Files
nmage/engine/engine.go

316 lines
8.5 KiB
Go
Executable File

package engine
import (
"image"
"image/color"
"runtime"
imgui "github.com/AllenDang/cimgui-go"
"github.com/bloeys/nmage/assert"
"github.com/bloeys/nmage/assets"
"github.com/bloeys/nmage/input"
"github.com/bloeys/nmage/renderer"
"github.com/bloeys/nmage/timing"
nmageimgui "github.com/bloeys/nmage/ui/imgui"
"github.com/go-gl/gl/v4.1-core/gl"
"github.com/veandco/go-sdl2/sdl"
)
var (
isInited = false
isSdlButtonLeftDown = false
isSdlButtonMiddleDown = false
isSdlButtonRightDown = false
ImguiRelativeMouseModePosX float32
ImguiRelativeMouseModePosY float32
)
type Window struct {
SDLWin *sdl.Window
GlCtx sdl.GLContext
EventCallbacks []func(sdl.Event)
Rend renderer.Render
}
func (w *Window) handleInputs() {
imIo := imgui.CurrentIO()
imguiCaptureMouse := imIo.WantCaptureMouse()
imguiCaptureKeyboard := imIo.WantCaptureKeyboard()
input.EventLoopStart(imguiCaptureMouse, imguiCaptureKeyboard)
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
//Fire callbacks
for i := 0; i < len(w.EventCallbacks); i++ {
w.EventCallbacks[i](event)
}
//Internal processing
switch e := event.(type) {
case *sdl.MouseWheelEvent:
input.HandleMouseWheelEvent(e)
imIo.AddMouseWheelDelta(float32(e.X), float32(e.Y))
case *sdl.KeyboardEvent:
input.HandleKeyboardEvent(e)
// Send modifier key updates to imgui (based on the imgui SDL backend)
imIo.AddKeyEvent(imgui.ModCtrl, e.Keysym.Mod&sdl.KMOD_CTRL != 0)
imIo.AddKeyEvent(imgui.ModShift, e.Keysym.Mod&sdl.KMOD_SHIFT != 0)
imIo.AddKeyEvent(imgui.ModAlt, e.Keysym.Mod&sdl.KMOD_ALT != 0)
imIo.AddKeyEvent(imgui.ModSuper, e.Keysym.Mod&sdl.KMOD_GUI != 0)
imIo.AddKeyEvent(nmageimgui.SdlScancodeToImGuiKey(e.Keysym.Scancode), e.Type == sdl.KEYDOWN)
case *sdl.TextInputEvent:
imIo.AddInputCharactersUTF8(e.GetText())
case *sdl.MouseButtonEvent:
input.HandleMouseBtnEvent(e)
isPressed := e.State == sdl.PRESSED
if e.Button == sdl.BUTTON_LEFT {
isSdlButtonLeftDown = isPressed
} else if e.Button == sdl.BUTTON_MIDDLE {
isSdlButtonMiddleDown = isPressed
} else if e.Button == sdl.BUTTON_RIGHT {
isSdlButtonRightDown = isPressed
}
case *sdl.MouseMotionEvent:
input.HandleMouseMotionEvent(e)
case *sdl.WindowEvent:
if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
w.handleWindowResize()
}
case *sdl.QuitEvent:
input.HandleQuitEvent(e)
}
}
if sdl.GetRelativeMouseMode() {
imIo.SetMousePos(imgui.Vec2{X: ImguiRelativeMouseModePosX, Y: ImguiRelativeMouseModePosY})
} else {
x, y, _ := sdl.GetMouseState()
imIo.SetMousePos(imgui.Vec2{X: float32(x), Y: float32(y)})
}
// 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.
imIo.SetMouseButtonDown(imgui.MouseButtonLeft, isSdlButtonLeftDown)
imIo.SetMouseButtonDown(imgui.MouseButtonRight, isSdlButtonRightDown)
imIo.SetMouseButtonDown(imgui.MouseButtonMiddle, isSdlButtonMiddleDown)
}
func (w *Window) handleWindowResize() {
fbWidth, fbHeight := w.SDLWin.GLGetDrawableSize()
if fbWidth <= 0 || fbHeight <= 0 {
return
}
gl.Viewport(0, 0, fbWidth, fbHeight)
}
func (w *Window) Destroy() error {
return w.SDLWin.Destroy()
}
func Init() error {
isInited = true
runtime.LockOSThread()
timing.Init()
err := initSDL()
return err
}
func initSDL() error {
err := sdl.Init(sdl.INIT_TIMER | sdl.INIT_VIDEO)
if err != nil {
return err
}
sdl.ShowCursor(1)
sdl.GLSetAttribute(sdl.MAJOR_VERSION, 4)
sdl.GLSetAttribute(sdl.MINOR_VERSION, 1)
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_ALPHA_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_FRAMEBUFFER_SRGB_CAPABLE, 1)
// Allows us to do MSAA
sdl.GLSetAttribute(sdl.GL_MULTISAMPLEBUFFERS, 1)
sdl.GLSetAttribute(sdl.GL_MULTISAMPLESAMPLES, 4)
sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
return nil
}
func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (Window, error) {
return createWindow(title, x, y, width, height, WindowFlags_OPENGL|flags, rend)
}
func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags, rend renderer.Render) (Window, error) {
return createWindow(title, sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, width, height, WindowFlags_OPENGL|flags, rend)
}
func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (Window, error) {
assert.T(isInited, "engine.Init() was not called!")
