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

@ -33,6 +33,7 @@ const (
FramebufferAttachmentDataFormat_R32Int
FramebufferAttachmentDataFormat_RGBA8
FramebufferAttachmentDataFormat_SRGBA
FramebufferAttachmentDataFormat_DepthF32
FramebufferAttachmentDataFormat_Depth24Stencil8
)
@ -43,7 +44,8 @@ func (f FramebufferAttachmentDataFormat) IsColorFormat() bool {
}
func (f FramebufferAttachmentDataFormat) IsDepthFormat() bool {
return f == FramebufferAttachmentDataFormat_Depth24Stencil8
return f == FramebufferAttachmentDataFormat_Depth24Stencil8 ||
f == FramebufferAttachmentDataFormat_DepthF32
}
func (f FramebufferAttachmentDataFormat) GlInternalFormat() int32 {
@ -55,6 +57,8 @@ func (f FramebufferAttachmentDataFormat) GlInternalFormat() int32 {
return gl.RGB8
case FramebufferAttachmentDataFormat_SRGBA:
return gl.SRGB_ALPHA
case FramebufferAttachmentDataFormat_DepthF32:
return gl.DEPTH_COMPONENT
case FramebufferAttachmentDataFormat_Depth24Stencil8:
return gl.DEPTH24_STENCIL8
default:
@ -74,6 +78,9 @@ func (f FramebufferAttachmentDataFormat) GlFormat() uint32 {
case FramebufferAttachmentDataFormat_SRGBA:
return gl.RGBA
case FramebufferAttachmentDataFormat_DepthF32:
return gl.DEPTH_COMPONENT
case FramebufferAttachmentDataFormat_Depth24Stencil8:
return gl.DEPTH_STENCIL
@ -91,6 +98,7 @@ type FramebufferAttachment struct {
type Framebuffer struct {
Id uint32
ClearFlags uint32
Attachments []FramebufferAttachment
ColorAttachmentsCount uint32
Width uint32
@ -106,6 +114,13 @@ func (fbo *Framebuffer) BindWithViewport() {
gl.Viewport(0, 0, int32(fbo.Width), int32(fbo.Height))
}
// Clear calls gl.Clear with the fob's clear flags.
// Note that the fbo must be complete and bound.
// Calling this without a bound fbo will clear something else, like your screen.
func (fbo *Framebuffer) Clear() {
gl.Clear(fbo.ClearFlags)
}
func (fbo *Framebuffer) UnBind() {
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
}
@ -201,6 +216,91 @@ func (fbo *Framebuffer) NewColorAttachment(
fbo.UnBind()
fbo.ColorAttachmentsCount++
fbo.ClearFlags |= gl.COLOR_BUFFER_BIT
fbo.Attachments = append(fbo.Attachments, a)
}
// SetNoColorBuffer sets the read and draw buffers of this fbo to 'NONE',
// which tells the graphics driver that we don't want a color buffer for this fbo.
//
// This is required because normally an fbo must have a color buffer to be considered complete, but by
// doing this we get marked as complete even without one.
//
// Usually used when you only care about some other buffer, like a depth buffer.
func (fbo *Framebuffer) SetNoColorBuffer() {
if fbo.HasColorAttachment() {
logging.ErrLog.Fatalf("failed SetNoColorBuffer because framebuffer already has a color attachment\n")
}
fbo.Bind()
gl.DrawBuffer(gl.NONE)
gl.ReadBuffer(gl.NONE)
fbo.UnBind()
}
func (fbo *Framebuffer) NewDepthAttachment(
attachType FramebufferAttachmentType,
attachFormat FramebufferAttachmentDataFormat,
) {
if fbo.HasDepthAttachment() {
logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer because a depth attachment already exists\n")
}
if !attachType.IsValid() {
logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer due to unknown attachment type. Type=%d\n", attachType)
}
if !attachFormat.IsDepthFormat() {
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)
}
a := FramebufferAttachment{
Type: attachType,
Format: attachFormat,
}
fbo.Bind()
if attachType == FramebufferAttachmentType_Texture {
// Create texture
gl.GenTextures(1, &a.Id)
if a.Id == 0 {
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
}
gl.BindTexture(gl.TEXTURE_2D, a.Id)
gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.FLOAT, nil)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
gl.BindTexture(gl.TEXTURE_2D, 0)
// Attach to fbo
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, a.Id, 0)
} else if attachType == FramebufferAttachmentType_Renderbuffer {
// Create rbo
gl.GenRenderbuffers(1, &a.Id)
if a.Id == 0 {
logging.ErrLog.Fatalf("failed to generate render buffer for framebuffer. GlError=%d\n", gl.GetError())
}
gl.BindRenderbuffer(gl.RENDERBUFFER, a.Id)
gl.RenderbufferStorage(gl.RENDERBUFFER, uint32(attachFormat.GlInternalFormat()), int32(fbo.Width), int32(fbo.Height))
gl.BindRenderbuffer(gl.RENDERBUFFER, 0)
// Attach to fbo
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, a.Id)
}
fbo.UnBind()
fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT
fbo.Attachments = append(fbo.Attachments, a)
}
@ -263,6 +363,7 @@ func (fbo *Framebuffer) NewDepthStencilAttachment(
}
fbo.UnBind()
fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT
fbo.Attachments = append(fbo.Attachments, a)
}

