mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
425 lines
12 KiB
Go
Executable File
425 lines
12 KiB
Go
Executable File
package main
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import (
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"github.com/bloeys/gglm/gglm"
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"github.com/bloeys/go-sdl-engine/buffers"
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"github.com/bloeys/go-sdl-engine/input"
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"github.com/bloeys/go-sdl-engine/logging"
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"github.com/bloeys/go-sdl-engine/res/models"
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"github.com/bloeys/go-sdl-engine/shaders"
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"github.com/go-gl/gl/v4.6-core/gl"
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"github.com/inkyblackness/imgui-go/v4"
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"github.com/veandco/go-sdl2/sdl"
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)
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//TODO:
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//Resizeable window - Done
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//Moving camera - Done
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//FIX Ortho function
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//ImGUI integration
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//Asset loading
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//Rework buffers package
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//Interleaved or packed buffers (xyzxyzxyz OR xxxyyyzzz)
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//Timing and deltatime
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type ImguiInfo struct {
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imCtx *imgui.Context
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vaoID uint32
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vboID uint32
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indexBufID uint32
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texID uint32
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}
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var (
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winWidth int32 = 1280
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winHeight int32 = 720
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isRunning bool = true
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window *sdl.Window
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simpleShader shaders.ShaderProgram
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imShader shaders.ShaderProgram
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bo *buffers.BufferObject
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modelMat = gglm.NewTrMatId()
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projMat = &gglm.Mat4{}
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imguiInfo *ImguiInfo
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)
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func main() {
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err := sdl.Init(sdl.INIT_EVERYTHING)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to init SDL. Err:", err)
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}
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window, err = sdl.CreateWindow("Go SDL Engine", sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, winWidth, winHeight, sdl.WINDOW_OPENGL|sdl.WINDOW_RESIZABLE)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
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}
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defer window.Destroy()
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glCtx, err := window.GLCreateContext()
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create OpenGL context. Err: ", err)
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}
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defer sdl.GLDeleteContext(glCtx)
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initOpenGL()
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loadShaders()
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loadBuffers()
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initImGUI()
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simpleShader.SetAttribute("vertPos", bo, bo.VertPosBuf)
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simpleShader.EnableAttribute("vertPos")
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// simpleShader.SetAttribute("vertColor", bo, bo.ColorBuf)
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// simpleShader.EnableAttribute("vertColor")
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//Movement, scale and rotation
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translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
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scaleMat := gglm.NewScaleMat(gglm.NewVec3(0.25, 0.25, 0.25))
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rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(0, 0, 0).AsRad()))
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modelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
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simpleShader.SetUnifMat4("modelMat", &modelMat.Mat4)
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//Moves objects into the cameras view
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camPos := gglm.NewVec3(0, 0, 10)
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targetPos := gglm.NewVec3(0, 0, 0)
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viewMat := gglm.LookAt(camPos, targetPos, gglm.NewVec3(0, 1, 0))
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simpleShader.SetUnifMat4("viewMat", &viewMat.Mat4)
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//Perspective/Depth
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projMat := gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20)
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simpleShader.SetUnifMat4("projMat", projMat)
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//Game loop
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for isRunning {
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handleInputs()
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runGameLogic()
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draw()
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sdl.Delay(17)
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}
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}
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func initOpenGL() {
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if err := gl.Init(); err != nil {
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logging.ErrLog.Fatalln(err)
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}
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sdl.GLSetAttribute(sdl.MAJOR_VERSION, 4)
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sdl.GLSetAttribute(sdl.MINOR_VERSION, 6)
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// R(0-255) G(0-255) B(0-255)
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sdl.GLSetAttribute(sdl.GL_RED_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_GREEN_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_BLUE_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_DOUBLEBUFFER, 1)
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sdl.GLSetAttribute(sdl.GL_DEPTH_SIZE, 24)
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sdl.GLSetAttribute(sdl.GL_STENCIL_SIZE, 8)
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gl.ClearColor(0, 0, 0, 1)
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sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
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}
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func loadShaders() {
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var err error
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simpleShader, err = shaders.NewShaderProgram()
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create new shader program. Err: ", err)
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}
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vertShader, err := shaders.LoadAndCompilerShader("./res/shaders/simple.vert.glsl", shaders.VertexShaderType)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
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}
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fragShader, err := shaders.LoadAndCompilerShader("./res/shaders/simple.frag.glsl", shaders.FragmentShaderType)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
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}
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simpleShader.AttachShader(vertShader)
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simpleShader.AttachShader(fragShader)
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simpleShader.Link()
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//ImGUI shader
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imShader, err = shaders.NewShaderProgram()
