mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
456 lines
13 KiB
Go
Executable File
456 lines
13 KiB
Go
Executable File
package main
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import (
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"fmt"
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"runtime"
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"github.com/bloeys/assimp-go/asig"
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"github.com/bloeys/gglm/gglm"
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"github.com/bloeys/nmage/engine"
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"github.com/bloeys/nmage/input"
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"github.com/bloeys/nmage/logging"
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"github.com/bloeys/nmage/materials"
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"github.com/bloeys/nmage/meshes"
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"github.com/bloeys/nmage/timing"
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"github.com/go-gl/gl/v4.1-core/gl"
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"github.com/inkyblackness/imgui-go/v4"
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"github.com/veandco/go-sdl2/sdl"
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)
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//TODO: Tasks:
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//Engine loop
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//Proper rendering setup
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//Flesh out the material system
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//Object
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//Abstract UI
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//Textures
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//Audio
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//Low Priority:
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// Proper Asset loading
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type ImguiInfo struct {
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imCtx *imgui.Context
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vaoID uint32
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vboID uint32
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indexBufID uint32
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texID uint32
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}
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var (
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winWidth int32 = 1280
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winHeight int32 = 720
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isRunning bool = true
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window *engine.Window
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simpleMat *materials.Material
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imguiMat *materials.Material
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cubeMesh *meshes.Mesh
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modelMat = gglm.NewTrMatId()
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projMat = &gglm.Mat4{}
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imguiInfo *ImguiInfo
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camPos = gglm.NewVec3(0, 0, -10)
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camForward = gglm.NewVec3(0, 0, 1)
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)
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func main() {
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runtime.LockOSThread()
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//Init engine
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err := engine.Init()
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if err != nil {
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logging.ErrLog.Fatalln("Failed to init nMage. Err:", err)
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}
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//Create window
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window, err = engine.CreateOpenGLWindowCentered("nMage", winWidth, winHeight, engine.WindowFlags_RESIZABLE)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
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}
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defer window.Destroy()
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engine.SetVSync(false)
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//Create materials
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simpleMat = materials.NewMaterial("Simple Mat", "./res/shaders/simple")
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imguiMat = materials.NewMaterial("ImGUI Mat", "./res/shaders/imgui")
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//Load meshes
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cubeMesh, err = meshes.NewMesh("Cube", "./res/models/color-cube.fbx", asig.PostProcess(0))
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load cube mesh. Err: ", err)
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}
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initImGUI()
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//Enable vertex attributes
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simpleMat.SetAttribute(cubeMesh.Buf)
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//Movement, scale and rotation
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translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
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scaleMat := gglm.NewScaleMat(gglm.NewVec3(0.25, 0.25, 0.25))
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rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(0, 0, 0).AsRad()))
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modelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
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simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
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//Moves objects into the cameras view
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updateViewMat()
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//Perspective/Depth
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projMat := gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 500)
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simpleMat.SetUnifMat4("projMat", projMat)
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//Lights
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simpleMat.SetUnifVec3("lightPos1", &lightPos1)
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simpleMat.SetUnifVec3("lightColor1", &lightColor1)
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//Game loop
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for isRunning {
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timing.FrameStarted()
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handleInputs()
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runGameLogic()
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draw()
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timing.FrameEnded()
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window.SDLWin.SetTitle(fmt.Sprintf("FPS: %.0f; Elapsed: %v", 1/timing.DT(), timing.ElapsedTime()))
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}
