mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Get rid of more pointers to make allocs predictable
This commit is contained in:
268
main.go
268
main.go
@ -523,8 +523,8 @@ func (g *Game) Init() {
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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", &demoFboScale)
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screenQuadMat.SetUnifVec2("offset", &demoFboOffset)
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screenQuadMat.SetUnifVec2("scale", demoFboScale)
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screenQuadMat.SetUnifVec2("offset", demoFboOffset)
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screenQuadMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
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tonemappedScreenQuadMat = materials.NewMaterial("Tonemapped Screen Quad Mat", "./res/shaders/tonemapped-screen-quad.glsl")
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@ -541,11 +541,11 @@ func (g *Game) Init() {
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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.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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whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
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whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
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whiteMat.SetUnifVec3("dirLight.dir", dirLight.Dir)
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whiteMat.SetUnifVec3("dirLight.diffuseColor", dirLight.DiffuseColor)
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whiteMat.SetUnifVec3("dirLight.specularColor", dirLight.SpecularColor)
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whiteMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
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whiteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
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whiteMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
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@ -559,11 +559,11 @@ func (g *Game) Init() {
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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.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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containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
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containerMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
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containerMat.SetUnifVec3("dirLight.dir", dirLight.Dir)
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containerMat.SetUnifVec3("dirLight.diffuseColor", dirLight.DiffuseColor)
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containerMat.SetUnifVec3("dirLight.specularColor", dirLight.SpecularColor)
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containerMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
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containerMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
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containerMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
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@ -577,11 +577,11 @@ func (g *Game) Init() {
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groundMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
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groundMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
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groundMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
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groundMat.SetUnifVec3("ambientColor", &ambientColor)
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groundMat.SetUnifVec3("ambientColor", ambientColor)
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groundMat.SetUnifFloat32("material.shininess", groundMat.Shininess)
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groundMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
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groundMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
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groundMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
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groundMat.SetUnifVec3("dirLight.dir", dirLight.Dir)
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groundMat.SetUnifVec3("dirLight.diffuseColor", dirLight.DiffuseColor)
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groundMat.SetUnifVec3("dirLight.specularColor", dirLight.SpecularColor)
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groundMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
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groundMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
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groundMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
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@ -594,11 +594,11 @@ func (g *Game) Init() {