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create new shader program. Err: ", err)
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}
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imguiVertShader, err := shaders.LoadAndCompilerShader("./res/shaders/imgui.vert.glsl", shaders.VertexShaderType)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
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}
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imguiFragShader, err := shaders.LoadAndCompilerShader("./res/shaders/imgui.frag.glsl", shaders.FragmentShaderType)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
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}
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imShader.AttachShader(imguiVertShader)
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imShader.AttachShader(imguiFragShader)
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imShader.Link()
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}
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func loadBuffers() {
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vertices := []float32{
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-0.5, 0.5, 0,
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0.5, 0.5, 0,
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0.5, -0.5, 0,
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-0.5, -0.5, 0,
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}
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// colors := []float32{
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// 1, 0, 0,
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// 0, 0, 1,
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// 0, 0, 1,
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// 0, 0, 1,
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// }
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indices := []uint32{0, 1, 3, 1, 2, 3}
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//Load obj
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objInfo, err := models.LoadObj("./res/models/obj.obj")
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if err != nil {
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panic(err)
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}
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// logging.InfoLog.Printf("%v", objInfo.TriIndices)
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vertices = objInfo.VertPos
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indices = objInfo.TriIndices
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bo = buffers.NewBufferObject()
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bo.GenBuffer(vertices, buffers.BufUsageStatic, buffers.BufTypeVertPos, buffers.DataTypeVec3)
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// bo.GenBuffer(colors, buffers.BufUsageStatic, buffers.BufTypeColor, buffers.DataTypeVec3)
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bo.GenBufferUint32(indices, buffers.BufUsageStatic, buffers.BufTypeIndex, buffers.DataTypeUint32)
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}
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func initImGUI() {
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imguiInfo = &ImguiInfo{
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imCtx: imgui.CreateContext(nil),
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}
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imIO := imgui.CurrentIO()
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imIO.SetBackendFlags(imIO.GetBackendFlags() | imgui.BackendFlagsRendererHasVtxOffset)
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gl.GenVertexArrays(1, &imguiInfo.vaoID)
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gl.GenBuffers(1, &imguiInfo.vboID)
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gl.GenBuffers(1, &imguiInfo.indexBufID)
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gl.GenTextures(1, &imguiInfo.texID)
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// Upload font to gpu
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gl.BindTexture(gl.TEXTURE_2D, imguiInfo.texID)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
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image := imIO.Fonts().TextureDataAlpha8()
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(image.Width), int32(image.Height), 0, gl.RED, gl.UNSIGNED_BYTE, image.Pixels)
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// Store our identifier
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imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.texID))
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//Shader attributes
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imShader.Activate()
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imShader.EnableAttribute("Position")
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imShader.EnableAttribute("UV")
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imShader.EnableAttribute("Color")
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imShader.Deactivate()
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}
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func handleInputs() {
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input.EventLoopStart()
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for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
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switch e := event.(type) {
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case *sdl.KeyboardEvent:
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input.HandleKeyboardEvent(e)
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case *sdl.MouseButtonEvent:
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input.HandleMouseEvent(e)
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case *sdl.WindowEvent:
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if e.Type != sdl.WINDOWEVENT_RESIZED {
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continue
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}
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winWidth = e.Data1
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winHeight = e.Data2
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window.SetSize(int32(winWidth), int32(winHeight))
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projMat = gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20)
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simpleShader.SetUnifMat4("projMat", projMat)
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case *sdl.QuitEvent:
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isRunning = false
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}
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}
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}
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var time uint64 = 0
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func runGameLogic() {
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if input.KeyDown(sdl.K_w) {
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modelMat.Translate(gglm.NewVec3(0, 0, -0.1))
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}
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if input.KeyDown(sdl.K_s) {
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modelMat.Translate(gglm.NewVec3(0, 0, 0.1))
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}
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if input.KeyDown(sdl.K_d) {
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modelMat.Translate(gglm.NewVec3(0.1, 0, 0))
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}
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if input.KeyDown(sdl.K_a) {
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modelMat.Translate(gglm.NewVec3(-0.1, 0, 00))
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}
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simpleShader.SetUnifMat4("modelMat", &modelMat.Mat4)
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//ImGUI
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imIO := imgui.CurrentIO()
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imIO.SetDisplaySize(imgui.Vec2{X: float32(winWidth), Y: float32(winHeight)})
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// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
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frequency := sdl.GetPerformanceFrequency()
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currentTime := sdl.GetPerformanceCounter()
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if time > 0 {
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imIO.SetDeltaTime(float32(currentTime-time) / float32(frequency))
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} else {
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imIO.SetDeltaTime(1.0 / 60.0)
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}
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time = currentTime
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imgui.NewFrame()
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if imgui.Button("Click Me!") {
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logging.InfoLog.Println("Clicked!")
