forked from dmah42/govox
/
stuff.go
490 lines (396 loc) · 11.7 KB
/
stuff.go
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package govox
import (
"errors"
"fmt"
"log"
"math/rand"
"strings"
"time"
"github.com/donomii/glim"
"github.com/go-gl/gl/v3.3-core/gl"
"github.com/go-gl/glfw/v3.2/glfw"
"github.com/go-gl/mathgl/mgl32"
)
var ShowTimings = false
var startFrame time.Time
type RenderData struct {
Points []float32
Colours []float32
ColoursLength int
PointsLength int
Blocks [][][]Block
rotx, roty float32
}
type Block struct {
Active bool
Color mgl32.Vec4
}
type RenderVars struct {
Col mgl32.Vec4
ColUni int32
ModelUni int32
Vao uint32
Vbo uint32
VertAttrib uint32
Vaoc uint32
Vboc uint32
VertAttribc uint32
Program uint32
}
var BlocksBuffer [][][]Block
var saveCount int = 1
func Screenshot(filename string, width, height int) {
gl.ReadBuffer(gl.BACK_LEFT)
data := make([]byte, width*height*4)
//data[0], data[1], data[2] = 123, 213, 132 // Test if it's overwritten
gl.ReadPixels(0, 0, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(data))
//fmt.Println("Read at", 0, 0, data)
saveCount += 1
glim.SaveBuff(int(width), int(height), data, filename)
}
var runGlCh chan func()
func RunGL(f func()) {
runGlCh <- f
}
func runGLWorker() {
for len(runGlCh) > 0 {
f := <-runGlCh
f()
}
}
func ScreenshotBuff(width, height int) []byte {
gl.ReadBuffer(gl.BACK_LEFT)
data := make([]byte, width*height*4)
//data[0], data[1], data[2] = 123, 213, 132 // Test if it's overwritten
gl.ReadPixels(0, 0, int32(width), int32(height), gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(data))
//fmt.Println("Read at", 0, 0, data)
saveCount += 1
return data
}
func SetCam(size int, p uint32) {
cam := mgl32.LookAtV(mgl32.Vec3{float32(size) * 1.8, float32(size) * 1.5, float32(size) * 2}, mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 1, 0})
camUni := gl.GetUniformLocation(p, gl.Str("camera\x00"))
gl.UniformMatrix4fv(camUni, 1, false, &cam[0])
}
func InitGraphics(size int, width, height int) (*glfw.Window, RenderVars) {
if err := glfw.Init(); err != nil {
log.Fatal(err)
}
glfw.WindowHint(glfw.Resizable, glfw.False)
glfw.WindowHint(glfw.ContextVersionMajor, 3)
glfw.WindowHint(glfw.ContextVersionMinor, 3)
glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
window, err := glfw.CreateWindow(width, height, "govox", nil, nil)
if err != nil {
log.Fatal(err)
}
window.MakeContextCurrent()
if err := gl.Init(); err != nil {
log.Fatal(err)
}
log.Printf("OpenGL version %s", gl.GoStr(gl.GetString(gl.VERSION)))
// Set up the program
p, err := NewProgram(vertexShader, fragmentShader)
if err != nil {
log.Fatal(err)
}
gl.UseProgram(p)
proj := mgl32.Perspective(mgl32.DegToRad(45.0), float32(width)/float32(height), 0.1, 1000.0)
projUni := gl.GetUniformLocation(p, gl.Str("projection\x00"))
gl.UniformMatrix4fv(projUni, 1, false, &proj[0])
SetCam(size, p)
col := mgl32.Vec4{0, 0, 0, 1}
colUni := gl.GetUniformLocation(p, gl.Str("col\x00"))
modelUni := gl.GetUniformLocation(p, gl.Str("model\x00"))
gl.Uniform4fv(colUni, 1, &col[0])
// Vertex data
var vao uint32
gl.GenVertexArrays(1, &vao)
gl.BindVertexArray(vao)
var vbo uint32
gl.GenBuffers(1, &vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.BufferData(gl.ARRAY_BUFFER, len(cubeVerts)*4, gl.Ptr(cubeVerts), gl.STATIC_DRAW)
vertAttrib := uint32(gl.GetAttribLocation(p, gl.Str("vert\x00")))
gl.EnableVertexAttribArray(vertAttrib)
gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0))
// Colour data
var vaoc uint32
gl.GenVertexArrays(1, &vaoc)
gl.BindVertexArray(vaoc)
var vboc uint32
gl.GenBuffers(1, &vboc)
gl.BindBuffer(gl.ARRAY_BUFFER, vboc)
gl.BufferData(gl.ARRAY_BUFFER, len(cubeVerts)*4, gl.Ptr(cubeVerts), gl.STATIC_DRAW)
