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commit go and lua draw/create model tutorials + comments
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// Create and draw models without a pipeline and using ModelBuilder | ||
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package main | ||
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import ( | ||
hg "github.com/harfang3d/harfang-go/v3" | ||
) | ||
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func main() { | ||
hg.InputInit() | ||
hg.WindowSystemInit() | ||
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res_x, res_y := int32(1280), int32(720) | ||
win := hg.RenderInitWithWindowTitleWidthHeightResetFlags("Harfang - Draw and Create Models using ModelBuilder - no Pipeline", | ||
res_x, res_y, hg.RFVSync | hg.RFMSAA4X) | ||
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// vertex layout, materials and models | ||
vtx_layout := hg.VertexLayoutPosFloatNormUInt8() | ||
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mdl_builder := hg.NewModelBuilder() | ||
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// Below are the 6 faces of the cube model, with 4 vertices declared for each face, that are added as 2 triangles to make a complete cubic face | ||
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// - | ||
vertex0 := hg.NewVertex() // Vertex constructor | ||
vertex0.SetPos(hg.NewVec3WithXYZ(-0.5, -0.5, -0.5)) // Declaring the vertex position | ||
vertex0.SetNormal(hg.NewVec3WithXYZ(0, 0, -1)) // Declaring the normal | ||
vertex0.SetUv0(hg.NewVec2WithXY(0, 0)) // Declaring the UV | ||
a := mdl_builder.AddVertex(vertex0) // Adding the vertex to the ModelBuilder | ||
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vertex1 := hg.NewVertex() | ||
vertex1.SetPos(hg.NewVec3WithXYZ(-0.5, 0.5, -0.5)) | ||
vertex1.SetNormal(hg.NewVec3WithXYZ(0, 0, -1)) | ||
vertex1.SetUv0(hg.NewVec2WithXY(0, 1)) | ||
b := mdl_builder.AddVertex(vertex1) | ||
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vertex2 := hg.NewVertex() | ||
vertex2.SetPos(hg.NewVec3WithXYZ(0.5, 0.5, -0.5)) | ||
vertex2.SetNormal(hg.NewVec3WithXYZ(0, 0, -1)) | ||
vertex2.SetUv0(hg.NewVec2WithXY(1, 1)) | ||
c := mdl_builder.AddVertex(vertex2) | ||
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vertex3 := hg.NewVertex() | ||
vertex3.SetPos(hg.NewVec3WithXYZ(0.5, -0.5, -0.5)) | ||
vertex3.SetNormal(hg.NewVec3WithXYZ(0, 0, -1)) | ||
vertex3.SetUv0(hg.NewVec2WithXY(1, 0)) | ||
d := mdl_builder.AddVertex(vertex3) | ||
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mdl_builder.AddTriangle(d, c, b) // Adding the first triangle of the current face | ||
mdl_builder.AddTriangle(b, a, d) // Second one | ||
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// + | ||
vertex0 = hg.NewVertex() | ||
vertex0.SetPos(hg.NewVec3WithXYZ(-0.5, -0.5, 0.5)) | ||
vertex0.SetNormal(hg.NewVec3WithXYZ(0, 0, 1)) | ||
vertex0.SetUv0(hg.NewVec2WithXY(0, 0)) | ||
a = mdl_builder.AddVertex(vertex0) | ||
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vertex1 = hg.NewVertex() | ||
vertex1.SetPos(hg.NewVec3WithXYZ(-0.5,0.5, 0.5)) | ||
vertex1.SetNormal(hg.NewVec3WithXYZ(0, 0, 1)) | ||
vertex1.SetUv0(hg.NewVec2WithXY(0, 1)) | ||
b = mdl_builder.AddVertex(vertex1) | ||
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vertex2 = hg.NewVertex() | ||
vertex2.SetPos(hg.NewVec3WithXYZ(0.5, 0.5, 0.5)) | ||
vertex2.SetNormal(hg.NewVec3WithXYZ(0, 0, 1)) | ||
