mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Light maps support (diffuse+specular+normal+emission)+imgui bugs
This commit is contained in:
166
main.go
166
main.go
@ -56,12 +56,15 @@ var (
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yaw float32 = 0
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yaw float32 = 0
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cam *camera.Camera
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cam *camera.Camera
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simpleMat *materials.Material
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whiteMat *materials.Material
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containerMat *materials.Material
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palleteMat *materials.Material
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skyboxMat *materials.Material
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skyboxMat *materials.Material
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debugDepthMat *materials.Material
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debugDepthMat *materials.Material
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chairMesh *meshes.Mesh
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cubeMesh *meshes.Mesh
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cubeMesh *meshes.Mesh
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sphereMesh *meshes.Mesh
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chairMesh *meshes.Mesh
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skyboxMesh *meshes.Mesh
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skyboxMesh *meshes.Mesh
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cubeModelMat = gglm.NewTrMatId()
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cubeModelMat = gglm.NewTrMatId()
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@ -73,9 +76,7 @@ var (
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dpiScaling float32
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dpiScaling float32
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// Light settings
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// Light settings
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ambientColor = gglm.NewVec3(1, 1, 1)
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ambientColor = gglm.NewVec3(0.2, 0.2, 0.2)
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specularStrength float32 = 1
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specularShininess float32 = 128
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// Lights
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// Lights
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lightPos1 = gglm.NewVec3(-2, 10, 0)
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lightPos1 = gglm.NewVec3(-2, 10, 0)
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@ -179,7 +180,7 @@ func (g *OurGame) handleWindowEvents(e sdl.Event) {
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cam.AspectRatio = float32(width) / float32(height)
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cam.AspectRatio = float32(width) / float32(height)
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cam.Update()
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cam.Update()
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simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
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palleteMat.SetUnifMat4("projMat", &cam.ProjMat)
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debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
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debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
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}
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}
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}
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}
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@ -223,13 +224,24 @@ func (g *OurGame) Init() {
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var err error
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var err error
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//Create materials
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// Camera
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simpleMat = materials.NewMaterial("Simple mat", "./res/shaders/simple.glsl")
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winWidth, winHeight := g.Win.SDLWin.GetSize()
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debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
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cam = camera.NewPerspective(
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skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
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gglm.NewVec3(0, 0, 10),
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gglm.NewVec3(0, 0, -1),
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gglm.NewVec3(0, 1, 0),
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0.1, 200,
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45*gglm.Deg2Rad,
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float32(winWidth)/float32(winHeight),
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)
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//Load meshes
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//Load meshes
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cubeMesh, err = meshes.NewMesh("Cube", "./res/models/tex-cube.fbx", 0)
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cubeMesh, err = meshes.NewMesh("Cube", "./res/models/cube.fbx", 0)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
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}
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sphereMesh, err = meshes.NewMesh("Sphere", "./res/models/sphere.fbx", 0)
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if err != nil {
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
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logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
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}
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}
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@ -245,6 +257,21 @@ func (g *OurGame) Init() {
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}
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}
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//Load textures
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//Load textures
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whiteTex, err := assets.LoadTexturePNG("./res/textures/white.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
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}