255
main.go
View File

@ -7,16 +7,15 @@ import (
imgui "github.com/AllenDang/cimgui-go"
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/assert"
"github.com/bloeys/nmage/assets"
"github.com/bloeys/nmage/buffers"
"github.com/bloeys/nmage/camera"
"github.com/bloeys/nmage/engine"
"github.com/bloeys/nmage/entity"
"github.com/bloeys/nmage/input"
"github.com/bloeys/nmage/logging"
"github.com/bloeys/nmage/materials"
"github.com/bloeys/nmage/meshes"
"github.com/bloeys/nmage/registry"
"github.com/bloeys/nmage/renderer/rend3dgl"
"github.com/bloeys/nmage/timing"
nmageimgui "github.com/bloeys/nmage/ui/imgui"
@ -104,9 +103,13 @@ var (
fboRenderDirectly = true
fboScale = gglm.NewVec2(0.25, 0.25)
fboOffset = gglm.NewVec2(0.75, -0.75)
fbo buffers.Framebuffer
demoFbo buffers.Framebuffer
depthMapFbo buffers.Framebuffer
screenQuadVao buffers.VertexArray
screenQuadMat *materials.Material
unlitMat *materials.Material
whiteMat *materials.Material
containerMat *materials.Material
@ -186,64 +189,14 @@ var (
)
type Game struct {
WinWidth int32
WinHeight int32
Win *engine.Window
ImGUIInfo nmageimgui.ImguiInfo
}
type TransformComp struct {
entity.BaseComp
Pos *gglm.Vec3
Rot *gglm.Quat
Scale *gglm.Vec3
}
func (t *TransformComp) Name() string {
return "Transform Component"
}
func Test() {
// lvl := level.NewLevel("test level")
testRegistry := registry.NewRegistry[int](100)
e1, e1Handle := testRegistry.New()
e1CompContainer := entity.NewCompContainer()
fmt.Printf("Entity 1: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e1, e1Handle, e1Handle.Index(), e1Handle.Generation(), e1Handle.Flags())
trComp := entity.GetComp[*TransformComp](&e1CompContainer)
fmt.Println("Get comp before adding any:", trComp)
entity.AddComp(e1Handle, &e1CompContainer, &TransformComp{
Pos: gglm.NewVec3(0, 0, 0),
Rot: gglm.NewQuatEulerXYZ(0, 0, 0),
Scale: gglm.NewVec3(0, 0, 0),
})
trComp = entity.GetComp[*TransformComp](&e1CompContainer)
fmt.Println("Get transform comp:", trComp)
e2, e2Handle := testRegistry.New()
e3, e3Handle := testRegistry.New()
e4, e4Handle := testRegistry.New()
fmt.Printf("Entity 2: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e2, e2Handle, e2Handle.Index(), e2Handle.Generation(), e2Handle.Flags())
fmt.Printf("Entity 3: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e3, e3Handle, e3Handle.Index(), e3Handle.Generation(), e3Handle.Flags())
fmt.Printf("Entity 4: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e4, e4Handle, e4Handle.Index(), e4Handle.Generation(), e4Handle.Flags())
*e2 = 1000
fmt.Printf("Entity 2 value after registry get: %+v\n", *testRegistry.Get(e2Handle))
testRegistry.Free(e2Handle)
fmt.Printf("Entity 2 value after free: %+v\n", testRegistry.Get(e2Handle))
e5, e5Handle := testRegistry.New()
fmt.Printf("Entity 5: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e5, e5Handle, e5Handle.Index(), e5Handle.Generation(), e5Handle.Flags())
}
func main() {
// Test()
// return
//Init engine
err := engine.Init()
if err != nil {
@ -264,6 +217,8 @@ func main() {
game := &Game{
Win: window,
WinWidth: int32(unscaledWindowWidth * dpiScaling),
WinHeight: int32(unscaledWindowHeight * dpiScaling),
ImGUIInfo: nmageimgui.NewImGui("./res/shaders/imgui.glsl"),
}
window.EventCallbacks = append(window.EventCallbacks, game.handleWindowEvents)
@ -277,13 +232,11 @@ func (g *Game) handleWindowEvents(e sdl.Event) {
case *sdl.WindowEvent:
if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
width := e.Data1
height := e.Data2
cam.AspectRatio = float32(width) / float32(height)
cam.Update()
g.WinWidth = e.Data1
g.WinHeight = e.Data2
cam.AspectRatio = float32(g.WinWidth) / float32(g.WinHeight)
palleteMat.SetUnifMat4("projMat", &cam.ProjMat)
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
updateProjViewMat()
}
}
}
@ -394,15 +347,16 @@ func (g *Game) Init() {
logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
}
//
// Create materials and assign any unused texture slots to black
//
screenQuadMat = materials.NewMaterial("Screen Quad Mat", "./res/shaders/screen-quad.glsl")
screenQuadMat.SetUnifVec2("scale", fboScale)
screenQuadMat.SetUnifVec2("offset", fboOffset)
screenQuadMat.SetUnifInt32("material.diffuse", 0)
screenQuadMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
unlitMat = materials.NewMaterial("Unlit mat", "./res/shaders/simple-unlit.glsl")
