/
main.go
474 lines (376 loc) · 12.7 KB
/
main.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
// Render plain terrain using "golang.org/x/mobile/gl" package (with CL 8793 merged).
package main
import (
"encoding/binary"
"errors"
"fmt"
"io"
"io/ioutil"
"math"
"time"
"github.com/go-gl/mathgl/mgl32"
"github.com/go-gl/mathgl/mgl64"
"github.com/gopherjs/gopherjs/js"
"github.com/goxjs/gl" // "golang.org/x/mobile/gl" package fork (with CL 8793 merged).
"github.com/goxjs/gl/glutil"
"github.com/goxjs/glfw"
"golang.org/x/mobile/exp/f32"
)
const skipTrack = false
const (
vertexSource = `//#version 120 // OpenGL 2.1.
//#version 100 // WebGL.
attribute vec3 aVertexPosition;
attribute vec3 aVertexColor;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
varying vec3 aPixelColor;
void main() {
aPixelColor = aVertexColor;
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
}
`
fragmentSource = `//#version 120 // OpenGL 2.1.
//#version 100 // WebGL.
#ifdef GL_ES
precision lowp float;
#endif
varying vec3 aPixelColor;
void main() {
gl_FragColor = vec4(aPixelColor, 1.0);
}
`
)
var program gl.Program
var pMatrixUniform gl.Uniform
var mvMatrixUniform gl.Uniform
var mvMatrix mgl32.Mat4
var pMatrix mgl32.Mat4
func initShaders() error {
var err error
program, err = glutil.CreateProgram(vertexSource, fragmentSource)
if err != nil {
return err
}
gl.ValidateProgram(program)
if gl.GetProgrami(program, gl.VALIDATE_STATUS) != gl.TRUE {
return errors.New("VALIDATE_STATUS: " + gl.GetProgramInfoLog(program))
}
gl.UseProgram(program)
pMatrixUniform = gl.GetUniformLocation(program, "uPMatrix")
mvMatrixUniform = gl.GetUniformLocation(program, "uMVMatrix")
if glError := gl.GetError(); glError != 0 {
return fmt.Errorf("gl.GetError: %v", glError)
}
return nil
}
var triangleVertexPositionBuffer gl.Buffer
func createVbo() error {
triangleVertexPositionBuffer = gl.CreateBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer)
vertices := f32.Bytes(binary.LittleEndian,
0, 0, 0,
float32(track.Width), 0, 0,
float32(track.Width), float32(track.Depth), 0,
0, float32(track.Depth), 0,
)
gl.BufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW)
if glError := gl.GetError(); glError != 0 {
return fmt.Errorf("gl.GetError: %v", glError)
}
return nil
}
func createVbo3Float(vertices []float32) gl.Buffer {
vbo := gl.CreateBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.BufferData(gl.ARRAY_BUFFER, f32.Bytes(binary.LittleEndian, vertices...), gl.STATIC_DRAW)
return vbo
}
func createVbo3Ubyte(vertices []uint8) gl.Buffer {
vbo := gl.CreateBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
gl.BufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW)
return vbo
}
var windowSize = [2]int{1024, 800}
func main() {
err := glfw.Init(gl.ContextWatcher)
if err != nil {
panic(err)
}
defer glfw.Terminate()
//glfw.WindowHint(glfw.Samples, 8) // Anti-aliasing.
