Files
nmage/main.go

471 lines
14 KiB
Go
Executable File

package main
import (
"fmt"
"runtime"
"github.com/bloeys/assimp-go/asig"
"github.com/bloeys/gglm/gglm"
"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/timing"
"github.com/go-gl/gl/v4.1-core/gl"
"github.com/inkyblackness/imgui-go/v4"
"github.com/veandco/go-sdl2/sdl"
)
//TODO: Tasks:
//Engine loop
//Proper rendering setup
//Flesh out the material system
//Object
//Abstract UI
//Textures
//Audio
//Low Priority:
// Proper Asset loading
// Rework buffers package
// Interleaved or packed buffers (xyzxyzxyz OR xxxyyyzzz)
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 *engine.Window
simpleMat *materials.Material
imguiMat *materials.Material
cubeMesh *meshes.Mesh
modelMat = gglm.NewTrMatId()
projMat = &gglm.Mat4{}
imguiInfo *ImguiInfo
camPos = gglm.NewVec3(0, 0, -10)
camForward = gglm.NewVec3(0, 0, 1)
)
func main() {
runtime.LockOSThread()
//Init engine
err := engine.Init()
if err != nil {
logging.ErrLog.Fatalln("Failed to init nMage. Err:", err)
}
//Create window
window, err = engine.CreateOpenGLWindowCentered("nMage", winWidth, winHeight, engine.WindowFlags_RESIZABLE)
if err != nil {
logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
}
defer window.Destroy()
engine.SetVSync(false)
//Create materials
simpleMat = materials.NewMaterial("Simple Mat", "./res/shaders/simple")
imguiMat = materials.NewMaterial("ImGUI Mat", "./res/shaders/imgui")
//Load meshes
cubeMesh, err = meshes.NewMesh("Cube", "./res/models/color-cube.fbx", asig.PostProcess(0))
if err != nil {
logging.ErrLog.Fatalln("Failed to load cube mesh. Err: ", err)
}
initImGUI()
//Enable vertex attributes
simpleMat.SetAttribute("vertPosIn", cubeMesh.BufObj, cubeMesh.BufObj.VertPosBuf)
simpleMat.EnableAttribute("vertPosIn")
simpleMat.SetAttribute("vertColorIn", cubeMesh.BufObj, cubeMesh.BufObj.ColorBuf)
simpleMat.EnableAttribute("vertColorIn")
simpleMat.SetAttribute("vertNormalIn", cubeMesh.BufObj, cubeMesh.BufObj.NormalBuf)
simpleMat.EnableAttribute("vertNormalIn")
//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(winWidth)/float32(winHeight), 0.1, 500)
simpleMat.SetUnifMat4("projMat", projMat)
//Lights
simpleMat.SetUnifVec3("lightPos1", &lightPos1)
simpleMat.SetUnifVec3("lightColor1", &lightColor1)
//Game loop
for isRunning {
timing.FrameStarted()
handleInputs()
runGameLogic()
draw()
timing.FrameEnded()
window.SDLWin.SetTitle(fmt.Sprintf("FPS: %.0f; Elapsed: %v", 1/timing.DT(), timing.ElapsedTime()))
}
}
func updateViewMat() {
targetPos := camPos.Clone().Add(camForward)
viewMat := gglm.LookAt(camPos, targetPos, gglm.NewVec3(0, 1, 0))
simpleMat.SetUnifMat4("viewMat", &viewMat.Mat4)
}
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
imguiMat.Bind()
imguiMat.EnableAttribute("Position")
imguiMat.EnableAttribute("UV")
imguiMat.EnableAttribute("Color")
imguiMat.UnBind()
//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() {
input.EventLoopStart()
imIO := imgui.CurrentIO()
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
switch e := event.(type) {
case *sdl.MouseWheelEvent:
input.HandleMouseWheelEvent(e)
xDelta, yDelta := input.GetMouseWheelMotion()
imIO.AddMouseWheelDelta(float32(xDelta), float32(yDelta))
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.HandleMouseBtnEvent(e)
case *sdl.MouseMotionEvent:
input.HandleMouseMotionEvent(e)
case *sdl.QuitEvent:
isRunning = false
}
}
currWinWidth, currWinHeight := window.SDLWin.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.SDLWin.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)
simpleMat.SetUnifMat4("projMat", projMat)
}
var time uint64 = 0
var name string = ""
var ambientColor gglm.Vec3 = *gglm.NewVec3(1, 1, 1)
var ambientColorStrength float32 = 0.1
var lightPos1 gglm.Vec3 = *gglm.NewVec3(2, 2, 0)
var lightColor1 gglm.Vec3 = *gglm.NewVec3(1, 1, 1)
func runGameLogic() {
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()
}
modelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
simpleMat.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.SliderFloat3("Ambient Color", &ambientColor.Data, 0, 1) {
simpleMat.SetUnifVec3("ambientLightColor", &ambientColor)
}
if imgui.SliderFloat("Ambient Color Strength", &ambientColorStrength, 0, 1) {
simpleMat.SetUnifFloat32("ambientStrength", ambientColorStrength)
}
if imgui.SliderFloat3("Light Pos 1", &lightPos1.Data, -10, 10) {
simpleMat.SetUnifVec3("lightPos1", &lightPos1)
}
if imgui.SliderFloat3("Light Color 1", &lightColor1.Data, 0, 1) {
simpleMat.SetUnifVec3("lightColor1", &lightColor1)
}
imgui.Render()
}
func draw() {
simpleMat.Bind()
cubeMesh.BufObj.Bind()
tempModelMat := modelMat.Clone()
rowSize := 10
for y := 0; y < rowSize; y++ {
for x := 0; x < rowSize; x++ {
simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(-1, 0, 0)).Mat4)
gl.DrawElements(gl.TRIANGLES, int32(cubeMesh.BufObj.IndexBuf.DataLen), gl.UNSIGNED_INT, gl.PtrOffset(0))
}
simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0)).Mat4)
}
simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
cubeMesh.BufObj.UnBind()
drawUI()
window.SDLWin.GLSwap()
//Reset imgui changes before next draw
gl.Disable(gl.SCISSOR_TEST)
gl.Enable(gl.CULL_FACE)
gl.Enable(gl.DEPTH_TEST)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
}
func drawUI() {
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
fbWidth, fbHeight := window.SDLWin.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.
imguiMat.Bind()
gl.Uniform1i(gl.GetUniformLocation(imguiMat.ShaderProg.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)
imguiMat.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()
imguiMat.EnableAttribute("Position")
imguiMat.EnableAttribute("UV")
imguiMat.EnableAttribute("Color")
gl.VertexAttribPointerWithOffset(uint32(imguiMat.GetAttribLoc("Position")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetPos))
gl.VertexAttribPointerWithOffset(uint32(imguiMat.GetAttribLoc("UV")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetUv))
gl.VertexAttribPointerWithOffset(uint32(imguiMat.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)
}