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}
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func updateViewMat() {
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targetPos := camPos.Clone().Add(camForward)
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viewMat := gglm.LookAt(camPos, targetPos, gglm.NewVec3(0, 1, 0))
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simpleMat.SetUnifMat4("viewMat", &viewMat.Mat4)
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}
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func initImGUI() {
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imguiInfo = &ImguiInfo{
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imCtx: imgui.CreateContext(nil),
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}
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imIO := imgui.CurrentIO()
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imIO.SetBackendFlags(imIO.GetBackendFlags() | imgui.BackendFlagsRendererHasVtxOffset)
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gl.GenVertexArrays(1, &imguiInfo.vaoID)
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gl.GenBuffers(1, &imguiInfo.vboID)
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gl.GenBuffers(1, &imguiInfo.indexBufID)
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gl.GenTextures(1, &imguiInfo.texID)
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// Upload font to gpu
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gl.BindTexture(gl.TEXTURE_2D, imguiInfo.texID)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
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image := imIO.Fonts().TextureDataAlpha8()
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(image.Width), int32(image.Height), 0, gl.RED, gl.UNSIGNED_BYTE, image.Pixels)
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// Store our identifier
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imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.texID))
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//Shader attributes
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imguiMat.Bind()
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imguiMat.EnableAttribute("Position")
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imguiMat.EnableAttribute("UV")
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imguiMat.EnableAttribute("Color")
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imguiMat.UnBind()
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//Init imgui input mapping
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keys := map[int]int{
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imgui.KeyTab: sdl.SCANCODE_TAB,
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imgui.KeyLeftArrow: sdl.SCANCODE_LEFT,
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imgui.KeyRightArrow: sdl.SCANCODE_RIGHT,
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imgui.KeyUpArrow: sdl.SCANCODE_UP,
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imgui.KeyDownArrow: sdl.SCANCODE_DOWN,
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imgui.KeyPageUp: sdl.SCANCODE_PAGEUP,
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imgui.KeyPageDown: sdl.SCANCODE_PAGEDOWN,
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imgui.KeyHome: sdl.SCANCODE_HOME,
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imgui.KeyEnd: sdl.SCANCODE_END,
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imgui.KeyInsert: sdl.SCANCODE_INSERT,
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imgui.KeyDelete: sdl.SCANCODE_DELETE,
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imgui.KeyBackspace: sdl.SCANCODE_BACKSPACE,
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imgui.KeySpace: sdl.SCANCODE_BACKSPACE,
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imgui.KeyEnter: sdl.SCANCODE_RETURN,
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imgui.KeyEscape: sdl.SCANCODE_ESCAPE,
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imgui.KeyA: sdl.SCANCODE_A,
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imgui.KeyC: sdl.SCANCODE_C,
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imgui.KeyV: sdl.SCANCODE_V,
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imgui.KeyX: sdl.SCANCODE_X,
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imgui.KeyY: sdl.SCANCODE_Y,
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imgui.KeyZ: sdl.SCANCODE_Z,
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}
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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for imguiKey, nativeKey := range keys {
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imIO.KeyMap(imguiKey, nativeKey)
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}
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}
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func handleInputs() {
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input.EventLoopStart()
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imIO := imgui.CurrentIO()
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for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
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switch e := event.(type) {
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case *sdl.MouseWheelEvent:
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input.HandleMouseWheelEvent(e)
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xDelta, yDelta := input.GetMouseWheelMotion()
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imIO.AddMouseWheelDelta(float32(xDelta), float32(yDelta))
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case *sdl.KeyboardEvent:
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input.HandleKeyboardEvent(e)
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if e.Type == sdl.KEYDOWN {
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imIO.KeyPress(int(e.Keysym.Scancode))
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} else if e.Type == sdl.KEYUP {
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imIO.KeyRelease(int(e.Keysym.Scancode))
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}
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case *sdl.TextInputEvent:
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imIO.AddInputCharacters(string(e.Text[:]))
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case *sdl.MouseButtonEvent:
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input.HandleMouseBtnEvent(e)
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case *sdl.MouseMotionEvent:
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input.HandleMouseMotionEvent(e)
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case *sdl.QuitEvent:
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isRunning = false
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}
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}
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currWinWidth, currWinHeight := window.SDLWin.GetSize()
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if winWidth != currWinWidth || winHeight != currWinHeight {
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handleWindowResize(currWinWidth, currWinHeight)
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}
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// 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.
