mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Depth fbo+renderer work+texture slots enum+optimize shaders+more
This commit is contained in:
@ -33,6 +33,7 @@ const (
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FramebufferAttachmentDataFormat_R32Int
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FramebufferAttachmentDataFormat_RGBA8
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FramebufferAttachmentDataFormat_SRGBA
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FramebufferAttachmentDataFormat_DepthF32
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FramebufferAttachmentDataFormat_Depth24Stencil8
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)
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@ -43,7 +44,8 @@ func (f FramebufferAttachmentDataFormat) IsColorFormat() bool {
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}
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func (f FramebufferAttachmentDataFormat) IsDepthFormat() bool {
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return f == FramebufferAttachmentDataFormat_Depth24Stencil8
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return f == FramebufferAttachmentDataFormat_Depth24Stencil8 ||
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f == FramebufferAttachmentDataFormat_DepthF32
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}
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func (f FramebufferAttachmentDataFormat) GlInternalFormat() int32 {
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@ -55,6 +57,8 @@ func (f FramebufferAttachmentDataFormat) GlInternalFormat() int32 {
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return gl.RGB8
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case FramebufferAttachmentDataFormat_SRGBA:
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return gl.SRGB_ALPHA
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case FramebufferAttachmentDataFormat_DepthF32:
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return gl.DEPTH_COMPONENT
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case FramebufferAttachmentDataFormat_Depth24Stencil8:
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return gl.DEPTH24_STENCIL8
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default:
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@ -74,6 +78,9 @@ func (f FramebufferAttachmentDataFormat) GlFormat() uint32 {
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case FramebufferAttachmentDataFormat_SRGBA:
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return gl.RGBA
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case FramebufferAttachmentDataFormat_DepthF32:
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return gl.DEPTH_COMPONENT
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case FramebufferAttachmentDataFormat_Depth24Stencil8:
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return gl.DEPTH_STENCIL
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@ -91,6 +98,7 @@ type FramebufferAttachment struct {
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type Framebuffer struct {
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Id uint32
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ClearFlags uint32
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Attachments []FramebufferAttachment
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ColorAttachmentsCount uint32
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Width uint32
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@ -106,6 +114,13 @@ func (fbo *Framebuffer) BindWithViewport() {
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gl.Viewport(0, 0, int32(fbo.Width), int32(fbo.Height))
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}
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// Clear calls gl.Clear with the fob's clear flags.
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// Note that the fbo must be complete and bound.
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// Calling this without a bound fbo will clear something else, like your screen.
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func (fbo *Framebuffer) Clear() {
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gl.Clear(fbo.ClearFlags)
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}
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func (fbo *Framebuffer) UnBind() {
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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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}
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@ -201,6 +216,91 @@ func (fbo *Framebuffer) NewColorAttachment(
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fbo.UnBind()
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fbo.ColorAttachmentsCount++
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fbo.ClearFlags |= gl.COLOR_BUFFER_BIT
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fbo.Attachments = append(fbo.Attachments, a)
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}
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// SetNoColorBuffer sets the read and draw buffers of this fbo to 'NONE',
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// which tells the graphics driver that we don't want a color buffer for this fbo.
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//
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// This is required because normally an fbo must have a color buffer to be considered complete, but by
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// doing this we get marked as complete even without one.
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//
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// Usually used when you only care about some other buffer, like a depth buffer.
