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playgl.go
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playgl.go
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package playgl
import (
"fmt"
"github.com/freddy33/qsm-go/client"
"github.com/freddy33/qsm-go/m3util"
"github.com/freddy33/qsm-go/model/m3point"
"github.com/freddy33/qsm-go/model/m3space"
"github.com/freddy33/qsm-go/ui/m3gl"
"github.com/go-gl/gl/v4.1-core/gl"
"github.com/go-gl/glfw/v3.3/glfw"
"github.com/go-gl/mathgl/mgl32"
"runtime"
"strings"
)
var Log = m3util.NewLogger("playgl", m3util.INFO)
const windowWidth = 800
const windowHeight = 600
// TODO: Is there another way than global?
var world m3gl.DisplayWorld
func Play() {
runtime.LockOSThread()
if err := glfw.Init(); err != nil {
Log.Fatalf("could not initialize glfw: %v", err)
}
glfw.WindowHint(glfw.ContextVersionMajor, 4)
glfw.WindowHint(glfw.ContextVersionMinor, 1)
glfw.WindowHint(glfw.Resizable, glfw.True)
glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
win, err := glfw.CreateWindow(windowWidth, windowHeight, "Hello world", nil, nil)
if err != nil {
Log.Fatalf("could not create opengl renderer: %v", err)
}
defer glfw.Terminate()
win.MakeContextCurrent()
if err := gl.Init(); err != nil {
Log.Fatal(err)
}
Log.Info("Renderer:", gl.GoStr(gl.GetString(gl.RENDERER)))
Log.Info("OpenGL version supported:", gl.GoStr(gl.GetString(gl.VERSION)))
// ******************************************************************
// HERE CHANGE THE SIZE
// ******************************************************************
max := m3space.MinMaxCoord
env := client.GetInitializedApiEnv(m3util.GetDefaultEnvId())
world = m3gl.MakeWorld(env, "ui3", max, glfw.GetTime(), 3)
events := world.WorldSpace.GetActiveEventsAt(m3space.ZeroDistAndTime)
if len(events) == 0 {
m3gl.CreatePyramidWithParams(world.WorldSpace, 4, [4]m3point.GrowthType{8, 8, 8, 8}, [4]int{0, 0, 0, 0}, [4]int{0, 2, 4, 6})
/*
_, err = world.WorldSpace.CreateEvent(m3point.GrowthType(8), 0, 0, m3space.ZeroDistAndTime, m3point.Origin, m3space.RedEvent)
if err != nil {
Log.Fatal(err)
return
}
*/
}
world.CurrentTime = m3space.ZeroDistAndTime
world.CurrentSpaceTime = nil
world.CreateDrawingElements()
// Configure the vertex and fragment shaders
prog, err := newProgram(vertexShaderFull, fragmentShader)
if err != nil {
Log.Fatal(err)
}
win.SetKeyCallback(onKey)
projectionUniform := gl.GetUniformLocation(prog, gl.Str("projection\x00"))
cameraUniform := gl.GetUniformLocation(prog, gl.Str("camera\x00"))
modelUniform := gl.GetUniformLocation(prog, gl.Str("model\x00"))
colorUniform := gl.GetUniformLocation(prog, gl.Str("obj_color\x00"))
colorDimmerUniform := gl.GetUniformLocation(prog, gl.Str("obj_dimmer\x00"))
lightDirectionUniform := gl.GetUniformLocation(prog, gl.Str("light_direction\x00"))
lightColorUniform := gl.GetUniformLocation(prog, gl.Str("light_color\x00"))
gl.BindFragDataLocation(prog, 0, gl.Str("out_color\x00"))
// Configure the 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)
Log.Info("Nb vertices", world.NbVertices, ", total size", len(world.OpenGLBuffer))
gl.BufferData(gl.ARRAY_BUFFER, world.NbVertices*m3gl.FloatPerVertices*m3gl.FloatSize, gl.Ptr(world.OpenGLBuffer), gl.STATIC_DRAW)
vertAttrib := uint32(gl.GetAttribLocation(prog, gl.Str("vert\x00")))
gl.EnableVertexAttribArray(vertAttrib)
gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, m3gl.FloatPerVertices*m3gl.FloatSize, gl.PtrOffset(0))
normAttrib := uint32(gl.GetAttribLocation(prog, gl.Str("norm\x00")))
gl.EnableVertexAttribArray(normAttrib)
gl.VertexAttribPointer(normAttrib, 3, gl.FLOAT, true, m3gl.FloatPerVertices*m3gl.FloatSize, gl.PtrOffset(3*m3gl.FloatSize))
// Configure global settings
gl.Enable(gl.DEPTH_TEST)
gl.DepthFunc(gl.LESS)
gl.ClearColor(0.0, 0.0, 0.0, 1.0)
for !win.ShouldClose() {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
// In Retina display retrieving the window size give half of what is needed. Using framebuffer size fix the issue.