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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.SetUnifVec3("ambientColor", ambientColor)
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palleteMat.SetUnifFloat32("material.shininess", palleteMat.Shininess)
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palleteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
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palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
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palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
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palleteMat.SetUnifVec3("dirLight.dir", dirLight.Dir)
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palleteMat.SetUnifVec3("dirLight.diffuseColor", dirLight.DiffuseColor)
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palleteMat.SetUnifVec3("dirLight.specularColor", dirLight.SpecularColor)
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palleteMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
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palleteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
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palleteMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
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@ -723,20 +723,20 @@ func (g *Game) updateLights() {
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p := &pointLights[i]
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indexString := "pointLights[" + strconv.Itoa(i) + "]"
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whiteMat.SetUnifVec3(indexString+".pos", &p.Pos)
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containerMat.SetUnifVec3(indexString+".pos", &p.Pos)
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groundMat.SetUnifVec3(indexString+".pos", &p.Pos)
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palleteMat.SetUnifVec3(indexString+".pos", &p.Pos)
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whiteMat.SetUnifVec3(indexString+".pos", p.Pos)
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containerMat.SetUnifVec3(indexString+".pos", p.Pos)
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groundMat.SetUnifVec3(indexString+".pos", p.Pos)
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palleteMat.SetUnifVec3(indexString+".pos", p.Pos)
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whiteMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
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containerMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
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groundMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
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palleteMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
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whiteMat.SetUnifVec3(indexString+".diffuseColor", p.DiffuseColor)
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containerMat.SetUnifVec3(indexString+".diffuseColor", p.DiffuseColor)
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groundMat.SetUnifVec3(indexString+".diffuseColor", p.DiffuseColor)
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palleteMat.SetUnifVec3(indexString+".diffuseColor", p.DiffuseColor)
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whiteMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
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containerMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
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groundMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
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palleteMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
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whiteMat.SetUnifVec3(indexString+".specularColor", p.SpecularColor)
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containerMat.SetUnifVec3(indexString+".specularColor", p.SpecularColor)
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groundMat.SetUnifVec3(indexString+".specularColor", p.SpecularColor)
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palleteMat.SetUnifVec3(indexString+".specularColor", p.SpecularColor)
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whiteMat.SetUnifFloat32(indexString+".constant", p.Constant)
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containerMat.SetUnifFloat32(indexString+".constant", p.Constant)
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@ -773,25 +773,25 @@ func (g *Game) updateLights() {
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indexString := "spotLights[" + strconv.Itoa(i) + "]"
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whiteMat.SetUnifVec3(indexString+".pos", &l.Pos)
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containerMat.SetUnifVec3(indexString+".pos", &l.Pos)
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groundMat.SetUnifVec3(indexString+".pos", &l.Pos)
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palleteMat.SetUnifVec3(indexString+".pos", &l.Pos)
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whiteMat.SetUnifVec3(indexString+".pos", l.Pos)
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containerMat.SetUnifVec3(indexString+".pos", l.Pos)
