Files
nmage/main.go

228 lines
5.2 KiB
Go
Executable File

package main
import (
"runtime"
"github.com/bloeys/assimp-go/asig"
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/assets"
"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"
nmageimgui "github.com/bloeys/nmage/ui/imgui"
"github.com/go-gl/gl/v4.1-core/gl"
"github.com/inkyblackness/imgui-go/v4"
"github.com/veandco/go-sdl2/sdl"
)
//TODO: Tasks:
//Proper rendering setup
//Entities and components
//Camera class
//Audio
//Flesh out the material system
//Low Priority:
// Abstract keys enum away from sdl
// Abstract UI
// Proper Asset loading
var (
isRunning bool = true
window *engine.Window
simpleMat *materials.Material
cubeMesh *meshes.Mesh
modelMat = gglm.NewTrMatId()
projMat = &gglm.Mat4{}
camPos = gglm.NewVec3(0, 0, -10)
camForward = gglm.NewVec3(0, 0, 1)
)
type OurGame struct {
Win *engine.Window
ImGUIInfo nmageimgui.ImguiInfo
Quitting bool
}
func (g *OurGame) Init() {
//Create materials
simpleMat = materials.NewMaterial("Simple Mat", "./res/shaders/simple")
//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.LoadPNGTexture("./res/textures/Low poly planet.png")
if err != nil {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
}
cubeMesh.AddTexture(tex)
//Set mesh textures on material
for _, v := range cubeMesh.TextureIDs {
simpleMat.AddTextureID(v)
}
//Enable vertex attributes
simpleMat.SetAttribute(cubeMesh.Buf)
//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(1280)/float32(720), 0.1, 500)
simpleMat.SetUnifMat4("projMat", projMat)
//Lights
simpleMat.SetUnifVec3("lightPos1", &lightPos1)
simpleMat.SetUnifVec3("lightColor1", &lightColor1)
}
func (g *OurGame) FrameStart() {
}
func (g *OurGame) Update() {
if input.IsQuitClicked() {
g.Quitting = true
}
winWidth, winHeight := g.Win.SDLWin.GetSize()
projMat = gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20)
simpleMat.SetUnifMat4("projMat", projMat)
//Camera movement
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()
}
//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", &camPos.Data)
}
func (g *OurGame) Render() {
simpleMat.Bind()
cubeMesh.Buf.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, cubeMesh.Buf.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0))
}
simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0)).Mat4)
}
simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
}
func (g *OurGame) FrameEnd() {
}
func (g *OurGame) ShouldRun() bool {
return !g.Quitting
}
func (g *OurGame) GetWindow() *engine.Window {
return g.Win
}
func (g *OurGame) GetImGUI() nmageimgui.ImguiInfo {
return g.ImGUIInfo
}
func (g *OurGame) Deinit() {
g.Win.Destroy()
}
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", 1280, 720, engine.WindowFlags_RESIZABLE)
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(),
}
engine.Run(game)
return
}
func updateViewMat() {
targetPos := camPos.Clone().Add(camForward)
viewMat := gglm.LookAt(camPos, targetPos, gglm.NewVec3(0, 1, 0))
simpleMat.SetUnifMat4("viewMat", &viewMat.Mat4)
}
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)