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func (fbo *Framebuffer) SetNoColorBuffer() {
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if fbo.HasColorAttachment() {
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logging.ErrLog.Fatalf("failed SetNoColorBuffer because framebuffer already has a color attachment\n")
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}
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fbo.Bind()
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gl.DrawBuffer(gl.NONE)
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gl.ReadBuffer(gl.NONE)
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fbo.UnBind()
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}
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func (fbo *Framebuffer) NewDepthAttachment(
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attachType FramebufferAttachmentType,
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attachFormat FramebufferAttachmentDataFormat,
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) {
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if fbo.HasDepthAttachment() {
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logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer because a depth attachment already exists\n")
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}
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if !attachType.IsValid() {
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logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer due to unknown attachment type. Type=%d\n", attachType)
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}
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if !attachFormat.IsDepthFormat() {
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logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer due to attachment data format not being a valid depth-stencil type. Data format=%d\n", attachFormat)
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}
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a := FramebufferAttachment{
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Type: attachType,
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Format: attachFormat,
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}
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fbo.Bind()
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if attachType == FramebufferAttachmentType_Texture {
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// Create texture
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gl.GenTextures(1, &a.Id)
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if a.Id == 0 {
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logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
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}
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gl.BindTexture(gl.TEXTURE_2D, a.Id)
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gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.FLOAT, nil)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
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gl.BindTexture(gl.TEXTURE_2D, 0)
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// Attach to fbo
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, a.Id, 0)
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} else if attachType == FramebufferAttachmentType_Renderbuffer {
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// Create rbo
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gl.GenRenderbuffers(1, &a.Id)
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if a.Id == 0 {
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logging.ErrLog.Fatalf("failed to generate render buffer for framebuffer. GlError=%d\n", gl.GetError())
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}
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gl.BindRenderbuffer(gl.RENDERBUFFER, a.Id)
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gl.RenderbufferStorage(gl.RENDERBUFFER, uint32(attachFormat.GlInternalFormat()), int32(fbo.Width), int32(fbo.Height))
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gl.BindRenderbuffer(gl.RENDERBUFFER, 0)
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// Attach to fbo
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gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, a.Id)
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}
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fbo.UnBind()
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fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT
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fbo.Attachments = append(fbo.Attachments, a)
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}
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@ -263,6 +363,7 @@ func (fbo *Framebuffer) NewDepthStencilAttachment(
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}
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fbo.UnBind()
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fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT
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fbo.Attachments = append(fbo.Attachments, a)
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}
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255
main.go
255
main.go
@ -7,16 +7,15 @@ import (
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imgui "github.com/AllenDang/cimgui-go"
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"github.com/bloeys/gglm/gglm"
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"github.com/bloeys/nmage/assert"
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"github.com/bloeys/nmage/assets"
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"github.com/bloeys/nmage/buffers"
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"github.com/bloeys/nmage/camera"
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"github.com/bloeys/nmage/engine"
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"github.com/bloeys/nmage/entity"
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"github.com/bloeys/nmage/input"
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"github.com/bloeys/nmage/logging"
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"github.com/bloeys/nmage/materials"
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"github.com/bloeys/nmage/meshes"
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"github.com/bloeys/nmage/registry"
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"github.com/bloeys/nmage/renderer/rend3dgl"
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"github.com/bloeys/nmage/timing"
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nmageimgui "github.com/bloeys/nmage/ui/imgui"
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@ -104,9 +103,13 @@ var (
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fboRenderDirectly = true
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fboScale = gglm.NewVec2(0.25, 0.25)
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fboOffset = gglm.NewVec2(0.75, -0.75)
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fbo buffers.Framebuffer
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demoFbo buffers.Framebuffer
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depthMapFbo buffers.Framebuffer
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screenQuadVao buffers.VertexArray
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screenQuadMat *materials.Material
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unlitMat *materials.Material
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whiteMat *materials.Material
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containerMat *materials.Material
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@ -186,64 +189,14 @@ var (
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)
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type Game struct {
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WinWidth int32
