Depth fbo+renderer work+texture slots enum+optimize shaders+more

This commit is contained in:
bloeys
2024-04-13 23:55:52 +04:00
parent ddd8db3cb0
commit 040228319e
9 changed files with 311 additions and 192 deletions

View File

@ -2,6 +2,7 @@ package rend3dgl
import (
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/buffers"
"github.com/bloeys/nmage/materials"
"github.com/bloeys/nmage/meshes"
"github.com/bloeys/nmage/renderer"
@ -11,23 +12,56 @@ import (
var _ renderer.Render = &Rend3DGL{}
type Rend3DGL struct {
BoundVao *buffers.VertexArray
BoundMesh *meshes.Mesh
BoundMat *materials.Material
}
func (r3d *Rend3DGL) Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material) {
func (r *Rend3DGL) DrawMesh(mesh *meshes.Mesh, modelMat *gglm.TrMat, mat *materials.Material) {
if mesh != r3d.BoundMesh {
if mesh != r.BoundMesh {
mesh.Vao.Bind()
r3d.BoundMesh = mesh
r.BoundMesh = mesh
}
if mat != r3d.BoundMat {
if mat != r.BoundMat {
mat.Bind()
r3d.BoundMat = mat
r.BoundMat = mat
}
mat.SetUnifMat4("modelMat", &trMat.Mat4)
mat.SetUnifMat4("modelMat", &modelMat.Mat4)
for i := 0; i < len(mesh.SubMeshes); i++ {
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, mesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(mesh.SubMeshes[i].BaseIndex), mesh.SubMeshes[i].BaseVertex)
}
}
func (r *Rend3DGL) DrawVertexArray(mat *materials.Material, vao *buffers.VertexArray, firstElement int32, elementCount int32) {
if vao != r.BoundVao {
vao.Bind()
r.BoundVao = vao
}
if mat != r.BoundMat {
mat.Bind()
r.BoundMat = mat
}
gl.DrawArrays(gl.TRIANGLES, firstElement, elementCount)
}
func (r *Rend3DGL) DrawCubemap(mesh *meshes.Mesh, mat *materials.Material) {
if mesh != r.BoundMesh {
mesh.Vao.Bind()
r.BoundMesh = mesh
}
if mat != r.BoundMat {
mat.Bind()
r.BoundMat = mat
}
for i := 0; i < len(mesh.SubMeshes); i++ {
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, mesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(mesh.SubMeshes[i].BaseIndex), mesh.SubMeshes[i].BaseVertex)