world.Width, world.Height = win.GetFramebufferSize()
gl.Viewport(0, 0, int32(world.Width), int32(world.Height))
world.Tick(glfw.GetTime())
gl.UseProgram(prog)
gl.UniformMatrix4fv(projectionUniform, 1, false, &(world.Projection[0]))
gl.UniformMatrix4fv(cameraUniform, 1, false, &(world.Camera[0]))
gl.UniformMatrix4fv(modelUniform, 1, false, &(world.Model[0]))
gl.Uniform3f(lightDirectionUniform, world.LightDirection[0], world.LightDirection[1], world.LightDirection[2])
gl.Uniform3f(lightColorUniform, world.LightColor[0], world.LightColor[1], world.LightColor[2])
gl.Uniform1i(colorUniform, 0)
gl.Uniform1f(colorDimmerUniform, 1.0)
gl.BindVertexArray(vao)
for _, obj := range world.Elements {
if obj != nil && obj.Display(world.Filter) {
toDraw := world.DrawingElementsMap[obj.Key()]
world.Model = mgl32.HomogRotate3D(float32(world.Angle.Value), mgl32.Vec3{0, 0, 1})
world.Model = world.Model.Mul4(mgl32.Translate3D(float32(obj.Pos().X()), float32(obj.Pos().Y()), float32(obj.Pos().Z())))
gl.UniformMatrix4fv(modelUniform, 1, false, &(world.Model[0]))
gl.Uniform1i(colorUniform, obj.Color(world.Blinker.Value))
gl.Uniform1f(colorDimmerUniform, obj.Dimmer(world.Blinker.Value))
gl.DrawArrays(gl.TRIANGLES, toDraw.OpenGLOffset, toDraw.NbVertices)
}
}
win.SwapBuffers()
glfw.PollEvents()
}
}
func onKey(win *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
if action == glfw.Press {
displaySettings := true
reCalc := false
reFill := false
switch key {
case glfw.KeyEscape:
win.SetShouldClose(true)
displaySettings = false
case glfw.KeyS:
world.Angle.Enabled = !world.Angle.Enabled
displaySettings = false
case glfw.KeyRight:
world.ForwardTime()
if world.CheckMax() {
gl.BufferData(gl.ARRAY_BUFFER, world.NbVertices*m3gl.FloatPerVertices*4, gl.Ptr(world.OpenGLBuffer), gl.STATIC_DRAW)
}
world.CreateDrawingElements()
displaySettings = false
case glfw.KeyN:
world.Filter.DisplayEmptyNodes = !world.Filter.DisplayEmptyNodes
case glfw.KeyC:
world.Filter.DisplayEmptyConnections = !world.Filter.DisplayEmptyConnections
case glfw.KeyU:
world.Filter.EventOutgrowthColorsIncrease()
case glfw.KeyI:
world.Filter.EventOutgrowthColorsDecrease()
case glfw.Key1:
world.Filter.ColorMaskSwitch(m3space.RedEvent)
case glfw.Key2:
world.Filter.ColorMaskSwitch(m3space.GreenEvent)
case glfw.Key3:
world.Filter.ColorMaskSwitch(m3space.BlueEvent)
case glfw.Key4:
world.Filter.ColorMaskSwitch(m3space.YellowEvent)
case glfw.KeyZ:
world.FovAngle.Decrease()
reCalc = true
case glfw.KeyX:
world.FovAngle.Increase()
reCalc = true
case glfw.KeyQ:
world.EyeDist.Increase()
reCalc = true
case glfw.KeyW:
world.EyeDist.Decrease()
reCalc = true
case glfw.KeyB:
m3gl.LineWidth.Increase()
reCalc = true
reFill = true
case glfw.KeyT:
m3gl.LineWidth.Decrease()
reCalc = true
reFill = true
case glfw.KeyP:
m3gl.SphereRadius.Increase()
reCalc = true
reFill = true
case glfw.KeyL:
m3gl.SphereRadius.Decrease()
reCalc = true
reFill = true
}
if reCalc {
recalc(reFill)
} else {
if displaySettings {
world.DisplaySettings()
}
}
}
}
