mirror of
https://github.com/bloeys/nmage.git
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439 lines
12 KiB
Go
Executable File
439 lines
12 KiB
Go
Executable File
package main
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import (
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"fmt"
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"runtime"
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imgui "github.com/AllenDang/cimgui-go"
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"github.com/bloeys/gglm/gglm"
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"github.com/bloeys/nmage/assets"
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"github.com/bloeys/nmage/camera"
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"github.com/bloeys/nmage/engine"
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"github.com/bloeys/nmage/entity"
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"github.com/bloeys/nmage/input"
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"github.com/bloeys/nmage/logging"
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"github.com/bloeys/nmage/materials"
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"github.com/bloeys/nmage/meshes"
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"github.com/bloeys/nmage/registry"
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"github.com/bloeys/nmage/renderer/rend3dgl"
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"github.com/bloeys/nmage/timing"
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nmageimgui "github.com/bloeys/nmage/ui/imgui"
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"github.com/go-gl/gl/v4.1-core/gl"
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"github.com/veandco/go-sdl2/sdl"
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)
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// @Todo:
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// Integrate physx
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// Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
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// Renderer batching
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// Scene graph
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// Separate engine loop from rendering loop? or leave it to the user?
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// Abstract keys enum away from sdl
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// Proper Asset loading
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// Frustum culling
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// Material system editor with fields automatically extracted from the shader
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const (
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camSpeed = 15
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mouseSensitivity = 0.5
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unscaledWindowWidth = 1280
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unscaledWindowHeight = 720
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)
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var (
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window *engine.Window
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pitch float32 = 0
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yaw float32 = -90
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cam *camera.Camera
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simpleMat *materials.Material
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skyboxMat *materials.Material
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chairMesh *meshes.Mesh
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cubeMesh *meshes.Mesh
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skyboxMesh *meshes.Mesh
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cubeModelMat = gglm.NewTrMatId()
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lightPos1 = gglm.NewVec3(-2, 0, 2)
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lightColor1 = gglm.NewVec3(1, 1, 1)
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debugDepthMat *materials.Material
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debugDrawDepthBuffer bool
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skyboxCmap assets.Cubemap
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dpiScaling float32
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)
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type OurGame struct {
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Win *engine.Window
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ImGUIInfo nmageimgui.ImguiInfo
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}
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type TransformComp struct {
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entity.BaseComp
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Pos *gglm.Vec3
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Rot *gglm.Quat
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Scale *gglm.Vec3
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}
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func (t *TransformComp) Name() string {
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return "Transform Component"
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}
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func Test() {
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// lvl := level.NewLevel("test level")
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testRegistry := registry.NewRegistry[int](100)
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e1, e1Handle := testRegistry.New()
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e1CompContainer := entity.NewCompContainer()
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fmt.Printf("Entity 1: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e1, e1Handle, e1Handle.Index(), e1Handle.Generation(), e1Handle.Flags())
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trComp := entity.GetComp[*TransformComp](&e1CompContainer)
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fmt.Println("Get comp before adding any:", trComp)
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entity.AddComp(e1Handle, &e1CompContainer, &TransformComp{
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Pos: gglm.NewVec3(0, 0, 0),
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Rot: gglm.NewQuatEulerXYZ(0, 0, 0),
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Scale: gglm.NewVec3(0, 0, 0),
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})
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trComp = entity.GetComp[*TransformComp](&e1CompContainer)
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fmt.Println("Get transform comp:", trComp)
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e2, e2Handle := testRegistry.New()
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e3, e3Handle := testRegistry.New()
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e4, e4Handle := testRegistry.New()
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fmt.Printf("Entity 2: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e2, e2Handle, e2Handle.Index(), e2Handle.Generation(), e2Handle.Flags())
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fmt.Printf("Entity 3: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e3, e3Handle, e3Handle.Index(), e3Handle.Generation(), e3Handle.Flags())
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fmt.Printf("Entity 4: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e4, e4Handle, e4Handle.Index(), e4Handle.Generation(), e4Handle.Flags())
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*e2 = 1000
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fmt.Printf("Entity 2 value after registry get: %+v\n", *testRegistry.Get(e2Handle))
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testRegistry.Free(e2Handle)
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fmt.Printf("Entity 2 value after free: %+v\n", testRegistry.Get(e2Handle))
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e5, e5Handle := testRegistry.New()
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fmt.Printf("Entity 5: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e5, e5Handle, e5Handle.Index(), e5Handle.Generation(), e5Handle.Flags())
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}
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func main() {
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// Test()
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// return
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//Init engine
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err := engine.Init()
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if err != nil {
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logging.ErrLog.Fatalln("Failed to init nMage. Err:", err)
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}
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//Create window
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dpiScaling = getDpiScaling(unscaledWindowWidth, unscaledWindowHeight)
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window, err = engine.CreateOpenGLWindowCentered("nMage", int32(unscaledWindowWidth*dpiScaling), int32(unscaledWindowHeight*dpiScaling), engine.WindowFlags_RESIZABLE, rend3dgl.NewRend3DGL())