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groundMat.SetUnifVec3(indexString+".pos", l.Pos)
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palleteMat.SetUnifVec3(indexString+".pos", l.Pos)
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whiteMat.SetUnifVec3(indexString+".dir", &l.Dir)
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containerMat.SetUnifVec3(indexString+".dir", &l.Dir)
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groundMat.SetUnifVec3(indexString+".dir", &l.Dir)
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palleteMat.SetUnifVec3(indexString+".dir", &l.Dir)
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whiteMat.SetUnifVec3(indexString+".dir", l.Dir)
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containerMat.SetUnifVec3(indexString+".dir", l.Dir)
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groundMat.SetUnifVec3(indexString+".dir", l.Dir)
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palleteMat.SetUnifVec3(indexString+".dir", l.Dir)
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whiteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
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containerMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
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groundMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
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palleteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
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whiteMat.SetUnifVec3(indexString+".diffuseColor", l.DiffuseColor)
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containerMat.SetUnifVec3(indexString+".diffuseColor", l.DiffuseColor)
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groundMat.SetUnifVec3(indexString+".diffuseColor", l.DiffuseColor)
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palleteMat.SetUnifVec3(indexString+".diffuseColor", l.DiffuseColor)
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whiteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
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containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
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groundMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
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palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
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whiteMat.SetUnifVec3(indexString+".specularColor", l.SpecularColor)
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containerMat.SetUnifVec3(indexString+".specularColor", l.SpecularColor)
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groundMat.SetUnifVec3(indexString+".specularColor", l.SpecularColor)
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palleteMat.SetUnifVec3(indexString+".specularColor", l.SpecularColor)
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whiteMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
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containerMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
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@ -863,10 +863,10 @@ func (g *Game) showDebugWindow() {
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imgui.Text("Ambient Light")
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if imgui.DragFloat3("Ambient Color", &ambientColor.Data) {
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whiteMat.SetUnifVec3("ambientColor", &ambientColor)
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containerMat.SetUnifVec3("ambientColor", &ambientColor)
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groundMat.SetUnifVec3("ambientColor", &ambientColor)
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palleteMat.SetUnifVec3("ambientColor", &ambientColor)
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whiteMat.SetUnifVec3("ambientColor", ambientColor)
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containerMat.SetUnifVec3("ambientColor", ambientColor)
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groundMat.SetUnifVec3("ambientColor", ambientColor)
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palleteMat.SetUnifVec3("ambientColor", ambientColor)
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}
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imgui.Spacing()
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@ -877,24 +877,24 @@ func (g *Game) showDebugWindow() {
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imgui.Checkbox("Render Directional Light Shadows", &renderDirLightShadows)
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if imgui.DragFloat3("Direction", &dirLight.Dir.Data) {
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whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
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containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
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groundMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
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palleteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