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containerDiffuseTex, err := assets.LoadTexturePNG("./res/textures/container-diffuse.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
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}
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containerSpecularTex, err := assets.LoadTexturePNG("./res/textures/container-specular.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
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}
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palleteTex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
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palleteTex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
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if err != nil {
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
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logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
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@ -260,40 +287,47 @@ func (g *OurGame) Init() {
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logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
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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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// Configure materials
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// Create materials
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simpleMat.DiffuseTex = palleteTex.TexID
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whiteMat = materials.NewMaterial("White mat", "./res/shaders/simple.glsl")
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whiteMat.Shininess = 128
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whiteMat.DiffuseTex = whiteTex.TexID
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whiteMat.SetUnifMat4("projMat", &cam.ProjMat)
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whiteMat.SetUnifVec3("ambientColor", ambientColor)
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whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
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whiteMat.SetUnifVec3("lightPos1", lightPos1)
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whiteMat.SetUnifVec3("lightColor1", lightColor1)
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//Movement, scale and rotation
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containerMat = materials.NewMaterial("Container mat", "./res/shaders/simple.glsl")
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containerMat.Shininess = 128
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containerMat.DiffuseTex = containerDiffuseTex.TexID
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containerMat.SpecularTex = containerSpecularTex.TexID
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containerMat.SetUnifMat4("projMat", &cam.ProjMat)
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containerMat.SetUnifVec3("ambientColor", ambientColor)
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containerMat.SetUnifFloat32("material.shininess", containerMat.Shininess)
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containerMat.SetUnifVec3("lightPos1", lightPos1)
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containerMat.SetUnifVec3("lightColor1", lightColor1)
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palleteMat = materials.NewMaterial("Pallete mat", "./res/shaders/simple.glsl")
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palleteMat.Shininess = 128
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palleteMat.DiffuseTex = palleteTex.TexID
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palleteMat.SetUnifMat4("projMat", &cam.ProjMat)
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palleteMat.SetUnifVec3("ambientColor", ambientColor)
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palleteMat.SetUnifFloat32("material.shininess", palleteMat.Shininess)
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palleteMat.SetUnifVec3("lightPos1", lightPos1)
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palleteMat.SetUnifVec3("lightColor1", lightColor1)
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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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// Movement, scale and rotation
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translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
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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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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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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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cubeModelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
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// Camera
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winWidth, winHeight := g.Win.SDLWin.GetSize()
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cam = camera.NewPerspective(
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gglm.NewVec3(0, 0, 10),
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gglm.NewVec3(0, 0, -1),
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gglm.NewVec3(0, 1, 0),
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0.1, 200,
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45*gglm.Deg2Rad,
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float32(winWidth)/float32(winHeight),
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)
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simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
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debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
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updateViewMat()
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updateViewMat()
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// Light settings
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simpleMat.SetUnifVec3("ambientColor", ambientColor)
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simpleMat.SetUnifFloat32("specularShininess", specularShininess)
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simpleMat.SetUnifFloat32("specularStrength", specularStrength)
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//Lights
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simpleMat.SetUnifVec3("lightPos1", lightPos1)
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simpleMat.SetUnifVec3("lightColor1", lightColor1)
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}
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}
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func (g *OurGame) Update() {
