// Index returns the data index for the given point in space. func (t *Table) Index(p gmath.Vec3) int { p.X *= primeX p.Y *= primeY p.Z *= primeZ x := int(math.Abs(p.X)) % t.Size y := int(math.Abs(p.Y)) % t.Size z := int(math.Abs(p.Z)) % t.Size return x + t.Size*(y+t.Size*z) }
// gfxLoop is responsible for drawing things to the window. This loop must be // independent of the Chippy main loop. func gfxLoop(w *chippy.Window, r gfx.Renderer) { // Load the Ice file. scene, err := ice.LoadFile(os.Args[1]) if err != nil { log.Fatal(err) } // Setup a camera to use a perspective projection. camera := gfx.NewCamera() camFOV := 75.0 camNear := 0.1 camFar := 100.0 camera.SetPersp(r.Bounds(), camFOV, camNear, camFar) // Move the camera -2 on the Y axis (back two units away from the triangle // object). //camera.SetPos(math.Vec3{0, -50, 10}) //camera.SetPos(math.Vec3{0, -5, 2}) camera.SetPos(math.Vec3{0, -7, 3}) // Create a simple shader. shader := gfx.NewShader("SimpleShader") shader.GLSLVert = glslVert shader.GLSLFrag = glslFrag // Preload the shader (useful for seeing shader errors, if any). onLoad := make(chan *gfx.Shader, 1) r.LoadShader(shader, onLoad) go func() { <-onLoad shader.RLock() if !shader.Loaded { log.Println(string(shader.Error)) } shader.RUnlock() }() // Assign the shader to each object in the scene. for _, o := range scene.Objects { o.Shader = shader o.State.FaceCulling = gfx.NoFaceCulling //var verts = make([]gfx.Vec3, 0, len(o.Meshes[0].Indices)) //for _, v := range o.Meshes[0].Indices { // verts = append(verts, o.Meshes[0].Vertices[v]) //} //o.Meshes[0].Vertices = verts //o.Meshes[0].Indices = nil //if len(o.Meshes[0].Indices) > 5 { // log.Println(name, len(o.Meshes[0].Indices)) // bad := o.Meshes[0].Indices[743] // log.Println(o.Meshes[0].Vertices[bad]) // o.Meshes[0].Indices = o.Meshes[0].Indices[744-3:744] //} } // Start a goroutine to handle window events and move the camera around. go func() { event := w.Events() for { select { case e := <-event: switch ev := e.(type) { case keyboard.TypedEvent: if ev.Rune == 'm' { // Toggle MSAA now. msaa := !r.MSAA() r.SetMSAA(msaa) log.Println("MSAA Enabled?", msaa) } case mouse.Event: if ev.Button == mouse.Left && ev.State == mouse.Down { w.SetCursorGrabbed(!w.CursorGrabbed()) } } } } }() event := w.Events() for { camEvents: for { select { case e := <-event: switch ev := e.(type) { case chippy.ResizedEvent: // Update the camera's projection matrix for the new width and // height. camera.Lock() camera.SetPersp(r.Bounds(), camFOV, camNear, camFar) camera.Unlock() case chippy.CursorPositionEvent: if w.CursorGrabbed() { dt := r.Clock().Dt() camera.Lock() camRot := camera.Rot() camRot.Z -= 4 * ev.X * dt camRot.X -= 4 * ev.Y * dt camera.SetRot(camRot) camera.Unlock() } } default: break camEvents } } // Move the camera now. if w.CursorGrabbed() { dt := r.Clock().Dt() var local, parent math.Vec3 speed := 16.0 if w.Keyboard.Down(keyboard.A) { local.X -= speed * dt } if w.Keyboard.Down(keyboard.D) { local.X += speed * dt } if w.Keyboard.Down(keyboard.W) { local.Y += speed * dt } if w.Keyboard.Down(keyboard.S) { local.Y -= speed * dt } if w.Keyboard.Down(keyboard.LeftCtrl) { parent.Z -= speed * dt } if w.Keyboard.Down(keyboard.LeftShift) { parent.Z += speed * dt } camera.Lock() worldSpace := camera.ConvertPos(local, gfx.LocalToWorld) parentSpace := camera.ConvertPos(worldSpace, gfx.WorldToParent) camera.SetPos(parentSpace.Add(parent)) camera.Unlock() } // Clear the entire area (empty rectangle means "the whole area"). r.Clear(image.Rect(0, 0, 0, 0), gfx.Color{1, 1, 1, 1}) r.ClearDepth(image.Rect(0, 0, 0, 0), 1.0) // Draw each model in the scene. for _, o := range scene.Objects { r.Draw(image.Rect(0, 0, 0, 0), o, camera) } // Render the whole frame. r.Render() } }