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editor.go
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editor.go
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package editor
import (
"bytes"
"path/filepath"
"github.com/go-gl/mathgl/mgl32"
"github.com/walesey/go-engine/actor"
"github.com/walesey/go-engine/assets"
"github.com/walesey/go-engine/controller"
"github.com/walesey/go-engine/editor/models"
"github.com/walesey/go-engine/effects"
"github.com/walesey/go-engine/engine"
"github.com/walesey/go-engine/glfwController"
"github.com/walesey/go-engine/opengl"
"github.com/walesey/go-engine/renderer"
"github.com/walesey/go-engine/ui"
"github.com/walesey/go-engine/util"
)
type Editor struct {
assetDir string
renderer renderer.Renderer
gameEngine engine.Engine
currentMap *editorModels.MapModel
rootMapNode *renderer.Node
customController controller.Controller
controllerManager *glfwController.ControllerManager
uiAssets ui.HtmlAssets
mainMenu *ui.Window
mainMenuController glfwController.Controller
overviewMenu *Overview
mainMenuOpen bool
progressBar *ui.Window
fileBrowser *FileBrowser
fileBrowserOpen bool
fileBrowserController glfwController.Controller
mouseMode string
selectSprite *effects.Sprite
}
func New(assetDir string) *Editor {
return &Editor{
assetDir: assetDir,
uiAssets: ui.NewHtmlAssets(),
rootMapNode: renderer.NewNode(),
currentMap: &editorModels.MapModel{
Name: "default",
Root: editorModels.NewNodeModel("root"),
},
mouseMode: "scale",
}
}
func (e *Editor) Start() {
glRenderer := opengl.NewOpenglRenderer("GoEngine Editor", 0, 0, false)
e.renderer = glRenderer
e.gameEngine = engine.NewEngine(e.renderer)
e.gameEngine.Start(func() {
if shader, err := assets.ImportShader(
filepath.Join(e.assetDir, "shaders/build/pbrComposite.vert"),
filepath.Join(e.assetDir, "shaders/build/pbrComposite.frag"),
); err == nil {
shader.AddTexture("diffuseMap")
shader.AddTexture("normalMap")
shader.AddTexture("compositeMap")
shader.AddTexture("glowMap")
shader.AddTexture("environmentMap")
shader.FragDataLocations = []string{"outputColor", "brightColor"}
e.gameEngine.DefaultShader(shader)
} else {
panic("error importing shader")
}
if shader, err := assets.ImportShader(
filepath.Join(e.assetDir, "shaders/build/postEffects/glow.vert"),
filepath.Join(e.assetDir, "shaders/build/postEffects/glow.frag"),
); err == nil {
shader.InputBuffers = 2
glRenderer.CreatePostEffect(shader)
} else {
panic("error importing shaders")
}
// Sky cubemap
skyImg, err := assets.ImportImage(filepath.Join(e.assetDir, "TestAssets/cloudSky.jpg"))
if err == nil {
geom := renderer.CreateSkyBox()
geom.Transform(mgl32.Scale3D(10000, 10000, 10000))
skyNode := renderer.NewNode()
skyNode.SetOrientation(mgl32.QuatRotate(1.57, mgl32.Vec3{0, 1, 0}))
skyNode.Material = renderer.NewMaterial(renderer.NewTexture("diffuseMap", skyImg, false))
skyNode.RendererParams = renderer.NewRendererParams()
skyNode.RendererParams.CullBackface = false
skyNode.RendererParams.Unlit = true
skyNode.Add(geom)
e.gameEngine.AddSpatial(skyNode)
// create an environmentMap using the skybox texture
envCubeMap := renderer.NewCubemap(skyImg, true)
e.gameEngine.DefaultCubeMap(envCubeMap)
}
l := renderer.NewLight(renderer.DIRECTIONAL)
l.Color = [3]float32{0.3, 0.3, 0.4}
e.gameEngine.AddLight(l)
//root node
e.gameEngine.AddSpatial(e.rootMapNode)
//input/controller manager
e.controllerManager = glfwController.NewControllerManager(glRenderer.Window)
//camera + player
camera := e.gameEngine.Camera()
freeMoveActor := actor.NewFreeMoveActor(camera)
freeMoveActor.MoveSpeed = 20.0
freeMoveActor.LookSpeed = 0.002
mainController := controller.NewBasicMovementController(freeMoveActor, true)
e.controllerManager.AddController(mainController.(glfwController.Controller))
e.gameEngine.AddUpdatable(freeMoveActor)
e.initSelectSprite()
e.gameEngine.AddUpdatable(engine.UpdatableFunc(e.updateSelectSprite))
//editor controller
e.controllerManager.AddController(NewEditorController(e).(glfwController.Controller))
//custom controller
e.customController = controller.CreateController()
e.controllerManager.AddController(e.customController.(glfwController.Controller))
e.setupUI()
})
}
func (e *Editor) initSelectSprite() {
img, _ := assets.DecodeImage(bytes.NewBuffer(util.Base64ToBytes(GeometryIconData)))
mat := renderer.NewMaterial(renderer.NewTexture("diffuseMap", img, false))
selectSprite := effects.CreateSprite(1, 1, 1, mat)
spriteNode := renderer.NewNode()
spriteNode.RendererParams = &renderer.RendererParams{Unlit: true}
spriteNode.Add(selectSprite)
e.selectSprite = selectSprite
e.gameEngine.AddSpatialTransparent(spriteNode)
}
func (e *Editor) updateSelectSprite(dt float64) {
selectedModel, _ := e.overviewMenu.getSelectedNode(e.currentMap.Root)
if selectedModel == nil {
e.selectSprite.SetScale(mgl32.Vec3{})
} else {
camPos := e.gameEngine.Camera().Translation
e.selectSprite.SetCameraLocation(camPos)
e.selectSprite.Update(dt)
size := selectedModel.Translation.Sub(camPos).Len() * 0.02
e.selectSprite.SetScale(mgl32.Vec3{size, size, size})
translation, err := e.rootMapNode.RelativePosition(selectedModel.GetNode())
e.selectSprite.SetTranslation(translation)
if err != nil {
e.selectSprite.SetScale(mgl32.Vec3{})
}
}
}