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whiteMat.SetUnifVec3("dirLight.dir", dirLight.Dir)
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containerMat.SetUnifVec3("dirLight.dir", dirLight.Dir)
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groundMat.SetUnifVec3("dirLight.dir", dirLight.Dir)
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palleteMat.SetUnifVec3("dirLight.dir", dirLight.Dir)
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}
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if imgui.DragFloat3("Diffuse Color", &dirLight.DiffuseColor.Data) {
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whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
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containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
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groundMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
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palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
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whiteMat.SetUnifVec3("dirLight.diffuseColor", dirLight.DiffuseColor)
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containerMat.SetUnifVec3("dirLight.diffuseColor", dirLight.DiffuseColor)
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groundMat.SetUnifVec3("dirLight.diffuseColor", dirLight.DiffuseColor)
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palleteMat.SetUnifVec3("dirLight.diffuseColor", dirLight.DiffuseColor)
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}
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if imgui.DragFloat3("Specular Color", &dirLight.SpecularColor.Data) {
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whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
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containerMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
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groundMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
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palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
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whiteMat.SetUnifVec3("dirLight.specularColor", dirLight.SpecularColor)
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containerMat.SetUnifVec3("dirLight.specularColor", dirLight.SpecularColor)
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groundMat.SetUnifVec3("dirLight.specularColor", dirLight.SpecularColor)
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palleteMat.SetUnifVec3("dirLight.specularColor", dirLight.SpecularColor)
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}
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imgui.DragFloat3("dPos", &dirLightPos.Data)
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@ -932,24 +932,24 @@ func (g *Game) showDebugWindow() {
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indexString := "pointLights[" + indexNumString + "]"
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if imgui.DragFloat3("Pos", &pl.Pos.Data) {
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whiteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
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containerMat.SetUnifVec3(indexString+".pos", &pl.Pos)
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groundMat.SetUnifVec3(indexString+".pos", &pl.Pos)
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palleteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
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whiteMat.SetUnifVec3(indexString+".pos", pl.Pos)
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containerMat.SetUnifVec3(indexString+".pos", pl.Pos)
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groundMat.SetUnifVec3(indexString+".pos", pl.Pos)
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palleteMat.SetUnifVec3(indexString+".pos", pl.Pos)
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}
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if imgui.DragFloat3("Diffuse Color", &pl.DiffuseColor.Data) {
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whiteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
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containerMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
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groundMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
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palleteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
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whiteMat.SetUnifVec3(indexString+".diffuseColor", pl.DiffuseColor)
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containerMat.SetUnifVec3(indexString+".diffuseColor", pl.DiffuseColor)
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groundMat.SetUnifVec3(indexString+".diffuseColor", pl.DiffuseColor)
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palleteMat.SetUnifVec3(indexString+".diffuseColor", pl.DiffuseColor)
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}
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if imgui.DragFloat3("Specular Color", &pl.SpecularColor.Data) {