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func (g *OurGame) Update() {
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@ -305,8 +339,6 @@ func (g *OurGame) Update() {
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g.updateCameraLookAround()
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g.updateCameraLookAround()
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g.updateCameraPos()
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g.updateCameraPos()
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imgui.ShowDemoWindow()
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//Rotating cubes
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//Rotating cubes
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if input.KeyDown(sdl.K_SPACE) {
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if input.KeyDown(sdl.K_SPACE) {
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cubeModelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
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cubeModelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
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@ -323,6 +355,8 @@ func (g *OurGame) Update() {
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func (g *OurGame) showDebugWindow() {
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func (g *OurGame) showDebugWindow() {
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imgui.ShowDemoWindow()
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imgui.Begin("Debug controls")
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imgui.Begin("Debug controls")
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// Camera
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// Camera
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@ -337,28 +371,32 @@ func (g *OurGame) showDebugWindow() {
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// Light settings
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// Light settings
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if imgui.DragFloat3("Ambient Color", &ambientColor.Data) {
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if imgui.DragFloat3("Ambient Color", &ambientColor.Data) {
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simpleMat.SetUnifVec3("ambientColor", ambientColor)
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whiteMat.SetUnifVec3("ambientColor", ambientColor)
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containerMat.SetUnifVec3("ambientColor", ambientColor)
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palleteMat.SetUnifVec3("ambientColor", ambientColor)
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}
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}
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imgui.Spacing()
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imgui.Spacing()
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if imgui.DragFloat("Specular Shininess", &specularShininess) {
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if imgui.DragFloat("Specular Shininess", &whiteMat.Shininess) {
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simpleMat.SetUnifFloat32("specularShininess", specularShininess)
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whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
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}
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containerMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
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palleteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
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if imgui.DragFloat("Specular Strength", &specularStrength) {
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simpleMat.SetUnifFloat32("specularStrength", specularStrength)
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}
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}
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imgui.Spacing()
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imgui.Spacing()
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// Lights
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// Lights
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if imgui.DragFloat3("Light Pos 1", &lightPos1.Data) {
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if imgui.DragFloat3("Light Pos 1", &lightPos1.Data) {
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simpleMat.SetUnifVec3("lightPos1", lightPos1)
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whiteMat.SetUnifVec3("lightPos1", lightPos1)
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containerMat.SetUnifVec3("lightPos1", lightPos1)
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palleteMat.SetUnifVec3("lightPos1", lightPos1)
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}
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}
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if imgui.DragFloat3("Light Color 1", &lightColor1.Data) {
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if imgui.DragFloat3("Light Color 1", &lightColor1.Data) {
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simpleMat.SetUnifVec3("lightColor1", lightColor1)
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whiteMat.SetUnifVec3("lightColor1", lightColor1)
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containerMat.SetUnifVec3("lightColor1", lightColor1)
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palleteMat.SetUnifVec3("lightColor1", lightColor1)
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}
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}
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imgui.Spacing()
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imgui.Spacing()
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@ -429,28 +467,33 @@ func (g *OurGame) updateCameraPos() {
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func (g *OurGame) Render() {
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func (g *OurGame) Render() {
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matToUse := simpleMat
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tempModelMatrix := cubeModelMat.Clone()
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if debugDrawDepthBuffer {
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matToUse = debugDepthMat
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}
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if matToUse == simpleMat {
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whiteMat.SetUnifVec3("camPos", &cam.Pos)
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matToUse.SetUnifVec3("camPos", &cam.Pos)
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containerMat.SetUnifVec3("camPos", &cam.Pos)
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palleteMat.SetUnifVec3("camPos", &cam.Pos)