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}
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// open := true
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// imgui.ShowDemoWindow(&open)
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imgui.Render()
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}
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func draw() {
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gl.Disable(gl.SCISSOR_TEST)
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gl.Clear(gl.COLOR_BUFFER_BIT)
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simpleShader.Activate()
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//DRAW
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bo.Activate()
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gl.DrawElements(gl.TRIANGLES, 36, gl.UNSIGNED_INT, gl.PtrOffset(0))
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bo.Deactivate()
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drawUI()
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window.GLSwap()
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}
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func drawUI() {
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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fbWidth, fbHeight := window.GLGetDrawableSize()
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if fbWidth <= 0 || fbHeight <= 0 {
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return
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}
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gl.Viewport(0, 0, fbWidth, fbHeight)
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drawData := imgui.RenderedDrawData()
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drawData.ScaleClipRects(imgui.Vec2{
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X: float32(fbWidth) / float32(winWidth),
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Y: float32(fbHeight) / float32(winHeight),
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})
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
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gl.Enable(gl.BLEND)
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gl.BlendEquation(gl.FUNC_ADD)
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gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
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gl.Disable(gl.CULL_FACE)
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gl.Disable(gl.DEPTH_TEST)
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gl.Enable(gl.SCISSOR_TEST)
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gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)
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// Setup viewport, orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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// DisplayMin is typically (0,0) for single viewport apps.
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orthoProjection := [4][4]float32{
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{2.0 / float32(winWidth), 0.0, 0.0, 0.0},
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{0.0, 2.0 / -float32(winHeight), 0.0, 0.0},
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{0.0, 0.0, -1.0, 0.0},
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{-1.0, 1.0, 0.0, 1.0},
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}
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imShader.Activate()
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gl.Uniform1i(gl.GetUniformLocation(imShader.ID, gl.Str("Texture\x00")), 0)
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gl.UniformMatrix4fv(gl.GetUniformLocation(imShader.ID, gl.Str("ProjMtx"+"\x00")), 1, false, &orthoProjection[0][0])
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// orthoMat := gglm.Ortho(0, float32(winWidth), float32(winHeight), 0, 0.1, 20)
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// imShader.SetUnifMat4("ProjMtx", &orthoMat.Mat4)
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gl.BindSampler(0, 0) // Rely on combined texture/sampler state.
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// Recreate the VAO every time
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// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and
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// we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
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gl.BindVertexArray(imguiInfo.vaoID)
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gl.BindBuffer(gl.ARRAY_BUFFER, imguiInfo.vboID)
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vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := imgui.VertexBufferLayout()
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imShader.EnableAttribute("Position")
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imShader.EnableAttribute("UV")
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imShader.EnableAttribute("Color")
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gl.VertexAttribPointerWithOffset(uint32(imShader.GetAttribLoc("Position")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetPos))
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gl.VertexAttribPointerWithOffset(uint32(imShader.GetAttribLoc("UV")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetUv))
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gl.VertexAttribPointerWithOffset(uint32(imShader.GetAttribLoc("Color")), 4, gl.UNSIGNED_BYTE, true, int32(vertexSize), uintptr(vertexOffsetCol))
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indexSize := imgui.IndexBufferLayout()
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drawType := gl.UNSIGNED_SHORT
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if indexSize == 4 {
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drawType = gl.UNSIGNED_INT
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}
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// Draw
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for _, list := range drawData.CommandLists() {
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vertexBuffer, vertexBufferSize := list.VertexBuffer()
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gl.BindBuffer(gl.ARRAY_BUFFER, imguiInfo.vboID)
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gl.BufferData(gl.ARRAY_BUFFER, vertexBufferSize, vertexBuffer, gl.STREAM_DRAW)
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indexBuffer, indexBufferSize := list.IndexBuffer()
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, imguiInfo.indexBufID)
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gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, indexBufferSize, indexBuffer, gl.STREAM_DRAW)
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for _, cmd := range list.Commands() {
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if cmd.HasUserCallback() {
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cmd.CallUserCallback(list)
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} else {
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gl.BindTexture(gl.TEXTURE_2D, imguiInfo.texID)
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// gl.BindTexture(gl.TEXTURE_2D, uint32(cmd.TextureID()))
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clipRect := cmd.ClipRect()
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gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
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gl.DrawElementsBaseVertex(gl.TRIANGLES, int32(cmd.ElementCount()), uint32(drawType), gl.PtrOffset(cmd.IndexOffset()*indexSize), int32(cmd.VertexOffset()))
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}
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}
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}
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gl.BindVertexArray(imguiInfo.vaoID)
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gl.BindBuffer(gl.ARRAY_BUFFER, imguiInfo.vboID)
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, imguiInfo.indexBufID)
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}
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