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whiteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
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containerMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
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groundMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
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palleteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
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whiteMat.SetUnifVec3(indexString+".specularColor", pl.SpecularColor)
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containerMat.SetUnifVec3(indexString+".specularColor", pl.SpecularColor)
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groundMat.SetUnifVec3(indexString+".specularColor", pl.SpecularColor)
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palleteMat.SetUnifVec3(indexString+".specularColor", pl.SpecularColor)
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}
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imgui.TreePop()
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@ -975,31 +975,31 @@ func (g *Game) showDebugWindow() {
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indexString := "spotLights[" + indexNumString + "]"
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if imgui.DragFloat3("Pos", &l.Pos.Data) {
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whiteMat.SetUnifVec3(indexString+".pos", &l.Pos)
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containerMat.SetUnifVec3(indexString+".pos", &l.Pos)
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groundMat.SetUnifVec3(indexString+".pos", &l.Pos)
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palleteMat.SetUnifVec3(indexString+".pos", &l.Pos)
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whiteMat.SetUnifVec3(indexString+".pos", l.Pos)
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containerMat.SetUnifVec3(indexString+".pos", l.Pos)
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groundMat.SetUnifVec3(indexString+".pos", l.Pos)
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palleteMat.SetUnifVec3(indexString+".pos", l.Pos)
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}
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if imgui.DragFloat3("Dir", &l.Dir.Data) {
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whiteMat.SetUnifVec3(indexString+".dir", &l.Dir)
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containerMat.SetUnifVec3(indexString+".dir", &l.Dir)
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groundMat.SetUnifVec3(indexString+".dir", &l.Dir)
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palleteMat.SetUnifVec3(indexString+".dir", &l.Dir)
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whiteMat.SetUnifVec3(indexString+".dir", l.Dir)
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containerMat.SetUnifVec3(indexString+".dir", l.Dir)
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groundMat.SetUnifVec3(indexString+".dir", l.Dir)
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palleteMat.SetUnifVec3(indexString+".dir", l.Dir)
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}
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if imgui.DragFloat3("Diffuse Color", &l.DiffuseColor.Data) {
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whiteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
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containerMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
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groundMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
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palleteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
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whiteMat.SetUnifVec3(indexString+".diffuseColor", l.DiffuseColor)
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containerMat.SetUnifVec3(indexString+".diffuseColor", l.DiffuseColor)
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groundMat.SetUnifVec3(indexString+".diffuseColor", l.DiffuseColor)
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palleteMat.SetUnifVec3(indexString+".diffuseColor", l.DiffuseColor)
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}
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if imgui.DragFloat3("Specular Color", &l.SpecularColor.Data) {
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whiteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
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containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
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groundMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
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palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
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whiteMat.SetUnifVec3(indexString+".specularColor", l.SpecularColor)
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containerMat.SetUnifVec3(indexString+".specularColor", l.SpecularColor)
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groundMat.SetUnifVec3(indexString+".specularColor", l.SpecularColor)
