Files
nmage/main.go

537 lines
15 KiB
Go
Executable File

package main
import (
"runtime"
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/go-sdl-engine/buffers"
"github.com/bloeys/go-sdl-engine/input"
"github.com/bloeys/go-sdl-engine/logging"
"github.com/bloeys/go-sdl-engine/res/models"
"github.com/bloeys/go-sdl-engine/shaders"
"github.com/go-gl/gl/v4.1-core/gl"
"github.com/inkyblackness/imgui-go/v4"
"github.com/veandco/go-sdl2/sdl"
)
//TODO:
//Abstract UI
//Asset loading
//Rework buffers package
//Interleaved or packed buffers (xyzxyzxyz OR xxxyyyzzz)
//Timing and deltatime
type ImguiInfo struct {
imCtx *imgui.Context
vaoID uint32
vboID uint32
indexBufID uint32
texID uint32
}
var (
winWidth int32 = 1280
winHeight int32 = 720
isRunning bool = true
window *sdl.Window
simpleShader shaders.ShaderProgram
imShader shaders.ShaderProgram
bo *buffers.BufferObject
modelMat = gglm.NewTrMatId()
projMat = &gglm.Mat4{}
imguiInfo *ImguiInfo
)
func main() {
runtime.LockOSThread()
err := initSDL()
if err != nil {
logging.ErrLog.Fatalln("Failed to init SDL. Err:", err)
}
window, err = sdl.CreateWindow("Go SDL Engine", sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, winWidth, winHeight, sdl.WINDOW_OPENGL|sdl.WINDOW_RESIZABLE)
if err != nil {
logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
}
defer window.Destroy()
glCtx, err := window.GLCreateContext()
if err != nil {
logging.ErrLog.Fatalln("Failed to create OpenGL context. Err: ", err)
}
defer sdl.GLDeleteContext(glCtx)
err = initOpenGL()
if err != nil {
logging.ErrLog.Fatalln(err)
}
loadShaders()
loadBuffers()
initImGUI()
simpleShader.SetAttribute("vertPos", bo, bo.VertPosBuf)
simpleShader.EnableAttribute("vertPos")
// simpleShader.SetAttribute("vertColor", bo, bo.ColorBuf)
// simpleShader.EnableAttribute("vertColor")
//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)))
simpleShader.SetUnifMat4("modelMat", &modelMat.Mat4)
//Moves objects into the cameras view
camPos := gglm.NewVec3(0, 0, 10)
targetPos := gglm.NewVec3(0, 0, 0)
viewMat := gglm.LookAt(camPos, targetPos, gglm.NewVec3(0, 1, 0))
simpleShader.SetUnifMat4("viewMat", &viewMat.Mat4)
//Perspective/Depth
projMat := gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20)
simpleShader.SetUnifMat4("projMat", projMat)
//Game loop
for isRunning {
handleInputs()
runGameLogic()
draw()
sdl.Delay(17)
}
}
func initSDL() error {
err := sdl.Init(sdl.INIT_EVERYTHING)
if err != nil {
return err
}
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_DOUBLEBUFFER, 1)
sdl.GLSetAttribute(sdl.GL_DEPTH_SIZE, 24)
sdl.GLSetAttribute(sdl.GL_STENCIL_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
return nil
}
func initOpenGL() error {
if err := gl.Init(); err != nil {
return err
}
gl.ClearColor(0, 0, 0, 1)
return nil
}
func loadShaders() {
var err error
simpleShader, err = shaders.NewShaderProgram()
if err != nil {
logging.ErrLog.Fatalln("Failed to create new shader program. Err: ", err)
}
vertShader, err := shaders.LoadAndCompilerShader("./res/shaders/simple.vert.glsl", shaders.VertexShaderType)
if err != nil {
logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
}
fragShader, err := shaders.LoadAndCompilerShader("./res/shaders/simple.frag.glsl", shaders.FragmentShaderType)
if err != nil {
logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
}
simpleShader.AttachShader(vertShader)
simpleShader.AttachShader(fragShader)
simpleShader.Link()
//ImGUI shader
imShader, err = shaders.NewShaderProgram()
if err != nil {
logging.ErrLog.Fatalln("Failed to create new shader program. Err: ", err)
}
imguiVertShader, err := shaders.LoadAndCompilerShader("./res/shaders/imgui.vert.glsl", shaders.VertexShaderType)
if err != nil {
logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
}
imguiFragShader, err := shaders.LoadAndCompilerShader("./res/shaders/imgui.frag.glsl", shaders.FragmentShaderType)
if err != nil {
logging.ErrLog.Fatalln("Failed to create new shader. Err: ", err)