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WinHeight int32
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Win *engine.Window
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ImGUIInfo nmageimgui.ImguiInfo
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}
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type TransformComp struct {
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entity.BaseComp
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Pos *gglm.Vec3
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Rot *gglm.Quat
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Scale *gglm.Vec3
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}
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func (t *TransformComp) Name() string {
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return "Transform Component"
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}
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func Test() {
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// lvl := level.NewLevel("test level")
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testRegistry := registry.NewRegistry[int](100)
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e1, e1Handle := testRegistry.New()
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e1CompContainer := entity.NewCompContainer()
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fmt.Printf("Entity 1: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e1, e1Handle, e1Handle.Index(), e1Handle.Generation(), e1Handle.Flags())
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trComp := entity.GetComp[*TransformComp](&e1CompContainer)
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fmt.Println("Get comp before adding any:", trComp)
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entity.AddComp(e1Handle, &e1CompContainer, &TransformComp{
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Pos: gglm.NewVec3(0, 0, 0),
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Rot: gglm.NewQuatEulerXYZ(0, 0, 0),
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Scale: gglm.NewVec3(0, 0, 0),
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})
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trComp = entity.GetComp[*TransformComp](&e1CompContainer)
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fmt.Println("Get transform comp:", trComp)
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e2, e2Handle := testRegistry.New()
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e3, e3Handle := testRegistry.New()
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e4, e4Handle := testRegistry.New()
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fmt.Printf("Entity 2: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e2, e2Handle, e2Handle.Index(), e2Handle.Generation(), e2Handle.Flags())
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fmt.Printf("Entity 3: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e3, e3Handle, e3Handle.Index(), e3Handle.Generation(), e3Handle.Flags())
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fmt.Printf("Entity 4: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e4, e4Handle, e4Handle.Index(), e4Handle.Generation(), e4Handle.Flags())
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*e2 = 1000
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fmt.Printf("Entity 2 value after registry get: %+v\n", *testRegistry.Get(e2Handle))
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testRegistry.Free(e2Handle)
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fmt.Printf("Entity 2 value after free: %+v\n", testRegistry.Get(e2Handle))
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e5, e5Handle := testRegistry.New()
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fmt.Printf("Entity 5: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e5, e5Handle, e5Handle.Index(), e5Handle.Generation(), e5Handle.Flags())
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}
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func main() {
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// Test()
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// return
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//Init engine
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err := engine.Init()
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if err != nil {
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@ -264,6 +217,8 @@ func main() {
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game := &Game{
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Win: window,
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WinWidth: int32(unscaledWindowWidth * dpiScaling),
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WinHeight: int32(unscaledWindowHeight * dpiScaling),
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ImGUIInfo: nmageimgui.NewImGui("./res/shaders/imgui.glsl"),
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}
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window.EventCallbacks = append(window.EventCallbacks, game.handleWindowEvents)
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@ -277,13 +232,11 @@ func (g *Game) handleWindowEvents(e sdl.Event) {
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case *sdl.WindowEvent:
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if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
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width := e.Data1
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height := e.Data2
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cam.AspectRatio = float32(width) / float32(height)
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cam.Update()
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g.WinWidth = e.Data1
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g.WinHeight = e.Data2
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cam.AspectRatio = float32(g.WinWidth) / float32(g.WinHeight)
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palleteMat.SetUnifMat4("projMat", &cam.ProjMat)
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debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
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updateProjViewMat()
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}
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}
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}
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@ -394,15 +347,16 @@ func (g *Game) Init() {
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logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
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}
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//
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// Create materials and assign any unused texture slots to black
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//
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screenQuadMat = materials.NewMaterial("Screen Quad Mat", "./res/shaders/screen-quad.glsl")
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screenQuadMat.SetUnifVec2("scale", fboScale)
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screenQuadMat.SetUnifVec2("offset", fboOffset)
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screenQuadMat.SetUnifInt32("material.diffuse", 0)
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screenQuadMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
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unlitMat = materials.NewMaterial("Unlit mat", "./res/shaders/simple-unlit.glsl")
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unlitMat.SetUnifInt32("material.diffuse", 0)
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unlitMat.SetUnifMat4("projMat", &cam.ProjMat)
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unlitMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
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whiteMat = materials.NewMaterial("White mat", "./res/shaders/simple.glsl")