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palleteMat.SetUnifVec3(indexString+".specularColor", l.SpecularColor)
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}
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if imgui.DragFloat("Inner Cutoff Radians", &l.InnerCutoffRad) {
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@ -1129,10 +1129,10 @@ var (
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func (g *Game) Render() {
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||||
whiteMat.SetUnifVec3("camPos", &cam.Pos)
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containerMat.SetUnifVec3("camPos", &cam.Pos)
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groundMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
palleteMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
whiteMat.SetUnifVec3("camPos", cam.Pos)
|
||||
containerMat.SetUnifVec3("camPos", cam.Pos)
|
||||
groundMat.SetUnifVec3("camPos", cam.Pos)
|
||||
palleteMat.SetUnifVec3("camPos", cam.Pos)
|
||||
|
||||
rotatingCubeTrMat1.Rotate(rotatingCubeSpeedDeg1*gglm.Deg2Rad*timing.DT(), 0, 1, 0)
|
||||
rotatingCubeTrMat2.Rotate(rotatingCubeSpeedDeg2*gglm.Deg2Rad*timing.DT(), 1, 1, 0)
|
||||
@ -1175,12 +1175,12 @@ func (g *Game) renderDirectionalLightShadowmap() {
|
||||
// Set some uniforms
|
||||
dirLightProjViewMat := dirLight.GetProjViewMat()
|
||||
|
||||
whiteMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||
containerMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||
groundMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||
palleteMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||
whiteMat.SetUnifMat4("dirLightProjViewMat", dirLightProjViewMat)
|
||||
containerMat.SetUnifMat4("dirLightProjViewMat", dirLightProjViewMat)
|
||||
groundMat.SetUnifMat4("dirLightProjViewMat", dirLightProjViewMat)
|
||||
palleteMat.SetUnifMat4("dirLightProjViewMat", dirLightProjViewMat)
|
||||
|
||||
depthMapMat.SetUnifMat4("projViewMat", &dirLightProjViewMat)
|
||||
depthMapMat.SetUnifMat4("projViewMat", dirLightProjViewMat)
|
||||
|
||||
// Start rendering
|
||||
dirLightDepthMapFbo.BindWithViewport()
|
||||
@ -1199,10 +1199,10 @@ func (g *Game) renderDirectionalLightShadowmap() {
|
||||
|
||||
if showDirLightDepthMapFbo {
|
||||
screenQuadMat.DiffuseTex = dirLightDepthMapFbo.Attachments[0].Id
|
||||
screenQuadMat.SetUnifVec2("offset", &dirLightDepthMapFboOffset)
|
||||
screenQuadMat.SetUnifVec2("scale", &dirLightDepthMapFboScale)
|
||||
screenQuadMat.SetUnifVec2("offset", dirLightDepthMapFboOffset)
|
||||
screenQuadMat.SetUnifVec2("scale", dirLightDepthMapFboScale)
|
||||
screenQuadMat.Bind()
|
||||
window.Rend.DrawVertexArray(&screenQuadMat, &screenQuadVao, 0, 6)
|
||||
window.Rend.DrawVertexArray(screenQuadMat, screenQuadVao, 0, 6)
|
||||
}
|
||||
}
|
||||
|
||||
@ -1217,13 +1217,13 @@ func (g *Game) renderSpotLightShadowmaps() {
|
||||
// Set render uniforms
|
||||
projViewMat := l.GetProjViewMat()
|
||||
|
||||
whiteMat.SetUnifMat4(projViewMatIndexStr, &projViewMat)
|
||||
containerMat.SetUnifMat4(projViewMatIndexStr, &projViewMat)
|
||||
groundMat.SetUnifMat4(projViewMatIndexStr, &projViewMat)
|
||||
palleteMat.SetUnifMat4(projViewMatIndexStr, &projViewMat)
|
||||
whiteMat.SetUnifMat4(projViewMatIndexStr, projViewMat)
|
||||
containerMat.SetUnifMat4(projViewMatIndexStr, projViewMat)
|
||||
groundMat.SetUnifMat4(projViewMatIndexStr, projViewMat)
|
||||
palleteMat.SetUnifMat4(projViewMatIndexStr, projViewMat)
|
||||
|
||||
// Set depth uniforms
|
||||
arrayDepthMapMat.SetUnifMat4("projViewMats["+indexStr+"]", &projViewMat)
|
||||
arrayDepthMapMat.SetUnifMat4("projViewMats["+indexStr+"]", projViewMat)
|
||||
}
|
||||
|
||||
// Render
|
||||
@ -1248,14 +1248,14 @@ func (g *Game) renderPointLightShadowmaps() {
|
||||
p := &pointLights[i]
|
||||
|
||||
// Generic uniforms
|
||||
omnidirDepthMapMat.SetUnifVec3("lightPos", &p.Pos)
|
||||
omnidirDepthMapMat.SetUnifVec3("lightPos", p.Pos)
|
||||
omnidirDepthMapMat.SetUnifInt32("cubemapIndex", int32(i))
|
||||
omnidirDepthMapMat.SetUnifFloat32("farPlane", p.FarPlane)
|
||||
|
||||
// Set projView matrices
|
||||
projViewMats := p.GetProjViewMats(float32(pointLightDepthMapFbo.Width), float32(pointLightDepthMapFbo.Height))
|
||||
for j := 0; j < len(projViewMats); j++ {
|
||||
omnidirDepthMapMat.SetUnifMat4("cubemapProjViewMats["+strconv.Itoa(j)+"]", &projViewMats[j])
|
||||
omnidirDepthMapMat.SetUnifMat4("cubemapProjViewMats["+strconv.Itoa(j)+"]", projViewMats[j])
|
||||
}
|
||||
|
||||
g.RenderScene(&omnidirDepthMapMat)
|
||||
@ -1282,10 +1282,10 @@ func (g *Game) renderDemoFbo() {
|
||||
demoFbo.UnBind()
|
||||
|
||||
screenQuadMat.DiffuseTex = demoFbo.Attachments[0].Id
|
||||
screenQuadMat.SetUnifVec2("offset", &demoFboOffset)
|
||||
screenQuadMat.SetUnifVec2("scale", &demoFboScale)
|
||||
screenQuadMat.SetUnifVec2("offset", demoFboOffset)
|
||||
screenQuadMat.SetUnifVec2("scale", demoFboScale)
|
||||
|
||||
window.Rend.DrawVertexArray(&screenQuadMat, &screenQuadVao, 0, 6)
|
||||
window.Rend.DrawVertexArray(screenQuadMat, screenQuadVao, 0, 6)
|
||||
}
|
||||
|
||||
func (g *Game) renderHdrFbo() {
|
||||
@ -1302,56 +1302,56 @@ func (g *Game) renderHdrFbo() {
|
||||
hdrFbo.UnBind()
|
||||