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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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engine.SetVSync(false)
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game := &OurGame{
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Win: window,
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ImGUIInfo: nmageimgui.NewImGui(),
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}
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window.EventCallbacks = append(window.EventCallbacks, game.handleWindowEvents)
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engine.Run(game, window, game.ImGUIInfo)
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}
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func (g *OurGame) handleWindowEvents(e sdl.Event) {
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switch e := e.(type) {
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case *sdl.WindowEvent:
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if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
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width := e.Data1
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height := e.Data2
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cam.AspectRatio = float32(width) / float32(height)
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cam.Update()
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simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
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debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
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}
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}
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}
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func getDpiScaling(unscaledWindowWidth, unscaledWindowHeight int32) float32 {
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// Great read on DPI here: https://nlguillemot.wordpress.com/2016/12/11/high-dpi-rendering/
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// The no-scaling DPI on different platforms (e.g. when scale=100% on windows)
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var defaultDpi float32 = 96
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if runtime.GOOS == "windows" {
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defaultDpi = 96
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} else if runtime.GOOS == "darwin" {
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defaultDpi = 72
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}
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// Current DPI of the monitor
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_, dpiHorizontal, _, err := sdl.GetDisplayDPI(0)
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if err != nil {
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dpiHorizontal = defaultDpi
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fmt.Printf("Failed to get DPI with error '%s'. Using default DPI of '%f'\n", err.Error(), defaultDpi)
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}
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// Scaling factor (e.g. will be 1.25 for 125% scaling on windows)
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dpiScaling := dpiHorizontal / defaultDpi
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fmt.Printf(
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"Default DPI=%f\nHorizontal DPI=%f\nDPI scaling=%f\nUnscaled window size (width, height)=(%d, %d)\nScaled window size (width, height)=(%d, %d)\n\n",
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defaultDpi,
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dpiHorizontal,
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dpiScaling,
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unscaledWindowWidth, unscaledWindowHeight,
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int32(float32(unscaledWindowWidth)*dpiScaling), int32(float32(unscaledWindowHeight)*dpiScaling),
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)
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return dpiScaling
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}
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func (g *OurGame) Init() {
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var err error
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//Create materials
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simpleMat = materials.NewMaterial("Simple mat", "./res/shaders/simple.glsl")
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debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
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skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
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//Load meshes
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cubeMesh, err = meshes.NewMesh("Cube", "./res/models/tex-cube.fbx", 0)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
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}
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chairMesh, err = meshes.NewMesh("Chair", "./res/models/chair.fbx", 0)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
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}
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skyboxMesh, err = meshes.NewMesh("Skybox", "./res/models/skybox-cube.obj", 0)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
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}
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//Load textures
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tex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", nil)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
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}
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skyboxCmap, err = assets.LoadCubemapTextures(
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"./res/textures/sb-right.jpg", "./res/textures/sb-left.jpg",
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"./res/textures/sb-top.jpg", "./res/textures/sb-bottom.jpg",
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"./res/textures/sb-front.jpg", "./res/textures/sb-back.jpg",
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)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
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}
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// Configure materials
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simpleMat.DiffuseTex = tex.TexID
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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(1, 1, 1))
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rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(-90, -90, 0).AsRad()))
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cubeModelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
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// Camera
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winWidth, winHeight := g.Win.SDLWin.GetSize()
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cam = camera.NewPerspective(
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gglm.NewVec3(0, 0, 10),
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gglm.NewVec3(0, 0, -1),
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gglm.NewVec3(0, 1, 0),
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0.1, 200,
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45*gglm.Deg2Rad,
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float32(winWidth)/float32(winHeight),
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)
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simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
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debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
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updateViewMat()
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//Lights
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simpleMat.SetUnifVec3("lightPos1", lightPos1)
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simpleMat.SetUnifVec3("lightColor1", lightColor1)
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}
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func (g *OurGame) Update() {
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if input.IsQuitClicked() || input.KeyClicked(sdl.K_ESCAPE) {
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engine.Quit()
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}
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g.updateCameraLookAround()
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g.updateCameraPos()
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imgui.ShowDemoWindow()
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//Rotating cubes
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if input.KeyDown(sdl.K_SPACE) {
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cubeModelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
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}