func recalc(fill bool) {
world.DisplaySettings()
world.SetMatrices()
if fill {
world.CreateDrawingElementsMap()
gl.BufferData(gl.ARRAY_BUFFER, world.NbVertices*m3gl.FloatPerVertices*4, gl.Ptr(world.OpenGLBuffer), gl.STATIC_DRAW)
}
}
var vertexShaderFull = `
#version 330
uniform mat4 projection;
uniform mat4 camera;
uniform mat4 model;
uniform int obj_color;
uniform float obj_dimmer;
in vec3 vert;
in vec3 norm;
out vec3 s_normal;
out vec3 s_obj_color;
void main() {
// Be careful last val of vec4 is zero since no translation on normal vector
s_normal = vec3(model * vec4(norm, 0));
gl_Position = projection * camera * model * vec4(vert, 1);
if (obj_color == 0) {
s_obj_color = vec3(0.25,0.25,0.25) * obj_dimmer;
} else if (obj_color == 1) {
s_obj_color = vec3(1.0,0.0,0.0) * obj_dimmer;
} else if (obj_color == 2) {
s_obj_color = vec3(0.0,1.0,0.0) * obj_dimmer;
} else if (obj_color == 4) {
s_obj_color = vec3(0.0,0.0,1.0) * obj_dimmer;
} else if (obj_color == 8) {
s_obj_color = vec3(1.0,1.0,0.0) * obj_dimmer;
} else {
s_obj_color = vec3(1.0,1.0,1.0) * obj_dimmer;
}
}
` + "\x00"
var fragmentShader = `
#version 330
uniform vec3 light_direction;
uniform vec3 light_color;
in vec3 s_pos;
in vec3 s_normal;
in vec3 s_obj_color;
out vec4 out_color;
void main() {
// ambient
float ambientStrength = 0.15;
vec3 ambient = ambientStrength * light_color;
// diffuse
float diff = max(dot(s_normal, light_direction), 0.0);
vec3 diffuse = diff * light_color;
vec3 result = (ambient + diffuse) * vec3(s_obj_color);
out_color = vec4(result, 1.0);
}
` + "\x00"
func newProgram(vertexShaderSource, fragmentShaderSource string) (uint32, error) {
vertexShader, err := compileShader(vertexShaderSource, gl.VERTEX_SHADER)
if err != nil {
return 0, err
}
fragmentShader, err := compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER)
if err != nil {
return 0, err
}
program := gl.CreateProgram()
gl.AttachShader(program, vertexShader)
gl.AttachShader(program, fragmentShader)
gl.LinkProgram(program)
var status int32
gl.GetProgramiv(program, gl.LINK_STATUS, &status)
if status == gl.FALSE {
var logLength int32
gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &logLength)
log := strings.Repeat("\x00", int(logLength+1))
gl.GetProgramInfoLog(program, logLength, nil, gl.Str(log))
return 0, fmt.Errorf("failed to link program: %v", log)
}
gl.DeleteShader(vertexShader)
gl.DeleteShader(fragmentShader)
return program, nil
}
func compileShader(source string, shaderType uint32) (uint32, error) {
shader := gl.CreateShader(shaderType)
csources, free := gl.Strs(source)
gl.ShaderSource(shader, 1, csources, nil)
free()
gl.CompileShader(shader)
var status int32
gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
if status == gl.FALSE {
var logLength int32
gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)
logger := strings.Repeat("\x00", int(logLength+1))
gl.GetShaderInfoLog(shader, logLength, nil, gl.Str(logger))
return 0, fmt.Errorf("failed to compile %v: %v", source, logger)
}
return shader, nil
}