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sunMat := palleteMat
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chairMat := palleteMat
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cubeMat := containerMat
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if debugDrawDepthBuffer {
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sunMat = debugDepthMat
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chairMat = debugDepthMat
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cubeMat = debugDepthMat
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}
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}
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|
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// Draw sun
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// Draw sun
|
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window.Rend.Draw(cubeMesh, gglm.NewTrMatId().Translate(lightPos1).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), matToUse)
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window.Rend.Draw(sphereMesh, gglm.NewTrMatId().Translate(lightPos1).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), sunMat)
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|
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// Chair
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// Chair
|
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tempModelMatrix := cubeModelMat.Clone()
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window.Rend.Draw(chairMesh, tempModelMatrix, chairMat)
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window.Rend.Draw(chairMesh, tempModelMatrix, matToUse)
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|
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// Cubes
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// Cubes
|
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rowSize := 1
|
rowSize := 1
|
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for y := 0; y < rowSize; y++ {
|
for y := 0; y < rowSize; y++ {
|
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for x := 0; x < rowSize; x++ {
|
for x := 0; x < rowSize; x++ {
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tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
|
tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
|
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window.Rend.Draw(cubeMesh, tempModelMatrix, matToUse)
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window.Rend.Draw(cubeMesh, tempModelMatrix, cubeMat)
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}
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}
|
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tempModelMatrix.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
|
tempModelMatrix.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
|
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}
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}
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@ -478,7 +521,6 @@ func (g *OurGame) DrawSkybox() {
|
|||||||
|
|
||||||
skyboxMat.SetUnifMat4("viewMat", viewMat)
|
skyboxMat.SetUnifMat4("viewMat", viewMat)
|
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skyboxMat.SetUnifMat4("projMat", &cam.ProjMat)
|
skyboxMat.SetUnifMat4("projMat", &cam.ProjMat)
|
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// window.Rend.Draw(cubeMesh, gglm.NewTrMatId(), skyboxMat)
|
|
||||||
for i := 0; i < len(skyboxMesh.SubMeshes); i++ {
|
for i := 0; i < len(skyboxMesh.SubMeshes); i++ {
|
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gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, skyboxMesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(skyboxMesh.SubMeshes[i].BaseIndex), skyboxMesh.SubMeshes[i].BaseVertex)
|
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, skyboxMesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(skyboxMesh.SubMeshes[i].BaseIndex), skyboxMesh.SubMeshes[i].BaseVertex)
|
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}
|
}
|
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@ -496,6 +538,8 @@ func (g *OurGame) DeInit() {
|
|||||||
|
|
||||||
func updateViewMat() {
|
func updateViewMat() {
|
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cam.Update()
|
cam.Update()
|
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simpleMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
whiteMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||||
|
containerMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
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|
palleteMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
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debugDepthMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
debugDepthMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
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}
|
}
|
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|
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@ -12,10 +12,16 @@ type Material struct {
|
|||||||
Name string
|
Name string
|
||||||
ShaderProg shaders.ShaderProgram
|
ShaderProg shaders.ShaderProgram
|
||||||
|
|
||||||
DiffuseTex uint32
|
|
||||||
|
|
||||||
UnifLocs map[string]int32
|
UnifLocs map[string]int32
|
||||||
AttribLocs map[string]int32
|
AttribLocs map[string]int32
|
||||||
|
|
||||||
|
// Phong shading
|
||||||
|
DiffuseTex uint32
|
||||||
|
SpecularTex uint32
|
||||||
|
NormalTex uint32
|
||||||
|
EmissionTex uint32
|
||||||
|
|
||||||
|
Shininess float32
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) Bind() {
|
func (m *Material) Bind() {
|
||||||
@ -24,6 +30,15 @@ func (m *Material) Bind() {
|
|||||||
|
|
||||||
gl.ActiveTexture(gl.TEXTURE0)
|
gl.ActiveTexture(gl.TEXTURE0)
|
||||||
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
|
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
|
||||||
|
|
||||||
|
gl.ActiveTexture(gl.TEXTURE1)
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
|
||||||
|
|
||||||
|
gl.ActiveTexture(gl.TEXTURE2)
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
|
||||||
|
|
||||||
|
gl.ActiveTexture(gl.TEXTURE3)
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) UnBind() {
|
func (m *Material) UnBind() {
|
||||||
@ -32,6 +47,15 @@ func (m *Material) UnBind() {
|
|||||||
//TODO: Should we unbind textures here? Are these two lines needed?
|
//TODO: Should we unbind textures here? Are these two lines needed?
|
||||||
// gl.ActiveTexture(gl.TEXTURE0)
|
// gl.ActiveTexture(gl.TEXTURE0)
|
||||||
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
// 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 {
|
func (m *Material) GetAttribLoc(attribName string) int32 {
|
||||||
|
|||||||
Binary file not shown.
BIN
res/models/cube.fbx
Executable file
BIN
res/models/cube.fbx
Executable file
Binary file not shown.