vertAttribc := uint32(gl.GetAttribLocation(p, gl.Str("colour\x00")))
gl.EnableVertexAttribArray(vertAttribc)
gl.VertexAttribPointer(vertAttribc, 4, gl.FLOAT, false, 4*4, gl.PtrOffset(0))
rv := RenderVars{col, colUni, modelUni, vao, vbo, vertAttrib, vaoc, vboc, vertAttribc, p}
gl.BindFragDataLocation(p, 0, gl.Str("outputColor\x00"))
readyCh = make(chan *RenderData, 2)
cycleCh = make(chan *RenderData, 2)
finishCh = make(chan *RenderData, 2)
runGlCh = make(chan func())
rd := RenderData{}
rd.Points = make([]float32, size*size*size+1)
rd.PointsLength = 0
rd.Colours = make([]float32, size*size*size+1)
rd.ColoursLength = 0
//rd.Blocks = blocks
finishCh <- &rd
rd = RenderData{}
rd.Points = make([]float32, 3*size*size*size+1)
rd.PointsLength = 0
rd.Colours = make([]float32, 4*size*size*size+1)
rd.ColoursLength = 0
//rd.Blocks = blocks
finishCh <- &rd
go RenderPrepWorker(size, cycleCh, readyCh)
return window, rv
}
func ShutdownGraphics() {
defer glfw.Terminate()
}
func MakeBlocks(size int) [][][]Block {
// initialize blocks
blocks := make([][][]Block, size)
for i := 0; i < size; i++ {
blocks[i] = make([][]Block, size)
for j := 0; j < size; j++ {
blocks[i][j] = make([]Block, size)
for k := 0; k < size; k++ {
blocks[i][j][k] = Block{
Active: false,
Color: mgl32.Vec4{
0.0,
0.0,
0.0,
0.0,
},
}
}
}
}
return blocks
}
func MakeRandomBlocks(size int) [][][]Block {
// initialize blocks
blocks := make([][][]Block, size)
for i := 0; i < size; i++ {
blocks[i] = make([][]Block, size)
for j := 0; j < size; j++ {
blocks[i][j] = make([]Block, size)
for k := 0; k < size; k++ {
blocks[i][j][k] = Block{
Active: (rand.Float32() < 0.1),
Color: mgl32.Vec4{
rand.Float32(),
rand.Float32(),
rand.Float32(),
1.0,
},
}
}
}
}
return blocks
}
func StartRender() {
// globals
gl.Enable(gl.DEPTH_TEST)
gl.DepthFunc(gl.LESS)
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
//gl.ClearColor(0.8, 0.8, 1.0, 1.0)
//gl.ClearColor(0.0, 0.0, 0.0, 1.0)
gl.ClearColor(1.0, 1.0, 1.0, 1.0)
//screenshot("voxeltest.png", 4000, 2000)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
}
func FinishRender(window *glfw.Window) {
window.SwapBuffers()
}
func RenderPrepWorker(size int, cycleCh, readyCh chan *RenderData) {
go func() {
for {
rd := <-cycleCh
startFrame := time.Now()
if rd.Blocks != nil {
points := rd.Points
colours := rd.Colours
pointsi := 0
coloursi := 0
blocks := rd.Blocks
offset := float32(size / 2)
for i := 0; i < size; i++ {
for j := 0; j < size; j++ {
for k := 0; k < size; k++ {
b := blocks[i][j][k]
if !b.Active {
continue
}
fi := float32(i) - float32(size)/2 - offset
fj := float32(j) - float32(size)/2 - offset
fk := float32(k) - float32(size)/2 - offset
//Copy voxel locations into VBO
points[pointsi] = fi
pointsi = pointsi + 1
points[pointsi] = fj
pointsi = pointsi + 1
points[pointsi] = fk
pointsi = pointsi + 1
//Copy colours into VBO buffer
colours[coloursi] = b.Color.X()
coloursi = coloursi + 1
colours[coloursi] = b.Color.Y()
coloursi = coloursi + 1
colours[coloursi] = b.Color.Z()
coloursi = coloursi + 1
colours[coloursi] = b.Color.W()
coloursi = coloursi + 1
}
}
}
rd.Points = points
rd.Colours = colours
rd.PointsLength = pointsi
rd.ColoursLength = coloursi
readyCh <- rd
if ShowTimings {
log.Println("Prepared", pointsi, "blocks in", (time.Now().Sub(startFrame)).Nanoseconds()/1000000)
}
}
}
}()
}
var readyCh chan *RenderData
var cycleCh chan *RenderData
var finishCh chan *RenderData
func RenderBlocks(rv *RenderVars, blocks [][][]Block, rotx, roty float32, size int, wait bool) {
rd := <-finishCh
rd.Blocks = blocks
rd.roty = roty
rd.rotx = rotx
cycleCh <- rd
if wait {
for len(finishCh) == 0 {
log.Println("Waiting for render to finish:", len(finishCh))
time.Sleep(1 * time.Millisecond)
