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
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@ -56,12 +56,15 @@ var (
yaw float32 = 0 yaw float32 = 0
cam *camera.Camera cam *camera.Camera
simpleMat *materials.Material whiteMat *materials.Material
containerMat *materials.Material
palleteMat *materials.Material
skyboxMat *materials.Material skyboxMat *materials.Material
debugDepthMat *materials.Material debugDepthMat *materials.Material
chairMesh *meshes.Mesh
cubeMesh *meshes.Mesh cubeMesh *meshes.Mesh
sphereMesh *meshes.Mesh
chairMesh *meshes.Mesh
skyboxMesh *meshes.Mesh skyboxMesh *meshes.Mesh
cubeModelMat = gglm.NewTrMatId() cubeModelMat = gglm.NewTrMatId()
@ -73,9 +76,7 @@ var (
dpiScaling float32 dpiScaling float32
// Light settings // Light settings
ambientColor = gglm.NewVec3(1, 1, 1) ambientColor = gglm.NewVec3(0.2, 0.2, 0.2)
specularStrength float32 = 1
specularShininess float32 = 128
// Lights // Lights
lightPos1 = gglm.NewVec3(-2, 10, 0) lightPos1 = gglm.NewVec3(-2, 10, 0)
@ -179,7 +180,7 @@ func (g *OurGame) handleWindowEvents(e sdl.Event) {
cam.AspectRatio = float32(width) / float32(height) cam.AspectRatio = float32(width) / float32(height)
cam.Update() cam.Update()
simpleMat.SetUnifMat4("projMat", &cam.ProjMat) palleteMat.SetUnifMat4("projMat", &cam.ProjMat)
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat) debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
} }
} }
@ -223,13 +224,24 @@ func (g *OurGame) Init() {
var err error var err error
//Create materials // Camera
simpleMat = materials.NewMaterial("Simple mat", "./res/shaders/simple.glsl") winWidth, winHeight := g.Win.SDLWin.GetSize()
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl") cam = camera.NewPerspective(
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl") 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 //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 { if err != nil {
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err) logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
} }
@ -245,6 +257,21 @@ func (g *OurGame) Init() {
} }
//Load textures //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}) palleteTex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
if err != nil { if err != nil {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err) 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) logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
} }
// Configure materials // Create materials
simpleMat.DiffuseTex = palleteTex.TexID 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)) translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
scaleMat := gglm.NewScaleMat(gglm.NewVec3(1, 1, 1)) scaleMat := gglm.NewScaleMat(gglm.NewVec3(1, 1, 1))
rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(-90, -90, 0).AsRad())) rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(-90, -90, 0).AsRad()))
cubeModelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat))) 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() 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() { func (g *OurGame) Update() {
@ -305,8 +339,6 @@ func (g *OurGame) Update() {
g.updateCameraLookAround() g.updateCameraLookAround()
g.updateCameraPos() g.updateCameraPos()
imgui.ShowDemoWindow()
//Rotating cubes //Rotating cubes
if input.KeyDown(sdl.K_SPACE) { if input.KeyDown(sdl.K_SPACE) {
cubeModelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize()) 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() { func (g *OurGame) showDebugWindow() {
imgui.ShowDemoWindow()
imgui.Begin("Debug controls") imgui.Begin("Debug controls")
// Camera // Camera
@ -337,28 +371,32 @@ func (g *OurGame) showDebugWindow() {
// Light settings // Light settings
if imgui.DragFloat3("Ambient Color", &ambientColor.Data) { 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() imgui.Spacing()
if imgui.DragFloat("Specular Shininess", &specularShininess) { if imgui.DragFloat("Specular Shininess", &whiteMat.Shininess) {
simpleMat.SetUnifFloat32("specularShininess", specularShininess) whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
} containerMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
palleteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
if imgui.DragFloat("Specular Strength", &specularStrength) {
simpleMat.SetUnifFloat32("specularStrength", specularStrength)
} }
imgui.Spacing() imgui.Spacing()
// Lights // Lights
if imgui.DragFloat3("Light Pos 1", &lightPos1.Data) { 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) { 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() imgui.Spacing()
@ -429,28 +467,33 @@ func (g *OurGame) updateCameraPos() {
func (g *OurGame) Render() { func (g *OurGame) Render() {
matToUse := simpleMat tempModelMatrix := cubeModelMat.Clone()
if debugDrawDepthBuffer {
matToUse = debugDepthMat
}
if matToUse == simpleMat { whiteMat.SetUnifVec3("camPos", &cam.Pos)
matToUse.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 // 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 // Chair
tempModelMatrix := cubeModelMat.Clone() window.Rend.Draw(chairMesh, tempModelMatrix, chairMat)
window.Rend.Draw(chairMesh, tempModelMatrix, matToUse)
// Cubes // Cubes
rowSize := 1 rowSize := 1
for y := 0; y < rowSize; y++ { for y := 0; y < rowSize; y++ {
for x := 0; x < rowSize; x++ { for x := 0; x < rowSize; x++ {
tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0)) 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)) tempModelMatrix.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
} }
@ -478,7 +521,6 @@ func (g *OurGame) DrawSkybox() {
skyboxMat.SetUnifMat4("viewMat", viewMat) skyboxMat.SetUnifMat4("viewMat", viewMat)
skyboxMat.SetUnifMat4("projMat", &cam.ProjMat) skyboxMat.SetUnifMat4("projMat", &cam.ProjMat)
// window.Rend.Draw(cubeMesh, gglm.NewTrMatId(), skyboxMat)
for i := 0; i < len(skyboxMesh.SubMeshes); i++ { 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) 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() { func updateViewMat() {
cam.Update() 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) debugDepthMat.SetUnifMat4("viewMat", &cam.ViewMat)
} }

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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 {

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res/models/cube.fbx Executable file

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res/models/sphere.fbx Executable file

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@ -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);
} }

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res/textures/white.png Executable file

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@ -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)