Light maps support (diffuse+specular+normal+emission)+imgui bugs

This commit is contained in:
bloeys
2024-04-12 03:47:30 +04:00
parent c058b82a92
commit 3c0f82a735
12 changed files with 150 additions and 72 deletions

166
main.go
View File

@ -56,12 +56,15 @@ var (
yaw float32 = 0
cam *camera.Camera
simpleMat *materials.Material
whiteMat *materials.Material
containerMat *materials.Material
palleteMat *materials.Material
skyboxMat *materials.Material
debugDepthMat *materials.Material
chairMesh *meshes.Mesh
cubeMesh *meshes.Mesh
sphereMesh *meshes.Mesh
chairMesh *meshes.Mesh
skyboxMesh *meshes.Mesh
cubeModelMat = gglm.NewTrMatId()
@ -73,9 +76,7 @@ var (
dpiScaling float32
// Light settings
ambientColor = gglm.NewVec3(1, 1, 1)
specularStrength float32 = 1
specularShininess float32 = 128
ambientColor = gglm.NewVec3(0.2, 0.2, 0.2)
// Lights
lightPos1 = gglm.NewVec3(-2, 10, 0)
@ -179,7 +180,7 @@ func (g *OurGame) handleWindowEvents(e sdl.Event) {
cam.AspectRatio = float32(width) / float32(height)
cam.Update()
simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
palleteMat.SetUnifMat4("projMat", &cam.ProjMat)
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
}
}
@ -223,13 +224,24 @@ func (g *OurGame) Init() {
var err error
//Create materials
simpleMat = materials.NewMaterial("Simple mat", "./res/shaders/simple.glsl")
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
// Camera
winWidth, winHeight := g.Win.SDLWin.GetSize()
cam = camera.NewPerspective(
gglm.NewVec3(0, 0, 10),
gglm.NewVec3(0, 0, -1),
gglm.NewVec3(0, 1, 0),
0.1, 200,
45*gglm.Deg2Rad,
float32(winWidth)/float32(winHeight),
)
//Load meshes
cubeMesh, err = meshes.NewMesh("Cube", "./res/models/tex-cube.fbx", 0)
cubeMesh, err = meshes.NewMesh("Cube", "./res/models/cube.fbx", 0)
if err != nil {
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
}
sphereMesh, err = meshes.NewMesh("Sphere", "./res/models/sphere.fbx", 0)
if err != nil {
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
}
@ -245,6 +257,21 @@ func (g *OurGame) Init() {
}
//Load textures
whiteTex, err := assets.LoadTexturePNG("./res/textures/white.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
if err != nil {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
}
containerDiffuseTex, err := assets.LoadTexturePNG("./res/textures/container-diffuse.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
if err != nil {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
}
containerSpecularTex, err := assets.LoadTexturePNG("./res/textures/container-specular.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
if err != nil {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
}
palleteTex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
if err != nil {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
@ -260,40 +287,47 @@ func (g *OurGame) Init() {
logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
}
// Configure materials
simpleMat.DiffuseTex = palleteTex.TexID
// Create materials
whiteMat = materials.NewMaterial("White mat", "./res/shaders/simple.glsl")
whiteMat.Shininess = 128
whiteMat.DiffuseTex = whiteTex.TexID
whiteMat.SetUnifMat4("projMat", &cam.ProjMat)
whiteMat.SetUnifVec3("ambientColor", ambientColor)
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
whiteMat.SetUnifVec3("lightPos1", lightPos1)
whiteMat.SetUnifVec3("lightColor1", lightColor1)
//Movement, scale and rotation
containerMat = materials.NewMaterial("Container mat", "./res/shaders/simple.glsl")
containerMat.Shininess = 128
containerMat.DiffuseTex = containerDiffuseTex.TexID
containerMat.SpecularTex = containerSpecularTex.TexID
containerMat.SetUnifMat4("projMat", &cam.ProjMat)
containerMat.SetUnifVec3("ambientColor", ambientColor)
containerMat.SetUnifFloat32("material.shininess", containerMat.Shininess)
containerMat.SetUnifVec3("lightPos1", lightPos1)
containerMat.SetUnifVec3("lightColor1", lightColor1)
palleteMat = materials.NewMaterial("Pallete mat", "./res/shaders/simple.glsl")
palleteMat.Shininess = 128
palleteMat.DiffuseTex = palleteTex.TexID
palleteMat.SetUnifMat4("projMat", &cam.ProjMat)
palleteMat.SetUnifVec3("ambientColor", ambientColor)
palleteMat.SetUnifFloat32("material.shininess", palleteMat.Shininess)
palleteMat.SetUnifVec3("lightPos1", lightPos1)
palleteMat.SetUnifVec3("lightColor1", lightColor1)