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whiteMat.Shininess = 64
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@ -410,11 +364,10 @@ func (g *Game) Init() {
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whiteMat.SpecularTex = blackTex.TexID
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whiteMat.NormalTex = blackTex.TexID
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whiteMat.EmissionTex = blackTex.TexID
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whiteMat.SetUnifInt32("material.diffuse", 0)
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whiteMat.SetUnifInt32("material.specular", 1)
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// whiteMat.SetUnifInt32("material.normal", 2)
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whiteMat.SetUnifInt32("material.emission", 3)
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whiteMat.SetUnifMat4("projMat", &cam.ProjMat)
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whiteMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
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whiteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
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// whiteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
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whiteMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
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whiteMat.SetUnifVec3("ambientColor", ambientColor)
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whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
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whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
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@ -427,11 +380,10 @@ func (g *Game) Init() {
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containerMat.SpecularTex = containerSpecularTex.TexID
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containerMat.NormalTex = blackTex.TexID
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containerMat.EmissionTex = blackTex.TexID
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containerMat.SetUnifInt32("material.diffuse", 0)
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containerMat.SetUnifInt32("material.specular", 1)
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// containerMat.SetUnifInt32("material.normal", 2)
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containerMat.SetUnifInt32("material.emission", 3)
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containerMat.SetUnifMat4("projMat", &cam.ProjMat)
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containerMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
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containerMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
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// containerMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
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containerMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
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containerMat.SetUnifVec3("ambientColor", ambientColor)
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containerMat.SetUnifFloat32("material.shininess", containerMat.Shininess)
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containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
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@ -444,51 +396,66 @@ func (g *Game) Init() {
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palleteMat.SpecularTex = blackTex.TexID
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palleteMat.NormalTex = blackTex.TexID
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palleteMat.EmissionTex = blackTex.TexID
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palleteMat.SetUnifInt32("material.diffuse", 0)
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palleteMat.SetUnifInt32("material.specular", 1)
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// palleteMat.SetUnifInt32("material.normal", 2)
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palleteMat.SetUnifInt32("material.emission", 3)
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palleteMat.SetUnifMat4("projMat", &cam.ProjMat)
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palleteMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
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palleteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
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// palleteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
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palleteMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
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palleteMat.SetUnifVec3("ambientColor", ambientColor)
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palleteMat.SetUnifFloat32("material.shininess", palleteMat.Shininess)
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palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
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palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
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debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
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debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
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skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
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skyboxMat.CubemapTex = skyboxCmap.TexID
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skyboxMat.SetUnifInt32("skybox", int32(materials.TextureSlot_Cubemap))
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// Movement, scale and rotation
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// Cube model mat
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translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
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scaleMat := gglm.NewScaleMat(gglm.NewVec3(1, 1, 1))
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rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(-90, -90, 0).AsRad()))
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cubeModelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
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g.updateLights()
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updateViewMat()
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// Screen quad vao setup.
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// We don't actually care about the values here because the quad is hardcoded in the shader,
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// but we just want to have a vao with 6 vertices and uv0 so opengl can be called properly
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screenQuadVbo := buffers.NewVertexBuffer(buffers.Element{ElementType: buffers.DataTypeVec3}, buffers.Element{ElementType: buffers.DataTypeVec2})
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screenQuadVbo.SetData(make([]float32, 6), buffers.BufUsage_Static)
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screenQuadVao = buffers.NewVertexArray()
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screenQuadVao.AddVertexBuffer(screenQuadVbo)
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g.initFbo()
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g.initFbos()
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g.updateLights()
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updateProjViewMat()
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}
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func (g *Game) initFbo() {
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func (g *Game) initFbos() {
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fbWidth, fbHeight := g.Win.SDLWin.GLGetDrawableSize()
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if fbWidth <= 0 || fbHeight <= 0 {
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panic("what?")