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x, y, _ := sdl.GetMouseState()
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imIO.SetMousePosition(imgui.Vec2{X: float32(x), Y: float32(y)})
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imIO.SetMouseButtonDown(0, input.MouseDown(sdl.BUTTON_LEFT))
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imIO.SetMouseButtonDown(1, input.MouseDown(sdl.BUTTON_RIGHT))
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imIO.SetMouseButtonDown(2, input.MouseDown(sdl.BUTTON_MIDDLE))
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imIO.KeyShift(sdl.SCANCODE_LSHIFT, sdl.SCANCODE_RSHIFT)
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imIO.KeyCtrl(sdl.SCANCODE_LCTRL, sdl.SCANCODE_RCTRL)
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imIO.KeyAlt(sdl.SCANCODE_LALT, sdl.SCANCODE_RALT)
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}
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func handleWindowResize(newWinWidth, newWinHeight int32) {
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winWidth = newWinWidth
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winHeight = newWinHeight
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fbWidth, fbHeight := window.SDLWin.GLGetDrawableSize()
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if fbWidth <= 0 || fbHeight <= 0 {
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return
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}
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gl.Viewport(0, 0, fbWidth, fbHeight)
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projMat = gglm.Perspective(45*gglm.Deg2Rad, float32(winWidth)/float32(winHeight), 0.1, 20)
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simpleMat.SetUnifMat4("projMat", projMat)
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}
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var time uint64 = 0
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var name string = ""
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var ambientColor gglm.Vec3 = *gglm.NewVec3(1, 1, 1)
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var ambientColorStrength float32 = 0.1
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var lightPos1 gglm.Vec3 = *gglm.NewVec3(2, 2, 0)
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var lightColor1 gglm.Vec3 = *gglm.NewVec3(1, 1, 1)
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func runGameLogic() {
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var camSpeed float32 = 15
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if input.KeyDown(sdl.K_w) {
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camPos.Data[1] += camSpeed * timing.DT()
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updateViewMat()
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}
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if input.KeyDown(sdl.K_s) {
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camPos.Data[1] -= camSpeed * timing.DT()
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updateViewMat()
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}
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if input.KeyDown(sdl.K_d) {
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camPos.Data[0] += camSpeed * timing.DT()
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updateViewMat()
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}
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if input.KeyDown(sdl.K_a) {
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camPos.Data[0] -= camSpeed * timing.DT()
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updateViewMat()
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}
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if input.GetMouseWheelYNorm() > 0 {
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camPos.Data[2] += 1
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updateViewMat()
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} else if input.GetMouseWheelYNorm() < 0 {
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camPos.Data[2] -= 1
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updateViewMat()
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}
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modelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
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simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
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//ImGUI
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imIO := imgui.CurrentIO()
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imIO.SetDisplaySize(imgui.Vec2{X: float32(winWidth), Y: float32(winHeight)})
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// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
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frequency := sdl.GetPerformanceFrequency()
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currentTime := sdl.GetPerformanceCounter()
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if time > 0 {
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imIO.SetDeltaTime(float32(currentTime-time) / float32(frequency))
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} else {
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imIO.SetDeltaTime(1.0 / 60.0)
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}
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time = currentTime
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imgui.NewFrame()
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if imgui.SliderFloat3("Ambient Color", &ambientColor.Data, 0, 1) {
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simpleMat.SetUnifVec3("ambientLightColor", &ambientColor)
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}
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if imgui.SliderFloat("Ambient Color Strength", &ambientColorStrength, 0, 1) {
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simpleMat.SetUnifFloat32("ambientStrength", ambientColorStrength)
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}
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if imgui.SliderFloat3("Light Pos 1", &lightPos1.Data, -10, 10) {
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simpleMat.SetUnifVec3("lightPos1", &lightPos1)
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}
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if imgui.SliderFloat3("Light Color 1", &lightColor1.Data, 0, 1) {
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simpleMat.SetUnifVec3("lightColor1", &lightColor1)
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}
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imgui.Render()
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}
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func draw() {
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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simpleMat.Bind()
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cubeMesh.Buf.Bind()
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tempModelMat := modelMat.Clone()
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rowSize := 10
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for y := 0; y < rowSize; y++ {
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for x := 0; x < rowSize; x++ {
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simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(-1, 0, 0)).Mat4)
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gl.DrawElements(gl.TRIANGLES, cubeMesh.Buf.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0))
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}
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simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0)).Mat4)
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}
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simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
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drawUI()
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window.SDLWin.GLSwap()
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}
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func drawUI() {
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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fbWidth, fbHeight := window.SDLWin.GLGetDrawableSize()
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if fbWidth <= 0 || fbHeight <= 0 {
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return
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}
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drawData := imgui.RenderedDrawData()
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drawData.ScaleClipRects(imgui.Vec2{
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X: float32(fbWidth) / float32(winWidth),
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Y: float32(fbHeight) / float32(winHeight),
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})
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
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gl.Enable(gl.BLEND)
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gl.BlendEquation(gl.FUNC_ADD)
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gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
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gl.Disable(gl.CULL_FACE)
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gl.Disable(gl.DEPTH_TEST)
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gl.Enable(gl.SCISSOR_TEST)
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gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)
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// Setup viewport, orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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// DisplayMin is typically (0,0) for single viewport apps.