unlitMat.SetUnifInt32("material.diffuse", 0)
unlitMat.SetUnifMat4("projMat", &cam.ProjMat)
unlitMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
whiteMat = materials.NewMaterial("White mat", "./res/shaders/simple.glsl")
whiteMat.Shininess = 64
@ -410,11 +364,10 @@ func (g *Game) Init() {
whiteMat.SpecularTex = blackTex.TexID
whiteMat.NormalTex = blackTex.TexID
whiteMat.EmissionTex = blackTex.TexID
whiteMat.SetUnifInt32("material.diffuse", 0)
whiteMat.SetUnifInt32("material.specular", 1)
// whiteMat.SetUnifInt32("material.normal", 2)
whiteMat.SetUnifInt32("material.emission", 3)
whiteMat.SetUnifMat4("projMat", &cam.ProjMat)
whiteMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
whiteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
// whiteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
whiteMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
whiteMat.SetUnifVec3("ambientColor", ambientColor)
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
@ -427,11 +380,10 @@ func (g *Game) Init() {
containerMat.SpecularTex = containerSpecularTex.TexID
containerMat.NormalTex = blackTex.TexID
containerMat.EmissionTex = blackTex.TexID
containerMat.SetUnifInt32("material.diffuse", 0)
containerMat.SetUnifInt32("material.specular", 1)
// containerMat.SetUnifInt32("material.normal", 2)
containerMat.SetUnifInt32("material.emission", 3)
containerMat.SetUnifMat4("projMat", &cam.ProjMat)
containerMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
containerMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
// containerMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
containerMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
containerMat.SetUnifVec3("ambientColor", ambientColor)
containerMat.SetUnifFloat32("material.shininess", containerMat.Shininess)
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
@ -444,51 +396,66 @@ func (g *Game) Init() {
palleteMat.SpecularTex = blackTex.TexID
palleteMat.NormalTex = blackTex.TexID
palleteMat.EmissionTex = blackTex.TexID
palleteMat.SetUnifInt32("material.diffuse", 0)
palleteMat.SetUnifInt32("material.specular", 1)
// palleteMat.SetUnifInt32("material.normal", 2)
palleteMat.SetUnifInt32("material.emission", 3)
palleteMat.SetUnifMat4("projMat", &cam.ProjMat)
palleteMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
palleteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
// palleteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
palleteMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
palleteMat.SetUnifVec3("ambientColor", ambientColor)
palleteMat.SetUnifFloat32("material.shininess", palleteMat.Shininess)
palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
skyboxMat.CubemapTex = skyboxCmap.TexID
skyboxMat.SetUnifInt32("skybox", int32(materials.TextureSlot_Cubemap))
// Movement, scale and rotation
// Cube model mat
translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
scaleMat := gglm.NewScaleMat(gglm.NewVec3(1, 1, 1))
rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(-90, -90, 0).AsRad()))
cubeModelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
g.updateLights()
updateViewMat()
// Screen quad vao setup.
// We don't actually care about the values here because the quad is hardcoded in the shader,
// but we just want to have a vao with 6 vertices and uv0 so opengl can be called properly
screenQuadVbo := buffers.NewVertexBuffer(buffers.Element{ElementType: buffers.DataTypeVec3}, buffers.Element{ElementType: buffers.DataTypeVec2})
screenQuadVbo.SetData(make([]float32, 6), buffers.BufUsage_Static)
screenQuadVao = buffers.NewVertexArray()
screenQuadVao.AddVertexBuffer(screenQuadVbo)
g.initFbo()
g.initFbos()
g.updateLights()
updateProjViewMat()
}
func (g *Game) initFbo() {
func (g *Game) initFbos() {
fbWidth, fbHeight := g.Win.SDLWin.GLGetDrawableSize()
if fbWidth <= 0 || fbHeight <= 0 {
panic("what?")
}
// Demo fbo
demoFbo = buffers.NewFramebuffer(uint32(g.WinWidth), uint32(g.WinHeight))
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))
}

View File

@ -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)}

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)

View File

@ -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()
}

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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;
}