mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 05:18:21 +00:00
Fix ubo alignment+Move point lights to ubo
This commit is contained in:
@ -173,7 +173,7 @@ func (dt ElementType) Size() int32 {
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}
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}
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func (dt ElementType) GlStd140BaseAlignment() uint8 {
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func (dt ElementType) GlStd140SizeBytes() uint8 {
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switch dt {
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@ -187,22 +187,22 @@ func (dt ElementType) GlStd140BaseAlignment() uint8 {
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case DataTypeVec2:
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return 4 * 2
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// Vec3 has the same alignment as vec4
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case DataTypeVec3:
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fallthrough
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return 4 * 3
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case DataTypeVec4:
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return 4 * 4
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// Matrices follow: (vec4Alignment) * numColumns
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case DataTypeMat2:
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return (4 * 4) * 2
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return 2 * 2 * 4
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case DataTypeMat3:
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return (4 * 4) * 3
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return 3 * 3 * 4
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case DataTypeMat4:
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return (4 * 4) * 4
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return 4 * 4 * 4
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case DataTypeStruct:
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logging.ErrLog.Fatalf("ElementType.GlStd140BaseAlignment of DataTypeStruct is not supported")
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logging.ErrLog.Fatalf("ElementType.GlStd140SizeBytes of DataTypeStruct is not supported")
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return 0
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default:
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@ -88,6 +88,8 @@ func addUniformBufferFieldsToArray(startAlignedOffset uint16, arrayToAddTo *[]Un
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// offset + (boundary - alignErr) == 100 + (16 - 4) == 112; 112 % 16 == 0, meaning its a boundary
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//
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// Note that arrays of scalars/vectors are always aligned to 16 bytes, like a vec4
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//
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// Official spec and full details in subsection 'Standard Uniform Block Layout' at http://www.opengl.org/registry/specs/ARB/uniform_buffer_object.txt
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var alignmentBoundary uint16 = 16
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if f.Count == 1 {
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alignmentBoundary = f.Type.GlStd140AlignmentBoundary()
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@ -124,7 +126,19 @@ func addUniformBufferFieldsToArray(startAlignedOffset uint16, arrayToAddTo *[]Un
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alignedOffset += subfieldsAlignedOffset * f.Count
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} else {
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alignedOffset = newField.AlignedOffset + alignmentBoundary*f.Count*multiplier - startAlignedOffset
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// Elements advance the alignedOffset by their actual byte size.
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// Aligned offset is padded if the place its at is not aligned to the boundary required by the next element.
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//
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// The exception is structs, because fields after a struct field are always aligned at a 16 byte boundary.
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//
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// For example, a vec3 starting at offset 80, taking 12 bytes, would put the aligned offset at 92.
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// If the next element is a float32 (alignment boundary = 4) then no padding is required and
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// the float will start at 92 and end at 96.
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// However, if the element after the vec3 is a vec3 (alignment boundary = 16), then it would require
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// a padding of 4 bytes so that it can start at 96, which is aligned to 16. In this case the second vec3
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// would start at 96 and end at 96+12=108.
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alignedOffset = newField.AlignedOffset + uint16(f.Type.GlStd140SizeBytes())*f.Count*multiplier - startAlignedOffset
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}
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}
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@ -224,8 +238,8 @@ func setStruct(fields []UniformBufferField, buf []byte, inputStruct any, maxFiel
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logging.ErrLog.Panicf("UniformBuffer.SetStruct called with a value that is not a struct. Val=%v\n", inputStruct)
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}
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// Needed because fieldIndex can move faster than struct fields in case of struct fields
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structFieldIndex := 0
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// structFieldCount := structVal.NumField()
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for fieldIndex := 0; fieldIndex < len(fields) && fieldIndex < maxFieldsToConsume; fieldIndex++ {
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ubField := &fields[fieldIndex]
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452
main.go
452
main.go
@ -3,7 +3,6 @@ package main
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import (
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"fmt"
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"os"
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"reflect"
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"runtime"
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"runtime/pprof"
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"strconv"
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@ -98,6 +97,10 @@ type PointLight struct {
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Radius float32
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Falloff float32
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// MaxBias is the max shadow bias applied for this light.
