mirror of
https://github.com/Kugelschieber/go-game.git
synced 2026-01-18 06:40:28 +00:00
159 lines
3.5 KiB
Go
159 lines
3.5 KiB
Go
package goga
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import (
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"github.com/go-gl/gl/v4.5-core/gl"
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)
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const (
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sprite_renderer_name = "spriteRenderer"
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)
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// Sprite is an actor having a 2D position and a texture.
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type Sprite struct {
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*Actor
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*Pos2D
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*Tex
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}
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// Creates a new sprite with given texture.
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func NewSprite(tex *Tex) *Sprite {
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sprite := &Sprite{}
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sprite.Actor = NewActor()
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sprite.Pos2D = NewPos2D()
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sprite.Tex = tex
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sprite.Size = Vec2{tex.GetSize().X, tex.GetSize().Y}
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sprite.Scale = Vec2{1, 1}
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sprite.Visible = true
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CheckGLError()
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return sprite
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}
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// The sprite renderer is a system rendering sprites.
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// It has a 2D position component, to move all sprites at once.
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type SpriteRenderer struct {
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Pos2D
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Shader *Shader
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Camera *Camera
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sprites []Sprite
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index, vertex, texCoord *VBO
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vao *VAO
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}
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// Creates a new sprite renderer using given shader and camera.
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// If shader and/or camera are nil, the default one will be used.
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func NewSpriteRenderer(shader *Shader, camera *Camera, flip bool) *SpriteRenderer {
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if shader == nil {
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shader = Default2DShader
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}
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if camera == nil {
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camera = DefaultCamera
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}
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renderer := &SpriteRenderer{}
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renderer.Shader = shader
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renderer.Camera = camera
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renderer.sprites = make([]Sprite, 0)
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renderer.index, renderer.vertex, renderer.texCoord = CreateRectMesh(flip)
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renderer.Size = Vec2{1, 1}
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renderer.Scale = Vec2{1, 1}
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renderer.vao = NewVAO()
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renderer.vao.Bind()
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renderer.Shader.EnableVertexAttribArrays()
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renderer.index.Bind()
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renderer.vertex.Bind()
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renderer.vertex.AttribPointer(shader.GetAttribLocation(Default_shader_2D_vertex_attrib), 2, gl.FLOAT, false, 0)
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renderer.texCoord.Bind()
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renderer.texCoord.AttribPointer(shader.GetAttribLocation(Default_shader_2D_texcoord_attrib), 2, gl.FLOAT, false, 0)
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renderer.vao.Unbind()
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CheckGLError()
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return renderer
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}
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// Frees recources created by sprite renderer.
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// This is called automatically when system gets removed.
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func (s *SpriteRenderer) Cleanup() {
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s.index.Drop()
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s.vertex.Drop()
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s.texCoord.Drop()
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s.vao.Drop()
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}
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// Adds sprite to the renderer.
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func (s *SpriteRenderer) Add(actor *Actor, pos *Pos2D, tex *Tex) bool {
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id := actor.GetId()
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for _, sprite := range s.sprites {
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if id == sprite.Actor.GetId() {
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return false
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}
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}
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s.sprites = append(s.sprites, Sprite{actor, pos, tex})
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return true
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}
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// Removes sprite from renderer.
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func (s *SpriteRenderer) Remove(actor *Actor) bool {
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return s.RemoveById(actor.GetId())
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}
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// Removes sprite from renderer by ID.
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func (s *SpriteRenderer) RemoveById(id ActorId) bool {
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for i, sprite := range s.sprites {
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if sprite.Actor.GetId() == id {
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s.sprites = append(s.sprites[:i], s.sprites[i+1:]...)
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return true
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}
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}
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return false
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}
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// Removes all sprites from renderer.
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func (s *SpriteRenderer) RemoveAll() {
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s.sprites = make([]Sprite, 0)
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}
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// Returns number of sprites.
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func (s *SpriteRenderer) Len() int {
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return len(s.sprites)
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}
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func (s *SpriteRenderer) GetName() string {
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return sprite_renderer_name
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}
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// Render sprites.
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func (s *SpriteRenderer) Update(delta float64) {
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s.Shader.Bind()
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s.Shader.SendMat3(Default_shader_2D_ortho, *MultMat3(s.Camera.CalcOrtho(), s.CalcModel()))
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s.Shader.SendUniform1i(Default_shader_2D_tex, 0)
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s.vao.Bind()
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var tid uint32
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for i := range s.sprites {
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if !s.sprites[i].Visible {
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continue
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}
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s.Shader.SendMat3(Default_shader_2D_model, *s.sprites[i].CalcModel())
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// prevent texture switching when not neccessary
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if tid != s.sprites[i].Tex.GetId() {
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tid = s.sprites[i].Tex.GetId()
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s.sprites[i].Tex.Bind()
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}
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gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, nil)
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}
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}
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