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}
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// Demo fbo
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demoFbo = buffers.NewFramebuffer(uint32(g.WinWidth), uint32(g.WinHeight))
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|
||||
fbo = buffers.NewFramebuffer(uint32(fbWidth), uint32(fbHeight))
|
||||
|
||||
fbo.NewColorAttachment(
|
||||
demoFbo.NewColorAttachment(
|
||||
buffers.FramebufferAttachmentType_Texture,
|
||||
buffers.FramebufferAttachmentDataFormat_SRGBA,
|
||||
)
|
||||
|
||||
fbo.NewDepthStencilAttachment(
|
||||
demoFbo.NewDepthStencilAttachment(
|
||||
buffers.FramebufferAttachmentType_Renderbuffer,
|
||||
buffers.FramebufferAttachmentDataFormat_Depth24Stencil8,
|
||||
)
|
||||
|
||||
assert.T(demoFbo.IsComplete(), "Demo fbo is not complete after init")
|
||||
|
||||
// Depth map fbo
|
||||
depthMapFbo = buffers.NewFramebuffer(1024, 1024)
|
||||
depthMapFbo.SetNoColorBuffer()
|
||||
depthMapFbo.NewDepthAttachment(
|
||||
buffers.FramebufferAttachmentType_Texture,
|
||||
buffers.FramebufferAttachmentDataFormat_DepthF32,
|
||||
)
|
||||
|
||||
assert.T(depthMapFbo.IsComplete(), "Depth map fbo is not complete after init")
|
||||
}
|
||||
|
||||
func (g *Game) updateLights() {
|
||||
@ -586,10 +553,10 @@ func (g *Game) showDebugWindow() {
|
||||
// Camera
|
||||
imgui.Text("Camera")
|
||||
if imgui.DragFloat3("Cam Pos", &cam.Pos.Data) {
|
||||
updateViewMat()
|
||||
updateProjViewMat()
|
||||
}
|
||||
if imgui.DragFloat3("Cam Forward", &cam.Forward.Data) {
|
||||
updateViewMat()
|
||||
updateProjViewMat()
|
||||
}
|
||||
|
||||
imgui.Spacing()
|
||||
@ -779,7 +746,7 @@ func (g *Game) updateCameraLookAround() {
|
||||
// Update cam forward
|
||||
cam.UpdateRotation(pitch, yaw)
|
||||
|
||||
updateViewMat()
|
||||
updateProjViewMat()
|
||||
}
|
||||
|
||||
func (g *Game) updateCameraPos() {
|
||||
@ -810,17 +777,32 @@ func (g *Game) updateCameraPos() {
|
||||
}
|
||||
|
||||
if update {
|
||||
updateViewMat()
|
||||
updateProjViewMat()
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) Render() {
|
||||
|
||||
if renderToFbo {
|
||||
fbo.Bind()
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
|
||||
if !renderToFbo {
|
||||
g.RenderScene()
|
||||
return
|
||||
}
|
||||
|
||||
demoFbo.Bind()
|
||||
demoFbo.Clear()
|
||||
g.RenderScene()
|
||||
demoFbo.UnBind()
|
||||
|
||||
if fboRenderDirectly {
|
||||
g.RenderScene()
|
||||
}
|
||||
|
||||
screenQuadMat.DiffuseTex = demoFbo.Attachments[0].Id
|
||||
window.Rend.DrawVertexArray(screenQuadMat, &screenQuadVao, 0, 6)
|
||||
}
|
||||
|
||||
func (g *Game) RenderScene() {
|
||||
|
||||
tempModelMatrix := cubeModelMat.Clone()
|
||||
|
||||
whiteMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
@ -837,27 +819,27 @@ func (g *Game) Render() {
|
||||
}
|
||||
|
||||
// Draw dir light
|
||||
window.Rend.Draw(sphereMesh, gglm.NewTrMatId().Translate(gglm.NewVec3(0, 10, 0)).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), sunMat)
|
||||
