Files
nmage/main.go

264 lines
6.1 KiB
Go
Executable File

package main
import (
"fmt"
"github.com/bloeys/assimp-go/asig"
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/assets"
"github.com/bloeys/nmage/camera"
"github.com/bloeys/nmage/engine"
"github.com/bloeys/nmage/entity"
"github.com/bloeys/nmage/input"
"github.com/bloeys/nmage/level"
"github.com/bloeys/nmage/logging"
"github.com/bloeys/nmage/materials"
"github.com/bloeys/nmage/meshes"
"github.com/bloeys/nmage/renderer/rend3dgl"
"github.com/bloeys/nmage/timing"
nmageimgui "github.com/bloeys/nmage/ui/imgui"
"github.com/inkyblackness/imgui-go/v4"
"github.com/veandco/go-sdl2/sdl"
)
// @Todo:
// Complete entity registry (e.g. HasEntity, GetEntity, Generational Indices etc...)
// Helper functions to update active entities
// Integrate physx
// Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
// Renderer batching
// Scene graph
// Separate engine loop from rendering loop? or leave it to the user?
// Abstract keys enum away from sdl
// Proper Asset loading
// Frustum culling
// Material system editor with fields automatically extracted from the shader
var (
window *engine.Window
cam *camera.Camera
simpleMat *materials.Material
cubeMesh *meshes.Mesh
modelMat = gglm.NewTrMatId()
lightPos1 = gglm.NewVec3(2, 2, 0)
lightColor1 = gglm.NewVec3(1, 1, 1)
)
type OurGame struct {
Win *engine.Window
ImGUIInfo nmageimgui.ImguiInfo
}
type TransformComp struct {
Pos *gglm.Vec3
Rot *gglm.Quat
Scale *gglm.Vec3
}
func (t TransformComp) Name() string {
return "Transform Component"
}
func Test() {
lvl := level.NewLevel("test level", 1000)
e1 := lvl.Registry.NewEntity()
trComp := entity.GetComp[*TransformComp](e1)
fmt.Println("Got comp 1:", trComp)
e1.Comps = append(e1.Comps, &TransformComp{
Pos: gglm.NewVec3(0, 0, 0),
Rot: gglm.NewQuatEulerXYZ(0, 0, 0),
Scale: gglm.NewVec3(0, 0, 0),
}, &TransformComp{
Pos: gglm.NewVec3(0, 0, 0),
Rot: gglm.NewQuatEulerXYZ(0, 0, 0),
Scale: gglm.NewVec3(1, 1, 1),
})
trComp = entity.GetComp[*TransformComp](e1)
fmt.Println("Got comp 2:", trComp)
trComps := entity.GetAllCompOfType[*TransformComp](e1)
fmt.Printf("Got comp 3: %+v, %+v\n", trComps[0], trComps[1])
fmt.Printf("Entity: %+v\n", e1)
fmt.Printf("Entity: %+v\n", lvl.Registry.NewEntity())
fmt.Printf("Entity: %+v\n", lvl.Registry.NewEntity())
fmt.Printf("Entity: %+v\n", lvl.Registry.NewEntity())
}
func main() {
// Test()
// return
//Init engine
err := engine.Init()
if err != nil {
logging.ErrLog.Fatalln("Failed to init nMage. Err:", err)
}
//Create window
window, err = engine.CreateOpenGLWindowCentered("nMage", 1280, 720, engine.WindowFlags_RESIZABLE, rend3dgl.NewRend3DGL())
if err != nil {
logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
}
defer window.Destroy()
engine.SetVSync(false)
game := &OurGame{
Win: window,
ImGUIInfo: nmageimgui.NewImGUI(),
}
window.EventCallbacks = append(window.EventCallbacks, game.handleWindowEvents)
engine.Run(game, window, game.ImGUIInfo)
}
func (g *OurGame) handleWindowEvents(e sdl.Event) {
switch e := e.(type) {
case *sdl.WindowEvent:
if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
width := e.Data1
height := e.Data2
cam.AspectRatio = float32(width) / float32(height)
cam.Update()
simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
}
}
}
func (g *OurGame) Init() {
//Create materials
simpleMat = materials.NewMaterial("Simple Mat", "./res/shaders/simple.glsl")
//Load meshes
var err error
cubeMesh, err = meshes.NewMesh("Cube", "./res/models/tex-cube.fbx", asig.PostProcess(0))
if err != nil {
logging.ErrLog.Fatalln("Failed to load cube mesh. Err: ", err)
}
//Load textures
tex, err := assets.LoadTexturePNG("./res/textures/Low poly planet.png", nil)
if err != nil {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
}
//Configure material
simpleMat.DiffuseTex = tex.TexID
//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)
// Camera
winWidth, winHeight := g.Win.SDLWin.GetSize()
cam = camera.NewPerspective(
gglm.NewVec3(0, 0, -10),
gglm.NewVec3(0, 0, -9),
gglm.NewVec3(0, 1, 0),
0.1, 20,
45*gglm.Deg2Rad,
float32(winWidth)/float32(winHeight),
)
simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
updateViewMat()
//Lights
simpleMat.SetUnifVec3("lightPos1", lightPos1)
simpleMat.SetUnifVec3("lightColor1", lightColor1)
}
func (g *OurGame) Update() {
if input.IsQuitClicked() || input.KeyClicked(sdl.K_ESCAPE) {
engine.Quit()
}
//Camera movement
var camSpeed float32 = 15
if input.KeyDown(sdl.K_w) {
cam.Pos.AddY(camSpeed * timing.DT())
updateViewMat()
}
if input.KeyDown(sdl.K_s) {
cam.Pos.AddY(-camSpeed * timing.DT())
updateViewMat()
}
if input.KeyDown(sdl.K_d) {
cam.Pos.AddX(camSpeed * timing.DT())
updateViewMat()
}
if input.KeyDown(sdl.K_a) {
cam.Pos.AddX(-camSpeed * timing.DT())
updateViewMat()
}
if input.GetMouseWheelYNorm() > 0 {
cam.Pos.AddZ(1)
updateViewMat()
} else if input.GetMouseWheelYNorm() < 0 {
cam.Pos.AddZ(-1)
updateViewMat()
}
//Rotating cubes
if input.KeyDown(sdl.K_SPACE) {
modelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
}
imgui.DragFloat3("Cam Pos", &cam.Pos.Data)
}
func (g *OurGame) Render() {
tempModelMat := modelMat.Clone()
rowSize := 100
for y := 0; y < rowSize; y++ {
for x := 0; x < rowSize; x++ {
tempModelMat.Translate(gglm.NewVec3(-1, 0, 0))
window.Rend.Draw(cubeMesh, tempModelMat, simpleMat)
}
tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
}
g.Win.SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
}
func (g *OurGame) FrameEnd() {
}
func (g *OurGame) DeInit() {
g.Win.Destroy()
}
func updateViewMat() {
target := cam.Pos.Clone()
target.AddZ(1)
cam.Target = *target
cam.Update()
simpleMat.SetUnifMat4("viewMat", &cam.ViewMat)
}