vertex2.SetUv0(hg.NewVec2WithXY(1, 1)) | ||
c = mdl_builder.AddVertex(vertex2) | ||
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vertex3 = hg.NewVertex() | ||
vertex3.SetPos(hg.NewVec3WithXYZ(0.5, -0.5, 0.5)) | ||
vertex3.SetNormal(hg.NewVec3WithXYZ(0, 0, 1)) | ||
vertex3.SetUv0(hg.NewVec2WithXY(1, 0)) | ||
d = mdl_builder.AddVertex(vertex3) | ||
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mdl_builder.AddTriangle(a, b, c) | ||
mdl_builder.AddTriangle(a, c, d) | ||
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// - | ||
vertex0 = hg.NewVertex() | ||
vertex0.SetPos(hg.NewVec3WithXYZ(-0.5, -0.5, -0.5)) | ||
vertex0.SetNormal(hg.NewVec3WithXYZ(0, -1, 0)) | ||
vertex0.SetUv0(hg.NewVec2WithXY(0, 0)) | ||
a = mdl_builder.AddVertex(vertex0) | ||
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vertex1 = hg.NewVertex() | ||
vertex1.SetPos(hg.NewVec3WithXYZ(-0.5, -0.5, 0.5)) | ||
vertex1.SetNormal(hg.NewVec3WithXYZ(0, -1, 0)) | ||
vertex1.SetUv0(hg.NewVec2WithXY(0, 1)) | ||
b = mdl_builder.AddVertex(vertex1) | ||
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vertex2 = hg.NewVertex() | ||
vertex2.SetPos(hg.NewVec3WithXYZ(0.5, -0.5, 0.5)) | ||
vertex2.SetNormal(hg.NewVec3WithXYZ(0, -1, 0)) | ||
vertex2.SetUv0(hg.NewVec2WithXY(1, 1)) | ||
c = mdl_builder.AddVertex(vertex2) | ||
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vertex3 = hg.NewVertex() | ||
vertex3.SetPos(hg.NewVec3WithXYZ(0.5, -0.5, -0.5)) | ||
vertex3.SetNormal(hg.NewVec3WithXYZ(0, -1, 0)) | ||
vertex3.SetUv0(hg.NewVec2WithXY(1, 0)) | ||
d = mdl_builder.AddVertex(vertex3) | ||
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mdl_builder.AddTriangle(a, b, c) | ||
mdl_builder.AddTriangle(a, c, d) | ||
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// + | ||
vertex0 = hg.NewVertex() | ||
vertex0.SetPos(hg.NewVec3WithXYZ(-0.5, 0.5, -0.5)) | ||
vertex0.SetNormal(hg.NewVec3WithXYZ(0, 1, 0)) | ||
vertex0.SetUv0(hg.NewVec2WithXY(0, 0)) | ||
a = mdl_builder.AddVertex(vertex0) | ||
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vertex1 = hg.NewVertex() | ||
vertex1.SetPos(hg.NewVec3WithXYZ(-0.5, 0.5, 0.5)) | ||
vertex1.SetNormal(hg.NewVec3WithXYZ(0, 1, 0)) | ||
vertex1.SetUv0(hg.NewVec2WithXY(0, 1)) | ||
b = mdl_builder.AddVertex(vertex1) | ||
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vertex2 = hg.NewVertex() | ||
vertex2.SetPos(hg.NewVec3WithXYZ(0.5, 0.5, 0.5)) | ||
vertex2.SetNormal(hg.NewVec3WithXYZ(0, 1, 0)) | ||
vertex2.SetUv0(hg.NewVec2WithXY(1, 1)) | ||
c = mdl_builder.AddVertex(vertex2) | ||
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vertex3 = hg.NewVertex() | ||
vertex3.SetPos(hg.NewVec3WithXYZ(0.5, 0.5, -0.5)) | ||
vertex3.SetNormal(hg.NewVec3WithXYZ(0, 1, 0)) | ||
vertex3.SetUv0(hg.NewVec2WithXY(1, 0)) | ||
d = mdl_builder.AddVertex(vertex3) | ||
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mdl_builder.AddTriangle(d, c, b) | ||
mdl_builder.AddTriangle(b, a, d) | ||
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// - | ||
vertex0 = hg.NewVertex() | ||
vertex0.SetPos(hg.NewVec3WithXYZ(-0.5, -0.5, -0.5)) | ||
vertex0.SetNormal(hg.NewVec3WithXYZ(-1, 0, 0)) | ||
vertex0.SetUv0(hg.NewVec2WithXY(0, 0)) | ||
a = mdl_builder.AddVertex(vertex0) | ||
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vertex1 = hg.NewVertex() | ||
vertex1.SetPos(hg.NewVec3WithXYZ(-0.5, -0.5, 0.5)) | ||
vertex1.SetNormal(hg.NewVec3WithXYZ(-1, 0, 0)) | ||
vertex1.SetUv0(hg.NewVec2WithXY(0, 1)) | ||
