/
model.go
249 lines (209 loc) · 5.62 KB
/
model.go
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package ridley
import (
gl "github.com/chsc/gogl/gl21"
"unsafe"
"image"
"os"
"log"
)
type Model struct {
buffer gl.Uint
index gl.Uint
normal_buf gl.Uint
texture_id gl.Uint
texcoord gl.Uint
vertices []gl.Float
indices []gl.Uint
normals []gl.Float
uvs []gl.Float
shader Shader
has_uv bool
//TODO this doesn't need to be here
// it can be declared outside but it must not be cleaned by the gc
// also check the other variables
ngl Matrix3GLFloat
glm Matrix4GLFloat
}
func (m *Model) initBufferFloat(buffer *gl.Uint, t gl.Enum, data *[]gl.Float) {
gl.GenBuffers(1, buffer)
gl.BindBuffer(t, *buffer);
gl.BufferData(
t,
gl.Sizeiptr(len(*data)* int(unsafe.Sizeof((*data)[0]))),
gl.Pointer(&(*data)[0]),
gl.STATIC_DRAW);
}
func (m *Model) init() (err error) {
m.shader.init("shader/simple.vert", "shader/simple.frag")
/*
gl.GenBuffers(1, &m.buffer)
gl.BindBuffer(gl.ARRAY_BUFFER, m.buffer);
gl.BufferData(
gl.ARRAY_BUFFER,
gl.Sizeiptr(len(m.vertices)* int(unsafe.Sizeof(m.vertices[0]))),
gl.Pointer(&m.vertices[0]),
gl.STATIC_DRAW);
*/
m.initBufferFloat(&m.buffer, gl.ARRAY_BUFFER, &m.vertices)
gl.GenBuffers(1, &m.index);
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, m.index);
gl.BufferData(
gl.ELEMENT_ARRAY_BUFFER,
gl.Sizeiptr(len(m.indices)*int(unsafe.Sizeof(m.indices[0]))),
gl.Pointer(&m.indices[0]),
gl.STATIC_DRAW);
gl.GenBuffers(1, &m.normal_buf);
gl.BindBuffer(gl.ARRAY_BUFFER, m.normal_buf);
gl.BufferData(
gl.ARRAY_BUFFER,
gl.Sizeiptr(len(m.normals)* int(unsafe.Sizeof(m.normals[0]))),
gl.Pointer(&m.normals[0]),
gl.STATIC_DRAW);
m.initTexture()
if (m.has_uv) {
gl.GenBuffers(1, &m.texcoord)
gl.BindBuffer(gl.ARRAY_BUFFER, m.texcoord)
gl.BufferData(
gl.ARRAY_BUFFER,
gl.Sizeiptr(len(m.uvs)* int(unsafe.Sizeof(m.uvs[0]))),
gl.Pointer(&m.uvs[0]),
gl.STATIC_DRAW);
}
return
}
func (m* Model) initTexture() {
//file, err := os.Open("model/test.png")
file, err := os.Open("model/ceil.png")
if err != nil {
log.Fatal(err)
}
defer file.Close()
img, _, err := image.Decode(file)
if err != nil {
log.Fatal(err)
}
rgbaImg, ok := img.(*image.NRGBA)
if !ok {
//return 0, errors.New("texture must be an NRGBA image")
log.Fatal("image is not rgba")
}
gl.GenTextures(1, &m.texture_id)
gl.BindTexture(gl.TEXTURE_2D, m.texture_id)
gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
// flip image: first pixel is lower left corner
img_width, img_height := img.Bounds().Dx(), img.Bounds().Dy()
data := make([]byte, img_width * img_height * 4)
line_len := img_width * 4
dest := len(data)-line_len
for src := 0; src < len(rgbaImg.Pix); src+=rgbaImg.Stride {
copy(data[dest:dest+line_len], rgbaImg.Pix[src:src+rgbaImg.Stride])
dest-=line_len
}
gl.TexImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA, //4,
gl.Sizei(img_width),
gl.Sizei(img_height),
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
gl.Pointer(&data[0]))
}
func (m* Model) destroy() {
gl.DeleteBuffers(1, &m.buffer);
gl.DeleteBuffers(1, &m.index);
gl.DeleteTextures(1, &m.texture_id)
m.shader.destroy()
}
func (m* Model) setMatrix(mat Matrix4) {
m.shader.use()
var normal_mat Matrix3
normal_mat = mat.toMatrix3()
normal_mat = normal_mat.getInverse()
//already transposed
//normal_mat = normal_mat.getTranspose()
m.ngl = normal_mat.toGLFloat()
var tm Matrix4
tm = projection.multiply(&mat)
tm = tm.getTranspose()
m.glm = tm.toGLFloat()
gl.UniformMatrix4fv(m.shader.uniform_matrix, 1, gl.FALSE, &m.glm[0])
gl.UniformMatrix3fv(m.shader.uniform_normal_matrix, 1, gl.FALSE, &m.ngl[0])
}
func (m* Model) draw() {
m.shader.use()
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, m.texture_id)
gl.Uniform1i(m.shader.uniform_texture, 0)
//texcoord
if m.has_uv {
gl.BindBuffer(gl.ARRAY_BUFFER, m.texcoord);
gl.EnableVertexAttribArray(m.shader.attribute_texcoord);
gl.VertexAttribPointer(
m.shader.attribute_texcoord,
2,
gl.FLOAT,
gl.FALSE,
0,
gl.Pointer(nil));
}
gl.BindBuffer(gl.ARRAY_BUFFER, m.buffer);
gl.EnableVertexAttribArray(m.shader.attribute_vertex);
gl.VertexAttribPointer(
m.shader.attribute_vertex,
3,
gl.FLOAT,
gl.FALSE,
0,
gl.Pointer(nil));
gl.BindBuffer(gl.ARRAY_BUFFER, m.normal_buf);
gl.EnableVertexAttribArray(m.shader.attribute_normal);
gl.VertexAttribPointer(
m.shader.attribute_normal,
3,
gl.FLOAT,
gl.FALSE,
0,
gl.Pointer(nil));
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, m.index);
gl.DrawElements(gl.TRIANGLES, gl.Sizei(len(m.indices)), gl.UNSIGNED_INT, gl.Pointer(nil));
gl.BindBuffer(gl.ARRAY_BUFFER, 0);
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0);
gl.DisableVertexAttribArray(m.shader.attribute_vertex);
gl.DisableVertexAttribArray(m.shader.attribute_normal);
if m.has_uv {
gl.DisableVertexAttribArray(m.shader.attribute_texcoord);
}
}
type MeshComponent struct {
path string
mchan chan *Model
loaded bool
model *Model
owner *Object
}
func NewMeshComponent(path string, owner *Object) *MeshComponent {
return &MeshComponent{path, make(chan *Model), false, nil, owner}
}
func (c *MeshComponent) Init() {
go mm.getModel(c.path, c.mchan)
}
func (c *MeshComponent) update() {
select {
case c.model = <-c.mchan:
if !c.loaded {
c.model.init()
c.loaded = true
}
default:
//fmt.Println("nothing received")
}
}
func (c* MeshComponent) draw() {
if c.loaded {
c.model.setMatrix(c.owner.Matrix)
c.model.draw()
}
}