window.Rend.DrawMesh(sphereMesh, gglm.NewTrMatId().Translate(gglm.NewVec3(0, 10, 0)).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), sunMat)
|
||||
|
||||
// Draw point lights
|
||||
for i := 0; i < len(pointLights); i++ {
|
||||
|
||||
pl := &pointLights[i]
|
||||
window.Rend.Draw(cubeMesh, gglm.NewTrMatId().Translate(&pl.Pos).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), sunMat)
|
||||
window.Rend.DrawMesh(cubeMesh, gglm.NewTrMatId().Translate(&pl.Pos).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), sunMat)
|
||||
}
|
||||
|
||||
// Chair
|
||||
window.Rend.Draw(chairMesh, tempModelMatrix, chairMat)
|
||||
window.Rend.DrawMesh(chairMesh, tempModelMatrix, chairMat)
|
||||
|
||||
// Ground
|
||||
window.Rend.Draw(cubeMesh, gglm.NewTrMatId().Translate(gglm.NewVec3(0, -3, 0)).Scale(gglm.NewVec3(20, 1, 20)), cubeMat)
|
||||
window.Rend.DrawMesh(cubeMesh, gglm.NewTrMatId().Translate(gglm.NewVec3(0, -3, 0)).Scale(gglm.NewVec3(20, 1, 20)), cubeMat)
|
||||
|
||||
// Cubes
|
||||
rowSize := 1
|
||||
for y := 0; y < rowSize; y++ {
|
||||
for x := 0; x < rowSize; x++ {
|
||||
tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
|
||||
window.Rend.Draw(cubeMesh, tempModelMatrix, cubeMat)
|
||||
window.Rend.DrawMesh(cubeMesh, tempModelMatrix, cubeMat)
|
||||
}
|
||||
tempModelMatrix.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
|
||||
}
|
||||
@ -865,46 +847,14 @@ func (g *Game) Render() {
|
||||
if drawSkybox {
|
||||
g.DrawSkybox()
|
||||
}
|
||||
|
||||
if renderToFbo {
|
||||
|
||||
fbo.UnBind()
|
||||
|
||||
if fboRenderDirectly {
|
||||
renderToFbo = false
|
||||
g.Render()
|
||||
renderToFbo = true
|
||||
}
|
||||
|
||||
screenQuadMat.DiffuseTex = fbo.Attachments[0].Id
|
||||
screenQuadMat.Bind()
|
||||
gl.DrawArrays(gl.TRIANGLES, 0, 6)
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) DrawSkybox() {
|
||||
|
||||
gl.Disable(gl.CULL_FACE)
|
||||
gl.DepthFunc(gl.LEQUAL)
|
||||
skyboxMesh.Vao.Bind()
|
||||
skyboxMat.Bind()
|
||||
gl.ActiveTexture(gl.TEXTURE0)
|
||||
gl.BindTexture(gl.TEXTURE_CUBE_MAP, skyboxCmap.TexID)
|
||||
|
||||
viewMat := cam.ViewMat.Clone()
|
||||
viewMat.Set(0, 3, 0)
|
||||
viewMat.Set(1, 3, 0)
|
||||
viewMat.Set(2, 3, 0)
|
||||
viewMat.Set(3, 0, 0)
|
||||
viewMat.Set(3, 1, 0)
|
||||
viewMat.Set(3, 2, 0)
|
||||
viewMat.Set(3, 3, 0)
|
||||
|
||||
skyboxMat.SetUnifMat4("viewMat", viewMat)
|
||||
skyboxMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
for i := 0; i < len(skyboxMesh.SubMeshes); i++ {
|
||||
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, skyboxMesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(skyboxMesh.SubMeshes[i].BaseIndex), skyboxMesh.SubMeshes[i].BaseVertex)
|
||||
}
|
||||
window.Rend.DrawCubemap(skyboxMesh, skyboxMat)
|
||||
|
||||
gl.DepthFunc(gl.LESS)
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
@ -917,11 +867,28 @@ func (g *Game) DeInit() {
|
||||
g.Win.Destroy()
|
||||
}
|
||||
|
||||
func updateViewMat() {
|
||||
func updateProjViewMat() {
|
||||
|
||||
cam.Update()
|
||||
unlitMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
whiteMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
containerMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
palleteMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
debugDepthMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
|
||||
projViewMat := cam.ProjMat.Clone()
|
||||
projViewMat.Mul(&cam.ViewMat)
|
||||
|
||||
unlitMat.SetUnifMat4("projViewMat", projViewMat)
|
||||
whiteMat.SetUnifMat4("projViewMat", projViewMat)
|
||||
containerMat.SetUnifMat4("projViewMat", projViewMat)
|
||||
palleteMat.SetUnifMat4("projViewMat", projViewMat)
|
||||
debugDepthMat.SetUnifMat4("projViewMat", projViewMat)
|
||||
|
||||
// Update skybox projViewMat
|
||||
viewMat := cam.ViewMat.Clone()
|
||||
viewMat.Set(0, 3, 0)
|
||||
viewMat.Set(1, 3, 0)
|
||||
viewMat.Set(2, 3, 0)
|
||||
viewMat.Set(3, 0, 0)
|
||||
viewMat.Set(3, 1, 0)
|
||||
viewMat.Set(3, 2, 0)
|
||||
viewMat.Set(3, 3, 0)
|
||||
skyboxMat.SetUnifMat4("projViewMat", cam.ProjMat.Clone().Mul(viewMat))
|
||||
|
||||
}
|
||||
|
||||
@ -8,6 +8,16 @@ import (
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
type TextureSlot uint32
|
||||
|
||||
const (
|
||||
TextureSlot_Diffuse TextureSlot = 0
|
||||
TextureSlot_Specular TextureSlot = 1
|
||||
TextureSlot_Normal TextureSlot = 2
|
||||
TextureSlot_Emission TextureSlot = 3
|
||||
TextureSlot_Cubemap TextureSlot = 10
|
||||
)
|
||||
|
||||
type Material struct {
|
||||
Name string
|
||||
ShaderProg shaders.ShaderProgram
|
||||
@ -21,41 +31,45 @@ type Material struct {
|
||||
NormalTex uint32
|
||||
EmissionTex uint32
|
||||
|
||||
// Shininess of specular highlights
|
||||
Shininess float32
|
||||
|
||||
// Cubemap
|
||||
CubemapTex uint32
|
||||
}
|
||||
|
||||
func (m *Material) Bind() {
|
||||
|
||||
gl.UseProgram(m.ShaderProg.ID)
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE0)
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
|
||||
if m.DiffuseTex != 0 {
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Diffuse))
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
|
||||
}
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE1)
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
|
||||
if m.SpecularTex != 0 {
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Specular))
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
|
||||
}
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE2)
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
|
||||
if m.NormalTex != 0 {
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Normal))
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
|
||||
}
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE3)
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
|
||||
if m.EmissionTex != 0 {
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Emission))
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
|
||||
}
|
||||
|
||||
if m.CubemapTex != 0 {
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Cubemap))
|
||||
gl.BindTexture(gl.TEXTURE_CUBE_MAP, m.CubemapTex)
|
||||
}
|
||||
}
|
||||
|
||||
func (m *Material) UnBind() {
|
||||
gl.UseProgram(0)
|
||||
|
||||
//TODO: Should we unbind textures here? Are these two lines needed?