window, err := glfw.CreateWindow(windowSize[0], windowSize[1], "Terrain", nil, nil)
if err != nil {
panic(err)
}
window.MakeContextCurrent()
fmt.Printf("OpenGL: %s %s %s; %v samples.\n", gl.GetString(gl.VENDOR), gl.GetString(gl.RENDERER), gl.GetString(gl.VERSION), gl.GetInteger(gl.SAMPLES))
fmt.Printf("GLSL: %s.\n", gl.GetString(gl.SHADING_LANGUAGE_VERSION))
gl.ClearColor(0.8, 0.3, 0.01, 1)
gl.Clear(gl.COLOR_BUFFER_BIT)
framebufferSizeCallback := func(w *glfw.Window, framebufferSize0, framebufferSize1 int) {
gl.Viewport(0, 0, framebufferSize0, framebufferSize1)
windowSize[0], windowSize[1] = w.GetSize()
}
{
var framebufferSize [2]int
framebufferSize[0], framebufferSize[1] = window.GetFramebufferSize()
framebufferSizeCallback(window, framebufferSize[0], framebufferSize[1])
}
window.SetFramebufferSizeCallback(framebufferSizeCallback)
mouseMovement := func(_ *glfw.Window, xpos, ypos, xdelta, ydelta float64) {
sliders := []float64{xdelta, ydelta}
{
isButtonPressed := [2]bool{
window.GetMouseButton(glfw.MouseButton1) != glfw.Release,
window.GetMouseButton(glfw.MouseButton2) != glfw.Release,
}
var moveSpeed = 1.0
const rotateSpeed = 0.3
if window.GetKey(glfw.KeyLeftShift) != glfw.Release || window.GetKey(glfw.KeyRightShift) != glfw.Release {
moveSpeed *= 0.01
}
if isButtonPressed[0] && !isButtonPressed[1] {
camera.rh += rotateSpeed * sliders[0]
} else if isButtonPressed[0] && isButtonPressed[1] {
camera.x += moveSpeed * sliders[0] * math.Cos(mgl64.DegToRad(camera.rh))
camera.y += -moveSpeed * sliders[0] * math.Sin(mgl64.DegToRad(camera.rh))
} else if !isButtonPressed[0] && isButtonPressed[1] {
camera.rh += rotateSpeed * sliders[0]
}
if isButtonPressed[0] && !isButtonPressed[1] {
camera.x -= moveSpeed * sliders[1] * math.Sin(mgl64.DegToRad(camera.rh))
camera.y -= moveSpeed * sliders[1] * math.Cos(mgl64.DegToRad(camera.rh))
} else if isButtonPressed[0] && isButtonPressed[1] {
camera.z -= moveSpeed * sliders[1]
} else if !isButtonPressed[0] && isButtonPressed[1] {
camera.rv -= rotateSpeed * sliders[1]
}
for camera.rh < 0 {
camera.rh += 360
}
for camera.rh >= 360 {
camera.rh -= 360
}
if camera.rv > 90 {
camera.rv = 90
}
if camera.rv < -90 {
camera.rv = -90
}
}
}
window.SetMouseMovementCallback(mouseMovement)
window.SetMouseButtonCallback(func(_ *glfw.Window, button glfw.MouseButton, action glfw.Action, mods glfw.ModifierKey) {
isButtonPressed := [2]bool{
window.GetMouseButton(glfw.MouseButton1) != glfw.Release,
window.GetMouseButton(glfw.MouseButton2) != glfw.Release,
}
if isButtonPressed[0] || isButtonPressed[1] {
window.SetInputMode(glfw.CursorMode, glfw.CursorDisabled)
} else {
window.SetInputMode(glfw.CursorMode, glfw.CursorNormal)
}
})
track = newTrack("./track1.dat")
err = initShaders()
if err != nil {
panic(err)
}
err = createVbo()
if err != nil {
panic(err)
}
gl.Enable(gl.DEPTH_TEST)
for !window.ShouldClose() {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
//pMatrix = mgl32.Ortho2D(0, float32(windowSize[0]), float32(windowSize[1]), 0)
pMatrix = mgl32.Perspective(mgl32.DegToRad(45), float32(windowSize[0])/float32(windowSize[1]), 0.1, 1000)
//mvMatrix = mgl32.Translate3D(float32(mouseX), float32(mouseY), 0)
mvMatrix = camera.Apply()
gl.UniformMatrix4fv(pMatrixUniform, pMatrix[:])
gl.UniformMatrix4fv(mvMatrixUniform, mvMatrix[:])
// Ground plane.
