func (e *Editor) refreshMap() { e.rootMapNode.RemoveAll(true) cd := countdown.Countdown{} cd.Start(countGeometries(e.currentMap.Root)) e.openProgressBar() e.setProgressBar(0) e.setProgressTime("Loading Map...") mapLoadChan := loadMapToNode(e.currentMap.Root) var loader engine.Updatable loader = engine.UpdatableFunc(func(dt float64) { select { case mapLoadUpdate := <-mapLoadChan: if mapLoadUpdate.node == nil { cd.Count() e.setProgressBar(cd.PercentageComplete() / 5) e.setProgressTime(fmt.Sprintf("Loading Map... %v seconds remaining", cd.SecondsRemaining())) } else { e.rootMapNode.Add(mapLoadUpdate.node) e.gameEngine.RemoveUpdatable(loader) e.closeProgressBar() } default: } }) e.gameEngine.AddUpdatable(loader) }
func fetchAssets(gameEngine engine.Engine, complete func()) { os.Mkdir("TestAssets", 0777) patcher := client.NewClient("TestAssets", "http://walesey.net") done := make(chan bool) go func() { patcher.SyncFiles("TestFiles") done <- true }() progressBar := ui.NewProgressBar("Downloading assets...") ui.SetProgressBar(progressBar, 0) gameEngine.AddOrtho(progressBar) progress := 0 var loader engine.Updatable loader = engine.UpdatableFunc(func(dt float64) { select { case <-patcher.Complete: progress++ ui.SetProgressBar(progressBar, 1+int((progress*20)/patcher.TotalFiles)) case <-done: gameEngine.RemoveSpatial(progressBar, true) gameEngine.RemoveUpdatable(loader) gameEngine.RequestAnimationFrame(complete) default: } }) gameEngine.AddUpdatable(loader) }
func TriggerTimedParticleGroup(tpg TimedParticleGroup) { tpg.TargetNode.Add(tpg.Particles) tpg.GameEngine.AddUpdatable(tpg.Particles) particleLife := tpg.Life var updater engine.Updatable updater = engine.UpdatableFunc(func(dt float64) { particleLife -= dt if particleLife < 0 { tpg.Particles.Disable(true) } if particleLife < -tpg.Cleanup { tpg.TargetNode.Remove(tpg.Particles, true) tpg.GameEngine.RemoveUpdatable(tpg.Particles) tpg.GameEngine.RemoveUpdatable(updater) } }) tpg.GameEngine.AddUpdatable(updater) }
func setupScene(gameEngine engine.Engine, shader *renderer.Shader) { camera := gameEngine.Camera() transparentNode := renderer.NewNode() gameEngine.AddSpatialTransparent(transparentNode) transparentNode.RendererParams = &renderer.RendererParams{ DepthTest: true, Unlit: true, Transparency: renderer.EMISSIVE, } // Sky cubemap skyImg, err := assets.ImportImage("TestAssets/cloudSky.jpg") if err == nil { skyImg = imaging.AdjustBrightness(skyImg, -30) skyImg = imaging.AdjustContrast(skyImg, 30) 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) gameEngine.AddSpatial(skyNode) // create an environmentMap using the skybox texture envCubeMap := renderer.NewCubemap("environmentMap", skyImg, true) gameEngine.DefaultCubeMap(envCubeMap) } // load scene objs objs := []string{ "TestAssets/wellScene/floor.obj", "TestAssets/wellScene/frame1.obj", "TestAssets/wellScene/frame2.obj", "TestAssets/wellScene/well.obj", "TestAssets/wellScene/torches.obj", } for _, objFile := range objs { if geom, mat, err := assets.ImportObjCached(objFile); err == nil { sceneNode := renderer.NewNode() sceneNode.Add(geom) sceneNode.Material = mat sceneNode.RendererParams = renderer.NewRendererParams() sceneNode.RendererParams.CullBackface = false gameEngine.AddSpatial(sceneNode) } } for i := 0; i < 2; i++ { torchLocation := mgl32.Vec3{0.86, 1.76, 1.05} if i == 1 { torchLocation = mgl32.Vec3{0.86, 1.76, -1.05} } fire := fireParticles() spark := sparkParticles() torchParticles := effects.NewParticleGroup(camera, fire, spark) torchParticles.SetTranslation(torchLocation) transparentNode.Add(torchParticles) gameEngine.AddUpdatable(torchParticles) light := renderer.NewLight(renderer.POINT) light.SetTranslation(torchLocation.Add(mgl32.Vec3{0, 0.05, 0})) gameEngine.AddLight(light) var x float64 gameEngine.AddUpdatable(engine.UpdatableFunc(func(dt float64) { x += dt mag := float32(math.Abs(0.6*math.Sin(3*x)+0.3*math.Sin(4*x)+0.15*math.Sin(7*x)+0.1*math.Sin(15*x))) + 0.5 mag *= 0.05 light.Color = [3]float32{1 * mag, 0.6 * mag, 0.4 * mag} })) } }
func (e *Editor) Start() { glRenderer := opengl.NewOpenglRenderer("GoEngine Editor", 1800, 900, false) e.renderer = glRenderer e.gameEngine = engine.NewEngine(e.renderer) e.gameEngine.Start(func() { shader, err := assets.ImportShader( filepath.Join(e.assetDir, "shaders/build/pbr.vert"), filepath.Join(e.assetDir, "shaders/build/pbr.frag"), ) if err != nil { panic("error importing shader") } e.gameEngine.DefaultShader(shader) // Sky cubemap skyImg, err := assets.ImportImage(filepath.Join(e.assetDir, "resources/cubemap.png")) 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("environmentMap", skyImg, true) e.gameEngine.DefaultCubeMap(envCubeMap) } l := renderer.NewLight(renderer.DIRECTIONAL) l.Color = [3]float32{0.7, 0.7, 0.8} 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 main() { glRenderer := opengl.NewOpenglRenderer("Simple", 800, 800, false) gameEngine := engine.NewEngine(glRenderer) gameEngine.InitFpsDial() gameEngine.Start(func() { if shader, err := assets.ImportShader("shaders/build/basic.vert", "shaders/build/basic.frag"); err == nil { gameEngine.DefaultShader(shader) } // sky cube skyImg, err := assets.ImportImage("resources/cubemap.png") 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) gameEngine.AddSpatial(skyNode) } // Add some light to the scene ambientLight := renderer.NewLight(renderer.AMBIENT) ambientLight.Color = [3]float32{0.3, 0.3, 0.3} gameEngine.AddLight(ambientLight) // Create a red box geometry, attach to a node, add the node to the scenegraph boxGeometry := renderer.CreateBox(10, 10) boxGeometry.SetColor(color.NRGBA{254, 0, 0, 254}) boxNode := renderer.NewNode() boxNode.RendererParams = renderer.NewRendererParams() boxNode.RendererParams.CullBackface = false boxNode.Material = renderer.NewMaterial() boxNode.SetTranslation(mgl32.Vec3{30, 0}) boxNode.Add(boxGeometry) gameEngine.AddSpatial(boxNode) // make the box spin var angle float64 gameEngine.AddUpdatable(engine.UpdatableFunc(func(dt float64) { angle += dt q := mgl32.QuatRotate(float32(angle), mgl32.Vec3{0, 1, 0}) boxNode.SetOrientation(q) })) // input/controller manager controllerManager := glfwController.NewControllerManager(glRenderer.Window) // camera + wasd controls camera := gameEngine.Camera() freeMoveActor := actor.NewFreeMoveActor(camera) freeMoveActor.Location = mgl32.Vec3{} mainController := controller.NewBasicMovementController(freeMoveActor, false) controllerManager.AddController(mainController.(glfwController.Controller)) gameEngine.AddUpdatable(freeMoveActor) //lock the cursor glRenderer.LockCursor(true) // custom key bindings customController := controller.CreateController() controllerManager.AddController(customController.(glfwController.Controller)) // close window and exit on escape customController.BindKeyAction(func() { glRenderer.Window.SetShouldClose(true) }, controller.KeyEscape, controller.Press) }) }