Files
nmage/main.go

185 lines
4.1 KiB
Go
Executable File

package main
import (
"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/v4.6-core/gl"
"github.com/veandco/go-sdl2/sdl"
)
const (
winWidth = 1280
winHeight = 720
)
var (
isRunning bool = true
window *sdl.Window
simpleShader shaders.ShaderProgram
bo *buffers.BufferObject
)
func main() {
err := sdl.Init(sdl.INIT_EVERYTHING)
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)
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)
initOpenGL()
loadShaders()
loadBuffers()
simpleShader.SetAttribute("vertPos", bo, bo.VertPosBuf)
simpleShader.EnableAttribute("vertPos")
// simpleShader.SetAttribute("vertColor", bo, bo.ColorBuf)
// simpleShader.EnableAttribute("vertColor")
modelMat := gglm.NewTrMatId()
translationMat := gglm.NewTranslationMat(gglm.NewVec3(-0.5, 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)
//Game loop
for isRunning {
handleInputs()
runGameLogic()
draw()
sdl.Delay(17)
}
}
func initOpenGL() {
if err := gl.Init(); err != nil {
logging.ErrLog.Fatalln(err)
}
sdl.GLSetAttribute(sdl.MAJOR_VERSION, 4)
sdl.GLSetAttribute(sdl.MINOR_VERSION, 6)
// 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)
gl.ClearColor(0, 0, 0, 1)
sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
}
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()
}
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 handleInputs() {
input.EventLoopStart()
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
switch e := event.(type) {
case *sdl.KeyboardEvent:
input.HandleKeyboardEvent(e)
case *sdl.MouseButtonEvent:
input.HandleMouseEvent(e)
case *sdl.QuitEvent:
isRunning = false
}
}
}
func runGameLogic() {
}
func draw() {
gl.Clear(gl.COLOR_BUFFER_BIT)
simpleShader.Activate()
//DRAW
bo.Activate()
gl.DrawElements(gl.TRIANGLES, 36, gl.UNSIGNED_INT, gl.PtrOffset(0))
bo.Deactivate()
window.GLSwap()
}