gl.BindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer)
vertexPositionAttribute := gl.GetAttribLocation(program, "aVertexPosition")
gl.EnableVertexAttribArray(vertexPositionAttribute)
gl.VertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0)
gl.DrawArrays(gl.TRIANGLE_FAN, 0, 4)
if !skipTrack {
track.Render()
}
window.SwapBuffers()
glfw.PollEvents()
}
}
// =====
var track *Track
const TRIGROUP_NUM_BITS_USED = 510
const TRIGROUP_NUM_DWORDS = (TRIGROUP_NUM_BITS_USED + 2) / 32
const TRIGROUP_WIDTHSHIFT = 4
const TERR_HEIGHT_SCALE = 1.0 / 32
type TerrTypeNode struct {
Type uint8
NextStartX uint16
Next uint16
_ uint8
}
type NavCoord struct {
X, Z uint16
DistToStartCoord uint16 // Decider at forks, and determines racers' rank/place.
Next uint16
Alt uint16
}
type NavCoordLookupNode struct {
NavCoord uint16
NextStartX uint16
Next uint16
}
type TerrCoord struct {
Height uint16
LightIntensity uint8
}
type TriGroup struct {
Data [TRIGROUP_NUM_DWORDS]uint32
}
type TrackFileHeader struct {
SunlightDirection, SunlightPitch float32
RacerStartPositions [8][3]float32
NumTerrTypes uint16
NumTerrTypeNodes uint16
NumNavCoords uint16
NumNavCoordLookupNodes uint16
Width, Depth uint16
}
type Track struct {
TrackFileHeader
NumTerrCoords uint32
TriGroupsWidth uint32
TriGroupsDepth uint32
NumTriGroups uint32
TerrTypeTextureFilenames []string
TerrTypeRuns []TerrTypeNode
TerrTypeNodes []TerrTypeNode
NavCoords []NavCoord
NavCoordLookupRuns []NavCoordLookupNode
NavCoordLookupNodes []NavCoordLookupNode
TerrCoords []TerrCoord
TriGroups []TriGroup
vertexVbo gl.Buffer
colorVbo gl.Buffer
}
func newTrack(path string) *Track {
// HACK: Skip slow loading for now.
if skipTrack {
return &Track{TrackFileHeader: TrackFileHeader{Width: 721, Depth: 721}}
}
started := time.Now()
file, err := glfw.Open(path)
if err != nil {
panic(err)
}
defer file.Close()
var track Track
binary.Read(file, binary.LittleEndian, &track.TrackFileHeader)
// Stuff derived from header info.
track.NumTerrCoords = uint32(track.Width) * uint32(track.Depth)
track.TriGroupsWidth = (uint32(track.Width) - 1) >> TRIGROUP_WIDTHSHIFT
track.TriGroupsDepth = (uint32(track.Depth) - 1) >> TRIGROUP_WIDTHSHIFT
track.NumTriGroups = track.TriGroupsWidth * track.TriGroupsDepth
track.TerrTypeTextureFilenames = make([]string, track.NumTerrTypes)
for i := uint16(0); i < track.NumTerrTypes; i++ {
var terrTypeTextureFilename [32]byte
binary.Read(file, binary.LittleEndian, &terrTypeTextureFilename)
track.TerrTypeTextureFilenames[i] = cStringToGoString(terrTypeTextureFilename[:])
}
track.TerrTypeRuns = make([]TerrTypeNode, track.Depth)
binary.Read(file, binary.LittleEndian, &track.TerrTypeRuns)
track.TerrTypeNodes = make([]TerrTypeNode, track.NumTerrTypeNodes)
binary.Read(file, binary.LittleEndian, &track.TerrTypeNodes)
track.NavCoords = make([]NavCoord, track.NumNavCoords)
binary.Read(file, binary.LittleEndian, &track.NavCoords)
track.NavCoordLookupRuns = make([]NavCoordLookupNode, track.Depth)
binary.Read(file, binary.LittleEndian, &track.NavCoordLookupRuns)
track.NavCoordLookupNodes = make([]NavCoordLookupNode, track.NumNavCoordLookupNodes)
binary.Read(file, binary.LittleEndian, &track.NavCoordLookupNodes)
track.TerrCoords = make([]TerrCoord, track.NumTerrCoords)
binary.Read(file, binary.LittleEndian, &track.TerrCoords)
track.TriGroups = make([]TriGroup, track.NumTriGroups)
binary.Read(file, binary.LittleEndian, &track.TriGroups)
// Check that we've consumed the entire track file.