b = mdl_builder.AddVertex(vertex1) | ||
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vertex2 = hg.NewVertex() | ||
vertex2.SetPos(hg.NewVec3WithXYZ(-0.5, 0.5, 0.5)) | ||
vertex2.SetNormal(hg.NewVec3WithXYZ(-1, 0, 0)) | ||
vertex2.SetUv0(hg.NewVec2WithXY(1, 1)) | ||
c = mdl_builder.AddVertex(vertex2) | ||
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vertex3 = hg.NewVertex() | ||
vertex3.SetPos(hg.NewVec3WithXYZ(-0.5, 0.5, -0.5)) | ||
vertex3.SetNormal(hg.NewVec3WithXYZ(-1, 0, 0)) | ||
vertex3.SetUv0(hg.NewVec2WithXY(1, 0)) | ||
d = mdl_builder.AddVertex(vertex3) | ||
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mdl_builder.AddTriangle(d, c, b) | ||
mdl_builder.AddTriangle(b, a, d) | ||
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// + | ||
vertex0 = hg.NewVertex() | ||
vertex0.SetPos(hg.NewVec3WithXYZ(0.5, -0.5, -0.5)) | ||
vertex0.SetNormal(hg.NewVec3WithXYZ(1, 0, 0)) | ||
vertex0.SetUv0(hg.NewVec2WithXY(0, 0)) | ||
a = mdl_builder.AddVertex(vertex0) | ||
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vertex1 = hg.NewVertex() | ||
vertex1.SetPos(hg.NewVec3WithXYZ(0.5, -0.5, 0.5)) | ||
vertex1.SetNormal(hg.NewVec3WithXYZ(1, 0, 0)) | ||
vertex1.SetUv0(hg.NewVec2WithXY(0, 1)) | ||
b = mdl_builder.AddVertex(vertex1) | ||
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vertex2 = hg.NewVertex() | ||
vertex2.SetPos(hg.NewVec3WithXYZ(0.5, 0.5, 0.5)) | ||
vertex2.SetNormal(hg.NewVec3WithXYZ(1, 0, 0)) | ||
vertex2.SetUv0(hg.NewVec2WithXY(1, 1)) | ||
c = mdl_builder.AddVertex(vertex2) | ||
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vertex3 = hg.NewVertex() | ||
vertex3.SetPos(hg.NewVec3WithXYZ(0.5, 0.5, -0.5)) | ||
vertex3.SetNormal(hg.NewVec3WithXYZ(1, 0, 0)) | ||
vertex3.SetUv0(hg.NewVec2WithXY(1, 0)) | ||
d = mdl_builder.AddVertex(vertex3) | ||
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mdl_builder.AddTriangle(a, b, c) | ||
mdl_builder.AddTriangle(a, c, d) | ||
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cube_mdl := mdl_builder.MakeModel(vtx_layout) // Create the actuel cube model | ||
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ground_mdl := hg.CreatePlaneModel(vtx_layout, 5, 5, 1, 1) | ||
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shader := hg.LoadProgramFromFile("resources_compiled/shaders/mdl") | ||
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// main loop | ||
angle := float32(0.0) | ||
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for !hg.ReadKeyboardWithName("raw").Key(hg.KEscape) { | ||
dt := hg.TickClock() | ||
angle = angle + hg.TimeToSecF(dt) | ||
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viewpoint := hg.TranslationMat4(hg.NewVec3WithXYZ(0, 1, -3)) | ||
hg.SetViewPerspective(0, 0, 0, res_x, res_y, viewpoint) | ||
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hg.DrawModelWithSliceOfValuesSliceOfTextures(0, cube_mdl, shader, hg.GoSliceOfUniformSetValue{}, hg.GoSliceOfUniformSetTexture{}, hg.TransformationMat4(hg.NewVec3WithXYZ(0.0, 1, 0.0), hg.NewVec3WithXYZ(angle, angle, angle))) | ||
hg.DrawModelWithSliceOfValuesSliceOfTextures(0, ground_mdl, shader, hg.GoSliceOfUniformSetValue{}, hg.GoSliceOfUniformSetTexture{}, hg.TranslationMat4(hg.NewVec3WithXYZ(0.0, 0.0, 0.0))) | ||
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hg.Frame() | ||
hg.UpdateWindow(win) | ||
} | ||
hg.RenderShutdown() | ||
} |
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