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imguiMat.Bind()
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gl.Uniform1i(gl.GetUniformLocation(imguiMat.ShaderProg.ID, gl.Str("Texture\x00")), 0)
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//PERF: only update the ortho matrix on window resize
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orthoMat := gglm.Ortho(0, float32(winWidth), 0, float32(winHeight), 0, 20)
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imguiMat.SetUnifMat4("ProjMtx", &orthoMat.Mat4)
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gl.BindSampler(0, 0) // Rely on combined texture/sampler state.
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// Recreate the VAO every time
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// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and
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// we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
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gl.BindVertexArray(imguiInfo.vaoID)
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gl.BindBuffer(gl.ARRAY_BUFFER, imguiInfo.vboID)
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vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := imgui.VertexBufferLayout()
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imguiMat.EnableAttribute("Position")
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imguiMat.EnableAttribute("UV")
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imguiMat.EnableAttribute("Color")
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gl.VertexAttribPointerWithOffset(uint32(imguiMat.GetAttribLoc("Position")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetPos))
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gl.VertexAttribPointerWithOffset(uint32(imguiMat.GetAttribLoc("UV")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetUv))
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gl.VertexAttribPointerWithOffset(uint32(imguiMat.GetAttribLoc("Color")), 4, gl.UNSIGNED_BYTE, true, int32(vertexSize), uintptr(vertexOffsetCol))
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indexSize := imgui.IndexBufferLayout()
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drawType := gl.UNSIGNED_SHORT
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if indexSize == 4 {
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drawType = gl.UNSIGNED_INT
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}
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// Draw
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for _, list := range drawData.CommandLists() {
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vertexBuffer, vertexBufferSize := list.VertexBuffer()
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gl.BindBuffer(gl.ARRAY_BUFFER, imguiInfo.vboID)
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gl.BufferData(gl.ARRAY_BUFFER, vertexBufferSize, vertexBuffer, gl.STREAM_DRAW)
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indexBuffer, indexBufferSize := list.IndexBuffer()
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, imguiInfo.indexBufID)
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gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, indexBufferSize, indexBuffer, gl.STREAM_DRAW)
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for _, cmd := range list.Commands() {
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if cmd.HasUserCallback() {
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cmd.CallUserCallback(list)
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} else {
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gl.BindTexture(gl.TEXTURE_2D, imguiInfo.texID)
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clipRect := cmd.ClipRect()
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gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
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gl.DrawElementsBaseVertex(gl.TRIANGLES, int32(cmd.ElementCount()), uint32(drawType), gl.PtrOffset(cmd.IndexOffset()*indexSize), int32(cmd.VertexOffset()))
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}
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}
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}
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//Reset gl state
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gl.Disable(gl.BLEND)
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gl.Disable(gl.SCISSOR_TEST)
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gl.Enable(gl.CULL_FACE)
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gl.Enable(gl.DEPTH_TEST)
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}
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