|
||||
tonemappedScreenQuadMat.DiffuseTex = hdrFbo.Attachments[0].Id
|
||||
window.Rend.DrawVertexArray(&tonemappedScreenQuadMat, &screenQuadVao, 0, 6)
|
||||
window.Rend.DrawVertexArray(tonemappedScreenQuadMat, screenQuadVao, 0, 6)
|
||||
}
|
||||
|
||||
func (g *Game) RenderScene(overrideMat *materials.Material) {
|
||||
|
||||
tempModelMatrix := cubeModelMat.Clone()
|
||||
tempModelMatrix := *cubeModelMat.Clone()
|
||||
|
||||
// See if we need overrides
|
||||
sunMat := &palleteMat
|
||||
chairMat := &palleteMat
|
||||
cubeMat := &containerMat
|
||||
groundMat := &groundMat
|
||||
sunMat := palleteMat
|
||||
chairMat := palleteMat
|
||||
cubeMat := containerMat
|
||||
groundMat := groundMat
|
||||
|
||||
if overrideMat != nil {
|
||||
sunMat = overrideMat
|
||||
chairMat = overrideMat
|
||||
cubeMat = overrideMat
|
||||
groundMat = overrideMat
|
||||
sunMat = *overrideMat
|
||||
chairMat = *overrideMat
|
||||
cubeMat = *overrideMat
|
||||
groundMat = *overrideMat
|
||||
}
|
||||
|
||||
// Draw dir light
|
||||
dirLightTrMat := gglm.NewTrMatId()
|
||||
window.Rend.DrawMesh(&sphereMesh, dirLightTrMat.Translate(0, 10, 0).Scale(0.1, 0.1, 0.1), sunMat)
|
||||
window.Rend.DrawMesh(sphereMesh, *dirLightTrMat.Translate(0, 10, 0).Scale(0.1, 0.1, 0.1), sunMat)
|
||||
|
||||
// Draw point lights
|
||||
for i := 0; i < len(pointLights); i++ {
|
||||
|
||||
pl := &pointLights[i]
|
||||
plTrMat := gglm.NewTrMatId()
|
||||
window.Rend.DrawMesh(&cubeMesh, plTrMat.TranslateVec(&pl.Pos).Scale(0.1, 0.1, 0.1), sunMat)
|
||||
window.Rend.DrawMesh(cubeMesh, *plTrMat.TranslateVec(&pl.Pos).Scale(0.1, 0.1, 0.1), sunMat)
|
||||
}
|
||||
|
||||
// Chair
|
||||
window.Rend.DrawMesh(&chairMesh, tempModelMatrix, chairMat)
|
||||
window.Rend.DrawMesh(chairMesh, tempModelMatrix, chairMat)
|
||||
|
||||
// Ground
|
||||
groundTrMat := gglm.NewTrMatId()
|
||||
window.Rend.DrawMesh(&cubeMesh, groundTrMat.Translate(0, -3, 0).Scale(20, 1, 20), groundMat)
|
||||
window.Rend.DrawMesh(cubeMesh, *groundTrMat.Translate(0, -3, 0).Scale(20, 1, 20), groundMat)
|
||||
|
||||
// Cubes
|
||||
tempModelMatrix.Translate(-6, 0, 0)
|
||||
window.Rend.DrawMesh(&cubeMesh, tempModelMatrix, cubeMat)
|
||||
window.Rend.DrawMesh(cubeMesh, tempModelMatrix, cubeMat)
|
||||
|
||||
tempModelMatrix.Translate(0, -1, -4)
|
||||
window.Rend.DrawMesh(&cubeMesh, tempModelMatrix, cubeMat)
|
||||
window.Rend.DrawMesh(cubeMesh, tempModelMatrix, cubeMat)
|
||||
|
||||
// Rotating cubes
|
||||
window.Rend.DrawMesh(&cubeMesh, &rotatingCubeTrMat1, cubeMat)
|
||||
window.Rend.DrawMesh(&cubeMesh, &rotatingCubeTrMat2, cubeMat)
|
||||
window.Rend.DrawMesh(&cubeMesh, &rotatingCubeTrMat3, cubeMat)
|
||||
window.Rend.DrawMesh(cubeMesh, rotatingCubeTrMat1, cubeMat)
|
||||
window.Rend.DrawMesh(cubeMesh, rotatingCubeTrMat2, cubeMat)
|
||||
window.Rend.DrawMesh(cubeMesh, rotatingCubeTrMat3, cubeMat)
|
||||
|
||||
// Cubes generator
|
||||
// rowSize := 1
|
||||
@ -1369,7 +1369,7 @@ func (g *Game) DrawSkybox() {
|
||||
gl.Disable(gl.CULL_FACE)
|
||||
gl.DepthFunc(gl.LEQUAL)
|
||||
|
||||
window.Rend.DrawCubemap(&skyboxMesh, &skyboxMat)
|
||||
window.Rend.DrawCubemap(skyboxMesh, skyboxMat)
|
||||
|
||||
gl.DepthFunc(gl.LESS)
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
@ -1384,7 +1384,7 @@ func (g *Game) DeInit() {
|
||||
|
||||
func updateAllProjViewMats(projMat, viewMat gglm.Mat4) {
|
||||
|
||||
projViewMat := projMat.Clone().Mul(&viewMat)
|
||||
projViewMat := *projMat.Clone().Mul(&viewMat)
|
||||
|
||||
unlitMat.SetUnifMat4("projViewMat", projViewMat)
|
||||
whiteMat.SetUnifMat4("projViewMat", projViewMat)
|
||||
@ -1402,5 +1402,5 @@ func updateAllProjViewMats(projMat, viewMat gglm.Mat4) {
|
||||
skyboxViewMat.Set(3, 1, 0)
|
||||
skyboxViewMat.Set(3, 2, 0)
|
||||
skyboxViewMat.Set(3, 3, 0)
|
||||
skyboxMat.SetUnifMat4("projViewMat", projMat.Clone().Mul(skyboxViewMat))
|
||||
skyboxMat.SetUnifMat4("projViewMat", *projMat.Clone().Mul(skyboxViewMat))
|
||||
}
|
||||
|
||||
@ -9,6 +9,10 @@ import (
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
var (
|
||||
lastMatId uint32
|
||||
)
|
||||
|
||||
type TextureSlot uint32
|
||||
|
||||
const (
|
||||
@ -43,6 +47,7 @@ func (ms *MaterialSettings) Has(flags MaterialSettings) bool {
|
||||
}
|
||||
|
||||
type Material struct {
|
||||
Id uint32
|
||||
Name string
|
||||
ShaderProg shaders.ShaderProgram
|
||||
Settings MaterialSettings
|
||||
@ -153,27 +158,27 @@ func (m *Material) SetUnifFloat32(uniformName string, val float32) {
|
||||
gl.ProgramUniform1f(m.ShaderProg.Id, m.GetUnifLoc(uniformName), val)
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
|
||||
func (m *Material) SetUnifVec2(uniformName string, vec2 gglm.Vec2) {
|
||||
gl.ProgramUniform2fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec2.Data[0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) {
|
||||
func (m *Material) SetUnifVec3(uniformName string, vec3 gglm.Vec3) {
|
||||
gl.ProgramUniform3fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec3.Data[0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
|
||||
func (m *Material) SetUnifVec4(uniformName string, vec4 gglm.Vec4) {
|
||||
gl.ProgramUniform4fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec4.Data[0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
