Skybox demo

This commit is contained in:
bloeys
2022-10-14 07:55:48 +04:00
parent 6f54aecb5f
commit b5a2479c16
5 changed files with 153 additions and 72 deletions

92
main.go
View File

@ -16,6 +16,7 @@ import (
"github.com/bloeys/nmage/renderer/rend3dgl"
"github.com/bloeys/nmage/timing"
nmageimgui "github.com/bloeys/nmage/ui/imgui"
"github.com/go-gl/gl/v4.1-core/gl"
"github.com/inkyblackness/imgui-go/v4"
"github.com/veandco/go-sdl2/sdl"
)
@ -47,15 +48,19 @@ var (
cam *camera.Camera
simpleMat *materials.Material
cubeMesh *meshes.Mesh
skyboxMat *materials.Material
chairMesh *meshes.Mesh
cubeMesh *meshes.Mesh
skyboxMesh *meshes.Mesh
cubeModelMat = gglm.NewTrMatId()
lightPos1 = gglm.NewVec3(-2, 0, 2)
lightColor1 = gglm.NewVec3(1, 1, 1)
debugDrawDepthBuffer bool
debugDepthMat *materials.Material
debugDrawDepthBuffer bool
skyboxCmap assets.Cubemap
)
@ -153,16 +158,27 @@ func (g *OurGame) handleWindowEvents(e sdl.Event) {
func (g *OurGame) Init() {
var err error
//Create materials
simpleMat = materials.NewMaterial("Simple mat", "./res/shaders/simple.glsl")
debugDepthMat = materials.NewMaterial("Debug depth math", "./res/shaders/debug-depth.glsl")
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
//Load meshes
var err error
cubeMesh, err = meshes.NewMesh("Cube", "./res/models/chair.fbx", 0)
// cubeMesh, err = meshes.NewMesh("Cube", "./res/models/tex-cube.fbx", 0)
cubeMesh, err = meshes.NewMesh("Cube", "./res/models/tex-cube.fbx", 0)
if err != nil {
logging.ErrLog.Fatalln("Failed to load cube mesh. Err: ", err)
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
}
chairMesh, err = meshes.NewMesh("Chair", "./res/models/chair.fbx", 0)
if err != nil {
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
}
skyboxMesh, err = meshes.NewMesh("Skybox", "./res/models/skybox-cube.obj", 0)
if err != nil {
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
}
//Load textures
@ -171,16 +187,16 @@ func (g *OurGame) Init() {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
}
// skyboxCmap, err = assets.LoadCubemapTextures(
// "./res/textures/sb-right.jpg", "./res/textures/sb-left.jpg",
// "./res/textures/sb-top.jpg", "./res/textures/sb-bottom.jpg",
// "./res/textures/sb-front.jpg", "./res/textures/sb-back.jpg",
// )
// if err != nil {
// logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
// }
skyboxCmap, err = assets.LoadCubemapTextures(
"./res/textures/sb-right.jpg", "./res/textures/sb-left.jpg",
"./res/textures/sb-top.jpg", "./res/textures/sb-bottom.jpg",
"./res/textures/sb-front.jpg", "./res/textures/sb-back.jpg",
)
if err != nil {
logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
}
//Configure material
// Configure materials
simpleMat.DiffuseTex = tex.TexID
//Movement, scale and rotation
@ -249,6 +265,8 @@ func (g *OurGame) Update() {
if input.KeyClicked(sdl.K_F4) {
fmt.Printf("Pos: %s; Forward: %s; |Forward|: %f\n", cam.Pos.String(), cam.Forward.String(), cam.Forward.Mag())
}
g.Win.SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
}
func (g *OurGame) updateCameraLookAround() {
@ -322,13 +340,51 @@ func (g *OurGame) Render() {
rowSize := 1
for y := 0; y < rowSize; y++ {
for x := 0; x < rowSize; x++ {
tempModelMatrix.Translate(gglm.NewVec3(-1, 0, 0))
tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
window.Rend.Draw(cubeMesh, tempModelMatrix, matToUse)
}
tempModelMatrix.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
}
g.Win.SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
g.DrawSkybox()
}
func (g *OurGame) DrawSkybox() {
// glDepthMask(GL_FALSE);
// skyboxShader.use();
// // ... set view and projection matrix
// glBindVertexArray(skyboxVAO);
// glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
// glDrawArrays(GL_TRIANGLES, 0, 36);
// glDepthMask(GL_TRUE);
// // ... draw rest of the scene
gl.Disable(gl.CULL_FACE)
gl.DepthFunc(gl.LEQUAL)
skyboxMesh.Buf.Bind()
skyboxMat.Bind()
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_CUBE_MAP, skyboxCmap.TexID)
viewMat := cam.ViewMat.Clone()
viewMat.Set(0, 3, 0)
viewMat.Set(1, 3, 0)
viewMat.Set(2, 3, 0)
viewMat.Set(3, 0, 0)
viewMat.Set(3, 1, 0)
viewMat.Set(3, 2, 0)
viewMat.Set(3, 3, 0)
skyboxMat.SetUnifMat4("viewMat", viewMat)
skyboxMat.SetUnifMat4("projMat", &cam.ProjMat)
// window.Rend.Draw(cubeMesh, gglm.NewTrMatId(), skyboxMat)
for i := 0; i < len(skyboxMesh.SubMeshes); i++ {
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, skyboxMesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(skyboxMesh.SubMeshes[i].BaseIndex), skyboxMesh.SubMeshes[i].BaseVertex)
}
gl.DepthFunc(gl.LESS)
gl.Enable(gl.CULL_FACE)
}
func (g *OurGame) FrameEnd() {