}
imShader.AttachShader(imguiVertShader)
imShader.AttachShader(imguiFragShader)
imShader.Link()
}
func loadBuffers() {
vertices := []float32{
-0.5, 0.5, 0,
0.5, 0.5, 0,
0.5, -0.5, 0,
-0.5, -0.5, 0,
}
// colors := []float32{
// 1, 0, 0,
// 0, 0, 1,
// 0, 0, 1,
// 0, 0, 1,
// }
indices := []uint32{0, 1, 3, 1, 2, 3}
//Load obj
objInfo, err := models.LoadObj("./res/models/obj.obj")
if err != nil {
panic(err)
}
// logging.InfoLog.Printf("%v", objInfo.TriIndices)
vertices = objInfo.VertPos
indices = objInfo.TriIndices
bo = buffers.NewBufferObject()
bo.GenBuffer(vertices, buffers.BufUsageStatic, buffers.BufTypeVertPos, buffers.DataTypeVec3)
// bo.GenBuffer(colors, buffers.BufUsageStatic, buffers.BufTypeColor, buffers.DataTypeVec3)
bo.GenBufferUint32(indices, buffers.BufUsageStatic, buffers.BufTypeIndex, buffers.DataTypeUint32)
}
func initImGUI() {
imguiInfo = &ImguiInfo{
imCtx: imgui.CreateContext(nil),
}
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)
// Upload font to gpu
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)
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
imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.texID))
//Shader attributes
imShader.Activate()
imShader.EnableAttribute("Position")
imShader.EnableAttribute("UV")
imShader.EnableAttribute("Color")
imShader.Deactivate()
//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)
}
}
func handleInputs() {
imIO := imgui.CurrentIO()
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
switch e := event.(type) {
case *sdl.MouseWheelEvent:
var deltaX, deltaY float32
if e.X > 0 {
deltaX++
} else if e.X < 0 {
deltaX--
}
if e.Y > 0 {
deltaY++
} else if e.Y < 0 {
deltaY--
}
imIO.AddMouseWheelDelta(deltaX, deltaY)
case *sdl.KeyboardEvent:
input.HandleKeyboardEvent(e)
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.AddInputCharacters(string(e.Text[:]))
case *sdl.MouseButtonEvent:
input.HandleMouseEvent(e)
case *sdl.WindowEvent:
//NOTE: SDL is not firing window resize, but is resizing the window by itself
// if e.Type != sdl.WINDOWEVENT_SIZE_CHANGED {
// continue
// }
// winWidth = e.Data1
// winHeight = e.Data2
// window.SetSize(int32(winWidth), int32(winHeight))
// projMat = gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20)
// simpleShader.SetUnifMat4("projMat", projMat)
case *sdl.QuitEvent:
isRunning = false
}
}
currWinWidth, currWinHeight := window.GetSize()
if winWidth != currWinWidth || winHeight != currWinHeight {
handleWindowResize(currWinWidth, currWinHeight)
}
// 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.
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 handleWindowResize(newWinWidth, newWinHeight int32) {
winWidth = newWinWidth
winHeight = newWinHeight
fbWidth, fbHeight := window.GLGetDrawableSize()
if fbWidth <= 0 || fbHeight <= 0 {
return
}
gl.Viewport(0, 0, fbWidth, fbHeight)
projMat = gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20)
simpleShader.SetUnifMat4("projMat", projMat)
}
var time uint64 = 0
var name string = ""
var ambientColor gglm.Vec3
var ambientColorStrength float32 = 1
func runGameLogic() {
if input.KeyDown(sdl.K_w) {
modelMat.Translate(gglm.NewVec3(0, 0, -0.1))
}
if input.KeyDown(sdl.K_s) {
modelMat.Translate(gglm.NewVec3(0, 0, 0.1))
}
if input.KeyDown(sdl.K_d) {
modelMat.Translate(gglm.NewVec3(0.1, 0, 0))
}
if input.KeyDown(sdl.K_a) {
modelMat.Translate(gglm.NewVec3(-0.1, 0, 00))
}
simpleShader.SetUnifMat4("modelMat", &modelMat.Mat4)
//ImGUI
imIO := imgui.CurrentIO()
imIO.SetDisplaySize(imgui.Vec2{X: float32(winWidth), Y: float32(winHeight)})
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
frequency := sdl.GetPerformanceFrequency()
currentTime := sdl.GetPerformanceCounter()
if time > 0 {
imIO.SetDeltaTime(float32(currentTime-time) / float32(frequency))
} else {
imIO.SetDeltaTime(1.0 / 60.0)
}
time = currentTime
imgui.NewFrame()
if imgui.Button("Click Me!") {
logging.InfoLog.Println("Clicked!")