}
}
}
func DrawText(size int, rv *RenderVars, window *glfw.Window, monstersRemaining int) {
im, _ := glim.DrawStringRGBA(20, glim.RGBA{1.0, 1.0, 1.0, 1.0}, fmt.Sprintf("Monsters Remaining: %v", monstersRemaining), "Asdfasdf")
pic, w, h := glim.GFormatToImage(im, nil, 0, 0)
//log.Printf("Rotx: %v, roty: %v\n", rotx, roty)
//glim.DumpBuff(pic, uint(w), uint(h))
/*pic := glim.RandPic(20, 20)
w := 20
h := 20*/
scale := float32(5.0)
//gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
// RenderBlocks(rv, window, blocks, rotx, roty, size)
SetCam(size/4, rv.Program)
rotx := float32(-3.449998)
roty := float32(0.7500001)
fi := float32(0.0)
fj := float32(0.0)
fk := float32(0.0)
for i := float32(0.0); i < float32(w); i = i + 1.0 {
for j := float32(0.0); j < float32(h); j = j + 1.0 {
if pic[4*(int(i)+int(j)*int(w))] > 0 {
model := mgl32.Ident4()
modelUni := rv.ModelUni
gl.UniformMatrix4fv(modelUni, 1, false, &model[0])
//screenshot("voxeltest.png", 4000, 2000)
//Color := mgl32.Vec4{1.0, 0.0, 0.0, 1.0}
//gl.Uniform4fv(rv.ColUni, 1, &Color[0])
model = mgl32.HomogRotate3DY(roty)
model = model.Mul4(mgl32.HomogRotate3DX(rotx))
model = model.Mul4(mgl32.Scale3D(scale, scale, scale))
model = model.Mul4(mgl32.Translate3D(fi+i, fj+j, fk))
gl.UniformMatrix4fv(modelUni, 1, false, &model[0])
gl.BindVertexArray(rv.Vao)
gl.DrawArrays(gl.TRIANGLES, 0, 6*2*3)
}
}
}
}
func GlRenderer(size int, rv *RenderVars, window *glfw.Window) {
select {
case f := <-runGlCh:
f()
case rd1 := <-readyCh:
startFrame = time.Now()
StartRender()
//DrawText(size, rv, window, 5)
SetCam(size/4, rv.Program)
model := mgl32.Ident4()
modelUni := rv.ModelUni
model = mgl32.HomogRotate3DY(rd1.roty)
model = model.Mul4(mgl32.HomogRotate3DX(rd1.rotx))
gl.UniformMatrix4fv(modelUni, 1, false, &model[0])
gl.PointSize(8)
gl.BindBuffer(gl.ARRAY_BUFFER, rv.Vbo)
gl.BufferData(gl.ARRAY_BUFFER, (rd1.PointsLength)*4, gl.Ptr(rd1.Points), gl.STATIC_DRAW)
gl.EnableVertexAttribArray(rv.VertAttrib)
gl.VertexAttribPointer(rv.VertAttrib, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0))
gl.BindBuffer(gl.ARRAY_BUFFER, rv.Vboc)
gl.BufferData(gl.ARRAY_BUFFER, rd1.ColoursLength*4, gl.Ptr(rd1.Colours), gl.STATIC_DRAW)
gl.EnableVertexAttribArray(rv.VertAttribc)
gl.VertexAttribPointer(rv.VertAttribc, 4, gl.FLOAT, false, 4*4, gl.PtrOffset(0))
gl.DrawArrays(gl.POINTS, 0, int32(rd1.PointsLength))
FinishRender(window)
if ShowTimings {
log.Println("Drew", rd1.PointsLength, "points in", (time.Now().Sub(startFrame)).Nanoseconds()/1000000)
}
finishCh <- rd1
default:
glfw.PollEvents()
}
glfw.PollEvents()
}
func NewProgram(vSource, fSource string) (uint32, error) {
vShader, err := CompileShader(vSource, gl.VERTEX_SHADER)
if err != nil {
return 0, err
}
fShader, err := CompileShader(fSource, gl.FRAGMENT_SHADER)
if err != nil {
return 0, err
}
p := gl.CreateProgram()
gl.AttachShader(p, vShader)
gl.AttachShader(p, fShader)
gl.LinkProgram(p)
var status int32
gl.GetProgramiv(p, gl.LINK_STATUS, &status)
if status == gl.FALSE {
var ll int32
gl.GetProgramiv(p, gl.INFO_LOG_LENGTH, &ll)
l := strings.Repeat("\x00", int(ll+1))
gl.GetProgramInfoLog(p, ll, nil, gl.Str(l))
return 0, errors.New(l)
}
gl.DeleteShader(vShader)
gl.DeleteShader(fShader)
return p, nil
}
func CompileShader(s string, t uint32) (uint32, error) {
shader := gl.CreateShader(t)
cs, free := gl.Strs(s)
gl.ShaderSource(shader, 1, cs, nil)
free()
gl.CompileShader(shader)
var status int32
gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
if status == gl.FALSE {
var ll int32
gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &ll)
l := strings.Repeat("\x00", int(ll+1))
gl.GetShaderInfoLog(shader, ll, nil, gl.Str(l))
return 0, errors.New(l)
}
return shader, nil
}