|
||||
func (m *Material) SetUnifMat2(uniformName string, mat2 gglm.Mat2) {
|
||||
gl.ProgramUniformMatrix2fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat2.Data[0][0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
|
||||
func (m *Material) SetUnifMat3(uniformName string, mat3 gglm.Mat3) {
|
||||
gl.ProgramUniformMatrix3fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat3.Data[0][0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
|
||||
func (m *Material) SetUnifMat4(uniformName string, mat4 gglm.Mat4) {
|
||||
gl.ProgramUniformMatrix4fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat4.Data[0][0])
|
||||
}
|
||||
|
||||
@ -181,6 +186,11 @@ func (m *Material) Delete() {
|
||||
gl.DeleteProgram(m.ShaderProg.Id)
|
||||
}
|
||||
|
||||
func getNewMatId() uint32 {
|
||||
lastMatId++
|
||||
return lastMatId
|
||||
}
|
||||
|
||||
func NewMaterial(matName, shaderPath string) Material {
|
||||
|
||||
shdrProg, err := shaders.LoadAndCompileCombinedShader(shaderPath)
|
||||
@ -189,6 +199,7 @@ func NewMaterial(matName, shaderPath string) Material {
|
||||
}
|
||||
|
||||
return Material{
|
||||
Id: getNewMatId(),
|
||||
Name: matName,
|
||||
ShaderProg: shdrProg,
|
||||
UnifLocs: make(map[string]int32),
|
||||
@ -209,6 +220,7 @@ func NewMaterialSrc(matName string, shaderSrc []byte) Material {
|
||||
}
|
||||
|
||||
return Material{
|
||||
Id: getNewMatId(),
|
||||
Name: matName,
|
||||
ShaderProg: shdrProg,
|
||||
UnifLocs: make(map[string]int32),
|
||||
|
||||
@ -12,30 +12,30 @@ import (
|
||||
var _ renderer.Render = &Rend3DGL{}
|
||||
|
||||
type Rend3DGL struct {
|
||||
BoundVao *buffers.VertexArray
|
||||
BoundMesh *meshes.Mesh
|
||||
BoundMat *materials.Material
|
||||
BoundVaoId uint32
|
||||
BoundMatId uint32
|
||||
BoundMeshVaoId uint32
|
||||
}
|
||||
|
||||
func (r *Rend3DGL) DrawMesh(mesh *meshes.Mesh, modelMat *gglm.TrMat, mat *materials.Material) {
|
||||
func (r *Rend3DGL) DrawMesh(mesh meshes.Mesh, modelMat gglm.TrMat, mat materials.Material) {
|
||||
|
||||
if mesh != r.BoundMesh {
|
||||
if mesh.Vao.Id != r.BoundMeshVaoId {
|
||||
mesh.Vao.Bind()
|
||||
r.BoundMesh = mesh
|
||||
r.BoundMeshVaoId = mesh.Vao.Id
|
||||
}
|
||||
|
||||
if mat != r.BoundMat {
|
||||
if mat.Id != r.BoundMatId {
|
||||
mat.Bind()
|
||||
r.BoundMat = mat
|
||||
r.BoundMatId = mat.Id
|
||||
}
|
||||
|
||||
if mat.Settings.Has(materials.MaterialSettings_HasModelMtx) {
|
||||
mat.SetUnifMat4("modelMat", &modelMat.Mat4)
|
||||
mat.SetUnifMat4("modelMat", modelMat.Mat4)
|
||||
}
|
||||
|
||||
if mat.Settings.Has(materials.MaterialSettings_HasNormalMtx) {
|
||||
normalMat := modelMat.Clone().InvertAndTranspose().ToMat3()
|
||||
mat.SetUnifMat3("normalMat", &normalMat)
|
||||
mat.SetUnifMat3("normalMat", normalMat)
|
||||
}
|
||||
|
||||
for i := 0; i < len(mesh.SubMeshes); i++ {
|
||||
@ -43,31 +43,31 @@ func (r *Rend3DGL) DrawMesh(mesh *meshes.Mesh, modelMat *gglm.TrMat, mat *materi
|
||||
}
|
||||
}
|
||||
|
||||
func (r *Rend3DGL) DrawVertexArray(mat *materials.Material, vao *buffers.VertexArray, firstElement int32, elementCount int32) {
|
||||
func (r *Rend3DGL) DrawVertexArray(mat materials.Material, vao buffers.VertexArray, firstElement int32, elementCount int32) {
|
||||
|
||||
if vao != r.BoundVao {
|
||||
if vao.Id != r.BoundVaoId {
|
||||
vao.Bind()
|
||||
r.BoundVao = vao
|
||||
r.BoundVaoId = vao.Id
|
||||
}
|
||||
|
||||
if mat != r.BoundMat {
|
||||
if mat.Id != r.BoundMatId {
|
||||
mat.Bind()
|
||||
r.BoundMat = mat
|
||||
r.BoundMatId = mat.Id
|
||||
}
|
||||
|
||||
gl.DrawArrays(gl.TRIANGLES, firstElement, elementCount)
|
||||
}
|
||||
|
||||
func (r *Rend3DGL) DrawCubemap(mesh *meshes.Mesh, mat *materials.Material) {
|
||||
func (r *Rend3DGL) DrawCubemap(mesh meshes.Mesh, mat materials.Material) {
|
||||
|
||||
if mesh != r.BoundMesh {
|
||||
if mesh.Vao.Id != r.BoundMeshVaoId {
|
||||
mesh.Vao.Bind()
|
||||
r.BoundMesh = mesh
|
||||
r.BoundMeshVaoId = mesh.Vao.Id
|
||||
}
|
||||
|
||||
if mat != r.BoundMat {
|
||||
if mat.Id != r.BoundMatId {
|
||||
mat.Bind()
|
||||
r.BoundMat = mat
|
||||
r.BoundMatId = mat.Id
|
||||
}
|
||||
|
||||
for i := 0; i < len(mesh.SubMeshes); i++ {
|
||||
@ -76,8 +76,9 @@ func (r *Rend3DGL) DrawCubemap(mesh *meshes.Mesh, mat *materials.Material) {
|
||||
}
|
||||
|
||||
func (r3d *Rend3DGL) FrameEnd() {
|
||||
r3d.BoundMesh = nil
|
||||
r3d.BoundMat = nil
|
||||
r3d.BoundVaoId = 0
|
||||
r3d.BoundMatId = 0
|
||||
r3d.BoundMeshVaoId = 0
|
||||
}
|
||||
|
||||
func NewRend3DGL() *Rend3DGL {
|
||||
|
||||
@ -8,8 +8,8 @@ import (
|
||||
)
|
||||
|
||||
type Render interface {
|
||||
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)
|
||||
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()
|
||||
}
|
||||
|
||||
@ -70,7 +70,7 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
|
||||
|
||||
// @PERF: only update the ortho matrix on window resize
|
||||
orthoMat := gglm.Ortho(0, float32(winWidth), 0, float32(winHeight), 0, 20)
|
||||
i.Mat.SetUnifMat4("ProjMtx", &orthoMat.Mat4)
|
||||
i.Mat.SetUnifMat4("ProjMtx", orthoMat.Mat4)
|
||||
gl.BindSampler(0, 0) // Rely on combined texture/sampler state.
|
||||
|
||||
// Recreate the VAO every time
|
||||
|
||||
Reference in New Issue
Block a user