|
||||
// gl.ActiveTexture(gl.TEXTURE0)
|
||||
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
|
||||
// gl.ActiveTexture(gl.TEXTURE1)
|
||||
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
|
||||
// gl.ActiveTexture(gl.TEXTURE2)
|
||||
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
|
||||
// gl.ActiveTexture(gl.TEXTURE3)
|
||||
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
}
|
||||
|
||||
func (m *Material) GetAttribLoc(attribName string) int32 {
|
||||
@ -132,7 +146,7 @@ func NewMaterial(matName, shaderPath string) *Material {
|
||||
|
||||
shdrProg, err := shaders.LoadAndCompileCombinedShader(shaderPath)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to create new material. Err: ", err)
|
||||
logging.ErrLog.Fatalf("Failed to create new material '%s'. Err: %s\n", matName, err.Error())
|
||||
}
|
||||
|
||||
return &Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
|
||||
@ -142,7 +156,7 @@ func NewMaterialSrc(matName string, shaderSrc []byte) *Material {
|
||||
|
||||
shdrProg, err := shaders.LoadAndCompileCombinedShaderSrc(shaderSrc)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to create new material. Err: ", err)
|
||||
logging.ErrLog.Fatalf("Failed to create new material '%s'. Err: %s\n", matName, err.Error())
|
||||
}
|
||||
|
||||
return &Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
|
||||
|
||||
@ -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)
|
||||
|
||||
@ -2,11 +2,14 @@ package renderer
|
||||
|
||||
import (
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/buffers"
|
||||
"github.com/bloeys/nmage/materials"
|
||||
"github.com/bloeys/nmage/meshes"
|
||||
)
|
||||
|
||||
type Render interface {
|
||||
Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material)
|
||||
DrawMesh(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material)
|
||||
DrawVertexArray(mat *materials.Material, vao *buffers.VertexArray, firstElement int32, count int32)
|
||||
DrawCubemap(mesh *meshes.Mesh, mat *materials.Material)
|
||||
FrameEnd()
|
||||
}
|
||||
|
||||
@ -13,17 +13,18 @@ out vec3 fragPos;
|
||||
|
||||
//MVP = Model View Projection
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 viewMat;
|
||||
uniform mat4 projMat;
|
||||
uniform mat4 projViewMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||
vertUV0 = vertUV0In;
|
||||
vertColor = vertColorIn;
|
||||
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
||||
|
||||
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
|
||||
vec4 modelVert = modelMat * vec4(vertPosIn, 1);
|
||||
fragPos = modelVert.xyz;
|
||||
|
||||
gl_Position = projViewMat * modelVert;
|
||||
}
|
||||
|
||||
//shader:fragment
|
||||
|
||||
@ -13,22 +13,22 @@ out vec3 fragPos;
|
||||
|
||||
//MVP = Model View Projection
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 viewMat;
|
||||
uniform mat4 projMat;
|
||||
uniform mat4 projViewMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
// @TODO: Calculate this on the CPU and send it as a uniform
|
||||
|
||||
//
|
||||
// This produces the normal matrix that multiplies with the model normal to produce the
|
||||
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
|
||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||
|
||||
vertUV0 = vertUV0In;
|
||||
vertColor = vertColorIn;
|
||||
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
||||
|
||||
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
|
||||
vec4 modelVert = modelMat * vec4(vertPosIn, 1);
|
||||
fragPos = modelVert.xyz;
|
||||
gl_Position = projViewMat * modelVert;
|
||||
}
|
||||
|
||||
//shader:fragment
|
||||
|
||||
@ -13,22 +13,22 @@ out vec3 fragPos;
|
||||
|
||||
//MVP = Model View Projection
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 viewMat;
|
||||
uniform mat4 projMat;
|
||||
uniform mat4 projViewMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
// @TODO: Calculate this on the CPU and send it as a uniform
|
||||
|
||||
//
|
||||
// This produces the normal matrix that multiplies with the model normal to produce the
|
||||
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
|
||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||
|
||||
vertUV0 = vertUV0In;
|
||||
vertColor = vertColorIn;
|
||||
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
||||
|
||||
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
|
||||
vec4 modelVert = modelMat * vec4(vertPosIn, 1);
|
||||
fragPos = modelVert.xyz;
|
||||
gl_Position = projViewMat * modelVert;
|
||||
}
|
||||
|
||||
//shader:fragment
|
||||
|
||||
@ -8,13 +8,12 @@ layout(location=3) in vec3 vertColorIn;
|
||||
|
||||
out vec3 vertUV0;
|
||||
|
||||
uniform mat4 viewMat;
|
||||
uniform mat4 projMat;
|
||||
uniform mat4 projViewMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
vertUV0 = vec3(vertPosIn.x, vertPosIn.y, -vertPosIn.z);
|
||||
vec4 pos = projMat * viewMat * vec4(vertPosIn, 1.0);
|
||||
vec4 pos = projViewMat * vec4(vertPosIn, 1.0);
|
||||
gl_Position = pos.xyww;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user