}
imgui.InputText("Name", &name)
if imgui.SliderFloat3("Ambient Color", &ambientColor.Data, 0, 1) {
simpleShader.SetUnifVec3("ambientLightColor", &ambientColor)
}
if imgui.SliderFloat("Ambient Color Strength", &ambientColorStrength, 0, 1) {
simpleShader.SetUnifFloat32("ambientStrength", ambientColorStrength)
}
imgui.Render()
}
func draw() {
gl.Disable(gl.SCISSOR_TEST)
gl.Clear(gl.COLOR_BUFFER_BIT)
simpleShader.Activate()
//DRAW
bo.Activate()
gl.DrawElements(gl.TRIANGLES, 36, gl.UNSIGNED_INT, gl.PtrOffset(0))
bo.Deactivate()
drawUI()
window.GLSwap()
}
func drawUI() {
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
fbWidth, fbHeight := window.GLGetDrawableSize()
if fbWidth <= 0 || fbHeight <= 0 {
return
}
drawData := imgui.RenderedDrawData()
drawData.ScaleClipRects(imgui.Vec2{
X: float32(fbWidth) / float32(winWidth),
Y: float32(fbHeight) / float32(winHeight),
})
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
gl.Enable(gl.BLEND)
gl.BlendEquation(gl.FUNC_ADD)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.Disable(gl.CULL_FACE)
gl.Disable(gl.DEPTH_TEST)
gl.Enable(gl.SCISSOR_TEST)
gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
// DisplayMin is typically (0,0) for single viewport apps.
imShader.Activate()
gl.Uniform1i(gl.GetUniformLocation(imShader.ID, gl.Str("Texture\x00")), 0)
//PERF: only update the ortho matrix on window resize
orthoMat := gglm.Ortho(0, float32(winWidth), 0, float32(winHeight), 0, 20)
imShader.SetUnifMat4("ProjMtx", &orthoMat.Mat4)
gl.BindSampler(0, 0) // Rely on combined texture/sampler state.
// Recreate the VAO every time
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and
// we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
gl.BindVertexArray(imguiInfo.vaoID)
gl.BindBuffer(gl.ARRAY_BUFFER, imguiInfo.vboID)
vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := imgui.VertexBufferLayout()
imShader.EnableAttribute("Position")
imShader.EnableAttribute("UV")
imShader.EnableAttribute("Color")
gl.VertexAttribPointerWithOffset(uint32(imShader.GetAttribLoc("Position")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetPos))
gl.VertexAttribPointerWithOffset(uint32(imShader.GetAttribLoc("UV")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetUv))
gl.VertexAttribPointerWithOffset(uint32(imShader.GetAttribLoc("Color")), 4, gl.UNSIGNED_BYTE, true, int32(vertexSize), uintptr(vertexOffsetCol))
indexSize := imgui.IndexBufferLayout()
drawType := gl.UNSIGNED_SHORT
if indexSize == 4 {
drawType = gl.UNSIGNED_INT
}
// Draw
for _, list := range drawData.CommandLists() {
vertexBuffer, vertexBufferSize := list.VertexBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, imguiInfo.vboID)
gl.BufferData(gl.ARRAY_BUFFER, vertexBufferSize, vertexBuffer, gl.STREAM_DRAW)
indexBuffer, indexBufferSize := list.IndexBuffer()
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, imguiInfo.indexBufID)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, indexBufferSize, indexBuffer, gl.STREAM_DRAW)
for _, cmd := range list.Commands() {
if cmd.HasUserCallback() {
cmd.CallUserCallback(list)
} else {
gl.BindTexture(gl.TEXTURE_2D, imguiInfo.texID)
// gl.BindTexture(gl.TEXTURE_2D, uint32(cmd.TextureID()))
clipRect := cmd.ClipRect()
gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
gl.DrawElementsBaseVertex(gl.TRIANGLES, int32(cmd.ElementCount()), uint32(drawType), gl.PtrOffset(cmd.IndexOffset()*indexSize), int32(cmd.VertexOffset()))
}
}
}
gl.BindVertexArray(imguiInfo.vaoID)
gl.BindBuffer(gl.ARRAY_BUFFER, imguiInfo.vboID)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, imguiInfo.indexBufID)
}