win := Window{
SDLWin: nil,
EventCallbacks: make([]func(sdl.Event), 0),
Rend: rend,
}
var err error
win.SDLWin, err = sdl.CreateWindow(title, x, y, width, height, uint32(flags))
if err != nil {
return win, err
}
win.GlCtx, err = win.SDLWin.GLCreateContext()
if err != nil {
return win, err
}
err = initOpenGL()
if err != nil {
return win, err
}
setupDefaultTextures()
// Get rid of the blinding white startup screen (unfortunately there is still one frame of white)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
win.SDLWin.GLSwap()
return win, err
}
func initOpenGL() error {
if err := gl.Init(); err != nil {
return err
}
gl.Enable(gl.DEPTH_TEST)
gl.Enable(gl.STENCIL_TEST)
gl.Enable(gl.CULL_FACE)
gl.CullFace(gl.BACK)
gl.FrontFace(gl.CCW)
gl.Enable(gl.BLEND)
gl.Enable(gl.MULTISAMPLE)
gl.Enable(gl.FRAMEBUFFER_SRGB)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.ClearColor(0, 0, 0, 1)
return nil
}
func setupDefaultTextures() error {
// 1x1 black texture
defaultBlackImg := image.NewNRGBA(image.Rect(0, 0, 1, 1))
defaultBlackImg.Set(0, 0, color.NRGBA{R: 0, G: 0, B: 0, A: 1})
defaultBlackImgTex, err := assets.LoadTextureInMemPngImg(defaultBlackImg, &assets.TextureLoadOptions{NoSrgba: true})
if err != nil {
return err
}
assets.DefaultBlackTexId = defaultBlackImgTex
// 1x1 white texture
defaultWhiteImg := image.NewNRGBA(image.Rect(0, 0, 1, 1))
defaultWhiteImg.Set(0, 0, color.NRGBA{R: 255, G: 255, B: 255, A: 1})
defaultWhiteImgTex, err := assets.LoadTextureInMemPngImg(defaultWhiteImg, &assets.TextureLoadOptions{NoSrgba: true})
if err != nil {
return err
}
assets.DefaultWhiteTexId = defaultWhiteImgTex
// Default diffuse
assets.DefaultDiffuseTexId = defaultWhiteImgTex
// Default specular
assets.DefaultSpecularTexId = defaultBlackImgTex
// Default Normal map which is created to be RGB(0.5,0.5,1), which when multiplied by TBN matrix gives the vertex normal.
// 128 is better than 127 for normal maps. See 'Flat Color' section here: http://wiki.polycount.com/wiki/Normal_map
// Basically, 127 can create seams while 128 looks correct
defaultNormalMapImg := image.NewNRGBA(image.Rect(0, 0, 1, 1))
defaultNormalMapImg.Set(0, 0, color.NRGBA{R: 128, G: 128, B: 255, A: 1})
defaultNormalMapTex, err := assets.LoadTextureInMemPngImg(defaultNormalMapImg, &assets.TextureLoadOptions{NoSrgba: true})
if err != nil {
return err
}
assets.DefaultNormalTexId = defaultNormalMapTex
// Default emission
assets.DefaultEmissionTexId = defaultBlackImgTex
assert.T(assets.DefaultBlackTexId.TexID != 0, "The default black texture handle is zero. Either texture wasn't created or handle wasn't updated")
assert.T(assets.DefaultWhiteTexId.TexID != 0, "The default white texture handle is zero. Either texture wasn't created or handle wasn't updated")
assert.T(assets.DefaultDiffuseTexId.TexID != 0, "The default diffuse texture handle is zero. Either texture wasn't created or handle wasn't updated")
assert.T(assets.DefaultSpecularTexId.TexID != 0, "The default specular texture handle is zero. Either texture wasn't created or handle wasn't updated")
assert.T(assets.DefaultNormalTexId.TexID != 0, "The default normal texture handle is zero. Either texture wasn't created or handle wasn't updated")
assert.T(assets.DefaultEmissionTexId.TexID != 0, "The default emission texture handle is zero. Either texture wasn't created or handle wasn't updated")
return nil
}
func SetSrgbFramebuffer(isEnabled bool) {
if isEnabled {
gl.Enable(gl.FRAMEBUFFER_SRGB)
} else {
gl.Disable(gl.FRAMEBUFFER_SRGB)
}
}
func SetVSync(enabled bool) {
if enabled {
sdl.GLSetSwapInterval(1)
} else {
sdl.GLSetSwapInterval(0)
}
}
func SetMSAA(isEnabled bool) {
if isEnabled {
gl.Enable(gl.MULTISAMPLE)
} else {
gl.Disable(gl.MULTISAMPLE)
}
}