e.Type == sdl.KEYDOWN)
// Send modifier key updates to imgui
if e.Keysym.Sym == sdl.K_LCTRL || e.Keysym.Sym == sdl.K_RCTRL {
imIo.SetKeyCtrl(e.Type == sdl.KEYDOWN)
}
if e.Keysym.Sym == sdl.K_LSHIFT || e.Keysym.Sym == sdl.K_RSHIFT {
imIo.SetKeyShift(e.Type == sdl.KEYDOWN)
}
if e.Keysym.Sym == sdl.K_LALT || e.Keysym.Sym == sdl.K_RALT {
imIo.SetKeyAlt(e.Type == sdl.KEYDOWN)
}
if e.Keysym.Sym == sdl.K_LGUI || e.Keysym.Sym == sdl.K_RGUI {
imIo.SetKeySuper(e.Type == sdl.KEYDOWN)
}
case *sdl.TextInputEvent:
imIo.AddInputCharactersUTF8(e.GetText())
case *sdl.MouseButtonEvent:
if !imguiCaptureMouse {
input.HandleMouseBtnEvent(e)
}
isPressed := e.State == sdl.PRESSED
if e.Button == sdl.BUTTON_LEFT {
isSdlButtonLeftDown = isPressed
} else if e.Button == sdl.BUTTON_MIDDLE {
isSdlButtonMiddleDown = isPressed
} else if e.Button == sdl.BUTTON_RIGHT {
isSdlButtonRightDown = isPressed
}
case *sdl.MouseMotionEvent:
if !imguiCaptureMouse {
input.HandleMouseMotionEvent(e)
}
case *sdl.WindowEvent:
if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
w.handleWindowResize()
}
case *sdl.QuitEvent:
input.HandleQuitEvent(e)
}
}
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)
}
func (w *Window) handleWindowResize() {
fbWidth, fbHeight := w.SDLWin.GLGetDrawableSize()
if fbWidth <= 0 || fbHeight <= 0 {
return
}
gl.Viewport(0, 0, fbWidth, fbHeight)
}
func (w *Window) Destroy() error {
return w.SDLWin.Destroy()
}
func Init() error {
isInited = true
runtime.LockOSThread()
timing.Init()
err := initSDL()
return err
}
func initSDL() error {
err := sdl.Init(sdl.INIT_TIMER | sdl.INIT_VIDEO)
if err != nil {
return err
}
sdl.ShowCursor(1)
sdl.GLSetAttribute(sdl.MAJOR_VERSION, 4)
sdl.GLSetAttribute(sdl.MINOR_VERSION, 1)
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
}
func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
return createWindow(title, x, y, width, height, WindowFlags_OPENGL|flags, rend)
}
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)
}
func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
assert.T(isInited, "engine.Init() was not called!")
sdlWin, err := sdl.CreateWindow(title, x, y, width, height, uint32(flags))
if err != nil {
return nil, err
}
win := &Window{
SDLWin: sdlWin,
EventCallbacks: make([]func(sdl.Event), 0),
Rend: rend,
}
win.GlCtx, err = sdlWin.GLCreateContext()
if err != nil {
return nil, err
}
err = initOpenGL()
if err != nil {
return nil, err
}
return win, err
}
func initOpenGL() error {
if err := gl.Init(); err != nil {
return err
}
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) {
if enabled {
sdl.GLSetSwapInterval(1)
} else {
sdl.GLSetSwapInterval(0)
}
}
func SetMSAA(isEnabled bool) {
if isEnabled {
gl.Enable(gl.MULTISAMPLE)
} else {
gl.Disable(gl.MULTISAMPLE)
}
}