BIN
res/models/sphere.fbx
Executable file
BIN
res/models/sphere.fbx
Executable file
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -34,18 +34,22 @@ void main()
|
|||||||
//shader:fragment
|
//shader:fragment
|
||||||
#version 410
|
#version 410
|
||||||
|
|
||||||
uniform vec3 ambientColor = vec3(1, 1, 1);
|
struct Material {
|
||||||
|
sampler2D diffuse;
|
||||||
|
sampler2D specular;
|
||||||
|
sampler2D normal;
|
||||||
|
sampler2D emission;
|
||||||
|
float shininess;
|
||||||
|
};
|
||||||
|
|
||||||
uniform float specularShininess = 32;
|
uniform Material material;
|
||||||
uniform float specularStrength = 0.5;
|
|
||||||
|
|
||||||
uniform vec3 camPos;
|
uniform vec3 camPos;
|
||||||
|
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
|
||||||
|
|
||||||
uniform vec3 lightPos1;
|
uniform vec3 lightPos1;
|
||||||
uniform vec3 lightColor1;
|
uniform vec3 lightColor1;
|
||||||
|
|
||||||
uniform sampler2D diffTex;
|
|
||||||
|
|
||||||
in vec3 vertColor;
|
in vec3 vertColor;
|
||||||
in vec3 vertNormal;
|
in vec3 vertNormal;
|
||||||
in vec2 vertUV0;
|
in vec2 vertUV0;
|
||||||
@ -56,7 +60,7 @@ out vec4 fragColor;
|
|||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec3 lightDir = normalize(lightPos1 - fragPos);
|
vec3 lightDir = normalize(lightPos1 - fragPos);
|
||||||
vec4 diffuseTexColor = texture(diffTex, vertUV0);
|
vec4 diffuseTexColor = texture(material.diffuse, vertUV0);
|
||||||
|
|
||||||
// Ambient
|
// Ambient
|
||||||
vec3 finalAmbient = ambientColor * diffuseTexColor.rgb;
|
vec3 finalAmbient = ambientColor * diffuseTexColor.rgb;
|
||||||
@ -68,8 +72,11 @@ void main()
|
|||||||
// Specular
|
// Specular
|
||||||
vec3 viewDir = normalize(camPos - fragPos);
|
vec3 viewDir = normalize(camPos - fragPos);
|
||||||
vec3 reflectDir = reflect(-lightDir, vertNormal);
|
vec3 reflectDir = reflect(-lightDir, vertNormal);
|
||||||
float specularAmount = pow(max(dot(viewDir, reflectDir), 0.0), specularShininess);
|
float specularAmount = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||||
vec3 finalSpecular = specularAmount * specularStrength * lightColor1 * diffuseTexColor.rgb;
|
vec3 finalSpecular = specularAmount * lightColor1 * texture(material.specular, vertUV0).rgb;
|
||||||
|
|
||||||
fragColor = vec4(finalAmbient + finalDiffuse + finalSpecular, 1);
|
// Emission
|
||||||
|
vec3 finalEmission = texture(material.emission, vertUV0).rgb;
|
||||||
|
|
||||||
|
fragColor = vec4(finalAmbient + finalDiffuse + finalSpecular + finalEmission, 1);
|
||||||
}
|
}
|
||||||
|
|||||||
BIN
res/textures/container-diffuse.png
Executable file
BIN
res/textures/container-diffuse.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 457 KiB |
BIN
res/textures/container-specular.png
Executable file
BIN
res/textures/container-specular.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 141 KiB |
BIN
res/textures/white.png
Executable file
BIN
res/textures/white.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 232 B |
@ -109,6 +109,7 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
|
|||||||
cmd.CallUserCallback(list)
|
cmd.CallUserCallback(list)
|
||||||
} else {
|
} else {
|
||||||
|
|
||||||
|
gl.ActiveTexture(gl.TEXTURE0)
|
||||||
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
|
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
|
||||||
clipRect := cmd.ClipRect()
|
clipRect := cmd.ClipRect()
|
||||||
gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
|
gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
|
||||||
@ -142,6 +143,7 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
|
|||||||
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
|
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
|
||||||
pixels, width, height, _ := a.GetTextureDataAsAlpha8()
|
pixels, width, height, _ := a.GetTextureDataAsAlpha8()
|
||||||
|
|
||||||
|
gl.ActiveTexture(gl.TEXTURE0)
|
||||||
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
|
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
|
||||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
||||||
|
|
||||||
@ -225,6 +227,7 @@ func NewImGui(shaderPath string) ImguiInfo {
|
|||||||
gl.GenTextures(1, imguiInfo.TexID)
|
gl.GenTextures(1, imguiInfo.TexID)
|
||||||
|
|
||||||
// Upload font to gpu
|
// Upload font to gpu
|
||||||
|
gl.ActiveTexture(gl.TEXTURE0)
|
||||||
gl.BindTexture(gl.TEXTURE_2D, *imguiInfo.TexID)
|
gl.BindTexture(gl.TEXTURE_2D, *imguiInfo.TexID)
|
||||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||||
|
|||||||
Reference in New Issue
Block a user