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imgui.Begin("Debug controls")
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if imgui.DragFloat3("Cam Pos", &cam.Pos.Data) {
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updateViewMat()
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}
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if imgui.DragFloat3("Cam Forward", &cam.Forward.Data) {
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updateViewMat()
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}
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if imgui.DragFloat3("Light Pos 1", &lightPos1.Data) {
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simpleMat.SetUnifVec3("lightPos1", lightPos1)
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}
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if imgui.DragFloat3("Light Color 1", &lightColor1.Data) {
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simpleMat.SetUnifVec3("lightColor1", lightColor1)
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}
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imgui.Checkbox("Debug depth buffer", &debugDrawDepthBuffer)
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imgui.End()
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if input.KeyClicked(sdl.K_F4) {
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fmt.Printf("Pos: %s; Forward: %s; |Forward|: %f\n", cam.Pos.String(), cam.Forward.String(), cam.Forward.Mag())
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}
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g.Win.SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
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}
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func (g *OurGame) updateCameraLookAround() {
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mouseX, mouseY := input.GetMouseMotion()
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if (mouseX == 0 && mouseY == 0) || !input.MouseDown(sdl.BUTTON_RIGHT) {
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return
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}
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// Yaw
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yaw += float32(mouseX) * mouseSensitivity * timing.DT()
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// Pitch
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pitch += float32(-mouseY) * mouseSensitivity * timing.DT()
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if pitch > 89.0 {
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pitch = 89.0
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}
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if pitch < -89.0 {
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pitch = -89.0
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}
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// Update cam forward
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cam.UpdateRotation(pitch, yaw)
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updateViewMat()
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}
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func (g *OurGame) updateCameraPos() {
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update := false
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var camSpeedScale float32 = 1.0
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if input.KeyDown(sdl.K_LSHIFT) {
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camSpeedScale = 2
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}
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// Forward and backward
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if input.KeyDown(sdl.K_w) {
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cam.Pos.Add(cam.Forward.Clone().Scale(camSpeed * camSpeedScale * timing.DT()))
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update = true
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} else if input.KeyDown(sdl.K_s) {
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cam.Pos.Add(cam.Forward.Clone().Scale(-camSpeed * camSpeedScale * timing.DT()))
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update = true
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}
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// Left and right
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if input.KeyDown(sdl.K_d) {
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cam.Pos.Add(gglm.Cross(&cam.Forward, &cam.WorldUp).Normalize().Scale(camSpeed * camSpeedScale * timing.DT()))
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update = true
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} else if input.KeyDown(sdl.K_a) {
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cam.Pos.Add(gglm.Cross(&cam.Forward, &cam.WorldUp).Normalize().Scale(-camSpeed * camSpeedScale * timing.DT()))
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update = true
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}
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if update {
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updateViewMat()
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}
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}
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func (g *OurGame) Render() {
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matToUse := simpleMat
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if debugDrawDepthBuffer {
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matToUse = debugDepthMat
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}
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tempModelMatrix := cubeModelMat.Clone()
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window.Rend.Draw(chairMesh, tempModelMatrix, matToUse)
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rowSize := 1
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for y := 0; y < rowSize; y++ {
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for x := 0; x < rowSize; x++ {
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tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
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window.Rend.Draw(cubeMesh, tempModelMatrix, matToUse)
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}
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tempModelMatrix.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
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}
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g.DrawSkybox()
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}
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func (g *OurGame) DrawSkybox() {
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gl.Disable(gl.CULL_FACE)
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gl.DepthFunc(gl.LEQUAL)
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skyboxMesh.Buf.Bind()
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skyboxMat.Bind()
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_CUBE_MAP, skyboxCmap.TexID)
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viewMat := cam.ViewMat.Clone()
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viewMat.Set(0, 3, 0)
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viewMat.Set(1, 3, 0)
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viewMat.Set(2, 3, 0)
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viewMat.Set(3, 0, 0)
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viewMat.Set(3, 1, 0)
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viewMat.Set(3, 2, 0)
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viewMat.Set(3, 3, 0)
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skyboxMat.SetUnifMat4("viewMat", viewMat)
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skyboxMat.SetUnifMat4("projMat", &cam.ProjMat)
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// window.Rend.Draw(cubeMesh, gglm.NewTrMatId(), skyboxMat)
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for i := 0; i < len(skyboxMesh.SubMeshes); i++ {
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gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, skyboxMesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(skyboxMesh.SubMeshes[i].BaseIndex), skyboxMesh.SubMeshes[i].BaseVertex)
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}
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gl.DepthFunc(gl.LESS)
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gl.Enable(gl.CULL_FACE)
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}
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func (g *OurGame) FrameEnd() {
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}
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func (g *OurGame) DeInit() {
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g.Win.Destroy()
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}
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func updateViewMat() {
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cam.Update()
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simpleMat.SetUnifMat4("viewMat", &cam.ViewMat)
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debugDepthMat.SetUnifMat4("viewMat", &cam.ViewMat)
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}
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