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")
// Movement, scale and rotation
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)))
// Camera
winWidth, winHeight := g.Win.SDLWin.GetSize()
cam = camera.NewPerspective(
gglm.NewVec3(0, 0, 10),
gglm.NewVec3(0, 0, -1),
gglm.NewVec3(0, 1, 0),
0.1, 200,
45*gglm.Deg2Rad,
float32(winWidth)/float32(winHeight),
)
simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
updateViewMat()
// Light settings
simpleMat.SetUnifVec3("ambientColor", ambientColor)
simpleMat.SetUnifFloat32("specularShininess", specularShininess)
simpleMat.SetUnifFloat32("specularStrength", specularStrength)
//Lights
simpleMat.SetUnifVec3("lightPos1", lightPos1)
simpleMat.SetUnifVec3("lightColor1", lightColor1)
}
func (g *OurGame) Update() {
@ -305,8 +339,6 @@ func (g *OurGame) Update() {
g.updateCameraLookAround()
g.updateCameraPos()
imgui.ShowDemoWindow()
//Rotating cubes
if input.KeyDown(sdl.K_SPACE) {
cubeModelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
@ -323,6 +355,8 @@ func (g *OurGame) Update() {
func (g *OurGame) showDebugWindow() {
imgui.ShowDemoWindow()
imgui.Begin("Debug controls")
// Camera
@ -337,28 +371,32 @@ func (g *OurGame) showDebugWindow() {
// Light settings
if imgui.DragFloat3("Ambient Color", &ambientColor.Data) {
simpleMat.SetUnifVec3("ambientColor", ambientColor)
whiteMat.SetUnifVec3("ambientColor", ambientColor)
containerMat.SetUnifVec3("ambientColor", ambientColor)
palleteMat.SetUnifVec3("ambientColor", ambientColor)
}
imgui.Spacing()
if imgui.DragFloat("Specular Shininess", &specularShininess) {
simpleMat.SetUnifFloat32("specularShininess", specularShininess)
}
if imgui.DragFloat("Specular Strength", &specularStrength) {
simpleMat.SetUnifFloat32("specularStrength", specularStrength)
if imgui.DragFloat("Specular Shininess", &whiteMat.Shininess) {
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
containerMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
palleteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
}
imgui.Spacing()
// Lights
if imgui.DragFloat3("Light Pos 1", &lightPos1.Data) {
simpleMat.SetUnifVec3("lightPos1", lightPos1)
whiteMat.SetUnifVec3("lightPos1", lightPos1)
containerMat.SetUnifVec3("lightPos1", lightPos1)
palleteMat.SetUnifVec3("lightPos1", lightPos1)
}
if imgui.DragFloat3("Light Color 1", &lightColor1.Data) {
simpleMat.SetUnifVec3("lightColor1", lightColor1)
whiteMat.SetUnifVec3("lightColor1", lightColor1)
containerMat.SetUnifVec3("lightColor1", lightColor1)
palleteMat.SetUnifVec3("lightColor1", lightColor1)
}
imgui.Spacing()
@ -429,28 +467,33 @@ func (g *OurGame) updateCameraPos() {
func (g *OurGame) Render() {
matToUse := simpleMat
if debugDrawDepthBuffer {
matToUse = debugDepthMat
}
tempModelMatrix := cubeModelMat.Clone()
if matToUse == simpleMat {
matToUse.SetUnifVec3("camPos", &cam.Pos)
whiteMat.SetUnifVec3("camPos", &cam.Pos)
containerMat.SetUnifVec3("camPos", &cam.Pos)
palleteMat.SetUnifVec3("camPos", &cam.Pos)
sunMat := palleteMat
chairMat := palleteMat
cubeMat := containerMat
if debugDrawDepthBuffer {
sunMat = debugDepthMat
chairMat = debugDepthMat
cubeMat = debugDepthMat
}
// Draw sun
window.Rend.Draw(cubeMesh, gglm.NewTrMatId().Translate(lightPos1).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), matToUse)
window.Rend.Draw(sphereMesh, gglm.NewTrMatId().Translate(lightPos1).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), sunMat)
// Chair
tempModelMatrix := cubeModelMat.Clone()
window.Rend.Draw(chairMesh, tempModelMatrix, matToUse)
window.Rend.Draw(chairMesh, tempModelMatrix, chairMat)
// 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, matToUse)
window.Rend.Draw(cubeMesh, tempModelMatrix, cubeMat)
}
tempModelMatrix.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
}
@ -478,7 +521,6 @@ func (g *OurGame) DrawSkybox() {
skyboxMat.SetUnifMat4("viewMat", viewMat)
skyboxMat.SetUnifMat4("projMat", &cam.ProjMat)
// window.Rend.Draw(cubeMesh, gglm.NewTrMatId(), skyboxMat)
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)
}
@ -496,6 +538,8 @@ func (g *OurGame) DeInit() {
func updateViewMat() {
cam.Update()
simpleMat.SetUnifMat4("viewMat", &cam.ViewMat)
whiteMat.SetUnifMat4("viewMat", &cam.ViewMat)
containerMat.SetUnifMat4("viewMat", &cam.ViewMat)
palleteMat.SetUnifMat4("viewMat", &cam.ViewMat)
debugDepthMat.SetUnifMat4("viewMat", &cam.ViewMat)
}