if n, err := io.Copy(ioutil.Discard, file); err != nil {
panic(err)
} else if n > 0 {
panic(fmt.Errorf("newTrack: did not get to end of track file, %d bytes left", n))
}
{
rowCount := int(track.Depth) - 1
rowLength := int(track.Width)
vertexData := make([]float32, 3*2*rowLength*rowCount)
colorData := make([]uint8, 3*2*rowLength*rowCount)
var index int
for y := 1; y < int(track.Depth); y++ {
for x := 0; x < int(track.Width); x++ {
for i := 0; i < 2; i++ {
yy := y - i
terrCoord := &track.TerrCoords[yy*int(track.Width)+x]
height := float64(terrCoord.Height) * TERR_HEIGHT_SCALE
lightIntensity := uint8(terrCoord.LightIntensity)
vertexData[3*index+0], vertexData[3*index+1], vertexData[3*index+2] = float32(x), float32(yy), float32(height)
colorData[3*index+0], colorData[3*index+1], colorData[3*index+2] = lightIntensity, lightIntensity, lightIntensity
index++
}
}
}
track.vertexVbo = createVbo3Float(vertexData)
track.colorVbo = createVbo3Ubyte(colorData)
}
fmt.Println("Done loading track in:", time.Since(started))
if js.Global != nil {
js.Global.Call("alert", fmt.Sprintln("Done loading track in:", time.Since(started)))
}
return &track
}
func (track *Track) Render() {
rowCount := uint64(track.Depth) - 1
rowLength := uint64(track.Width)
gl.BindBuffer(gl.ARRAY_BUFFER, track.vertexVbo)
vertexPositionAttribute := gl.GetAttribLocation(program, "aVertexPosition")
gl.EnableVertexAttribArray(vertexPositionAttribute)
gl.VertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0)
gl.BindBuffer(gl.ARRAY_BUFFER, track.colorVbo)
vertexColorAttribute := gl.GetAttribLocation(program, "aVertexColor")
gl.EnableVertexAttribArray(vertexColorAttribute)
gl.VertexAttribPointer(vertexColorAttribute, 3, gl.UNSIGNED_BYTE, true, 0, 0)
for row := uint64(0); row < rowCount; row++ {
gl.DrawArrays(gl.TRIANGLE_STRIP, int(row*2*rowLength), int(2*rowLength))
}
}
// ---
func cStringToGoString(cString []byte) string {
n := 0
for i, b := range cString {
if b == 0 {
break
}
n = i + 1
}
return string(cString[:n])
}
// =====
var camera = Camera{x: 160.12941888695732, y: 685.2641404161014, z: 600, rh: 115.50000000000003, rv: -14.999999999999998}
type Camera struct {
x float64
y float64
z float64
rh float64
rv float64
}
func (this *Camera) Apply() mgl32.Mat4 {
mat := mgl32.Ident4()
mat = mat.Mul4(mgl32.HomogRotate3D(mgl32.DegToRad(float32(this.rv+90)), mgl32.Vec3{-1, 0, 0})) // The 90 degree offset is necessary to make Z axis the up-vector in OpenGL (normally it's the in/out-of-screen vector).
mat = mat.Mul4(mgl32.HomogRotate3D(mgl32.DegToRad(float32(this.rh)), mgl32.Vec3{0, 0, 1}))
mat = mat.Mul4(mgl32.Translate3D(float32(-this.x), float32(-this.y), float32(-this.z)))
return mat
}