139 lines
3.4 KiB
Go
139 lines
3.4 KiB
Go
package main
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import (
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"fmt"
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"runtime"
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"time"
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"unsafe"
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"github.com/Edgaru089/gl01/internal/asset"
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"github.com/Edgaru089/gl01/internal/render"
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"github.com/Edgaru089/gl01/internal/world"
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"github.com/go-gl/gl/all-core/gl"
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"github.com/go-gl/glfw/v3.3/glfw"
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"github.com/go-gl/mathgl/mgl32"
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)
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const (
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windowWidth = 800
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windowHeight = 600
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)
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func init() {
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runtime.LockOSThread()
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}
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func main() {
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asset.InitWorldTextureAtlas()
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if err := glfw.Init(); err != nil {
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panic(err)
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}
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defer glfw.Terminate()
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glfw.WindowHint(glfw.Resizable, 0)
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glfw.WindowHint(glfw.ContextVersionMajor, 4)
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glfw.WindowHint(glfw.ContextVersionMinor, 1)
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glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
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glfw.WindowHint(glfw.OpenGLForwardCompatible, 1)
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win, err := glfw.CreateWindow(windowWidth, windowHeight, "Cube", nil, nil)
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if err != nil {
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panic(err)
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}
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win.MakeContextCurrent()
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glfw.SwapInterval(1)
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err = gl.Init()
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if err != nil {
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panic(err)
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}
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fmt.Println("OpenGL Version: ", gl.GoStr(gl.GetString(gl.VERSION)))
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shader, err := render.NewShader(asset.WorldShaderVert, asset.WorldShaderFrag)
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if err != nil {
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panic(err)
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}
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model := mgl32.Ident4()
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shader.SetUniformMat4("model", model)
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view := mgl32.LookAtV(mgl32.Vec3{3, 3, 3}, mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 1, 0})
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shader.SetUniformMat4("view", view)
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projection := mgl32.Perspective(mgl32.DegToRad(45), float32(windowWidth)/float32(windowHeight), 0.1, 10)
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shader.SetUniformMat4("projection", projection)
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// Texture
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asset.InitWorldTextureAtlas()
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worldTexture := render.NewTextureRGBA(asset.WorldTextureAtlas.Image)
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shader.SetUniformTexture("tex", worldTexture)
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gl.BindFragDataLocation(shader.Handle(), 0, gl.Str("outputColor\x00"))
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var c, cm world.Chunk
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c.SetBlock(0, 0, 0, 2)
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c.SetBlock(0, 0, 2, 1)
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cm.SetChunkID(-1, -1)
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cm.SetBlock(15, 0, 15, 1)
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cm.SetBlock(15, 1, 15, 2)
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var arr []world.Vertex
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arr = c.AppendVertex(arr)
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arr = cm.AppendVertex(arr)
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// Vertex Array
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var vao uint32
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gl.GenVertexArrays(1, &vao)
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gl.BindVertexArray(vao)
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// Vertex Buffer
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var vbo uint32
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gl.GenBuffers(1, &vbo)
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gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
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gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(world.Vertex{}))*len(arr), gl.Ptr(arr), gl.STATIC_DRAW)
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vertAttrib := uint32(gl.GetAttribLocation(shader.Handle(), gl.Str("vert\x00")))
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gl.EnableVertexAttribArray(vertAttrib)
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gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, int32(unsafe.Sizeof(world.Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(world.Vertex{}.World))))
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texCoordAttrib := uint32(gl.GetAttribLocation(shader.Handle(), gl.Str("vertTexCoord\x00")))
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gl.EnableVertexAttribArray(texCoordAttrib)
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gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, false, int32(unsafe.Sizeof(world.Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(world.Vertex{}.Texture))))
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gl.Enable(gl.CULL_FACE)
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gl.Enable(gl.DEPTH_TEST)
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gl.DepthFunc(gl.LESS)
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gl.ClearColor(1, 1, 1, 1)
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angle := 0.0
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prevTime := time.Now()
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for !win.ShouldClose() {
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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// Angle update
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angle += time.Since(prevTime).Seconds()
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prevTime = time.Now()
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model = mgl32.HomogRotate3D(float32(angle), mgl32.Vec3{0, 1, 0})
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// Render
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// Shader variable
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shader.UseProgram()
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shader.BindTextures()
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shader.SetUniformMat4("model", model)
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gl.BindVertexArray(vao)
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//gl.ActiveTexture(gl.TEXTURE1)
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//gl.BindTexture(gl.TEXTURE_2D, texture)
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gl.DrawArrays(gl.TRIANGLES, 0, int32(len(arr)))
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win.SwapBuffers()
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glfw.PollEvents()
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}
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}
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