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// A usual value is 0.05
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MaxBias float32
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// NearPlane is the distance where if the pixel
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// is closer to the light than this distance, no shadow will be casted.
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//
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@ -105,10 +108,6 @@ type PointLight struct {
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// Same idea a camera near plane.
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NearPlane float32
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// MaxBias is the max shadow bias applied for this light.
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// A usual value is 0.05
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MaxBias float32
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// Far plane is the max distance at which shadows from this
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// light will show.
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//
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@ -217,13 +216,30 @@ type DirLightUboData struct {
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Dir gglm.Vec3
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DiffuseColor gglm.Vec3
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SpecularColor gglm.Vec3
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Shadowmap int32
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}
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type PointLightUboData struct {
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Pos gglm.Vec3
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DiffuseColor gglm.Vec3
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SpecularColor gglm.Vec3
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Radius float32
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Falloff float32
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MaxBias float32
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NearPlane float32
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FarPlane float32
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}
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type LightsUboData struct {
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DirLight DirLightUboData
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DirLight DirLightUboData
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PointLights [POINT_LIGHT_COUNT]PointLightUboData
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}
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const (
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// These must match the shader values
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POINT_LIGHT_COUNT = 8
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SPOT_LIGHT_COUNT = 4
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UNSCALED_WINDOW_WIDTH = 1280
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UNSCALED_WINDOW_HEIGHT = 720
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@ -316,13 +332,13 @@ var (
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DiffuseColor: gglm.NewVec3(63.0/255, 63.0/255, 63.0/255),
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SpecularColor: gglm.NewVec3(1, 1, 1),
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}
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pointLights = [...]PointLight{
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pointLights = [POINT_LIGHT_COUNT]PointLight{
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{
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Pos: gglm.NewVec3(0, 4, -3),
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DiffuseColor: gglm.NewVec3(1, 0, 0),
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SpecularColor: gglm.NewVec3(1, 1, 1),
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Falloff: 1.0,
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Radius: 10,
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Falloff: 1.0,
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MaxBias: 0.05,
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NearPlane: 0.2,
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FarPlane: 20 * pointLightRadiusToFarPlaneRatio,
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@ -331,8 +347,8 @@ var (
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Pos: gglm.NewVec3(5, 0, 0),
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DiffuseColor: gglm.NewVec3(1, 1, 1),
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SpecularColor: gglm.NewVec3(1, 1, 1),
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Falloff: 1.0,
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Radius: 10,
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Falloff: 1.0,
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MaxBias: 0.05,
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NearPlane: 0.2,
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FarPlane: 20 * pointLightRadiusToFarPlaneRatio,
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@ -341,8 +357,8 @@ var (
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Pos: gglm.NewVec3(-3, 4, 3),
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DiffuseColor: gglm.NewVec3(1, 1, 1),
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SpecularColor: gglm.NewVec3(1, 1, 1),
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Falloff: 1.0,
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Radius: 10,
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Falloff: 1.0,
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MaxBias: 0.05,
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NearPlane: 0.2,
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FarPlane: 20 * pointLightRadiusToFarPlaneRatio,
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@ -350,7 +366,7 @@ var (
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}
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spotLightDir0 = gglm.NewVec3(1.5, -0.9, 0)
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spotLights = [...]SpotLight{
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spotLights = [SPOT_LIGHT_COUNT]SpotLight{
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{
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Pos: gglm.NewVec3(-4, 7, 5),
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Dir: *spotLightDir0.Normalize(),
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@ -673,15 +689,16 @@ func (g *Game) Init() {
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// Fbos and lights
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g.initFbos()
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g.updateLights()
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g.applyLightUpdates()
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// Ubos
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g.initUbos()
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testUbos()
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// Initial camera update
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cam.Update()
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updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
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g.applyLightUpdates()
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}
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func (g *Game) initUbos() {
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@ -701,15 +718,33 @@ func (g *Game) initUbos() {
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lightsUbo = buffers.NewUniformBuffer(
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[]buffers.UniformBufferFieldInput{
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{Id: 0, Type: buffers.DataTypeStruct, Subfields: []buffers.UniformBufferFieldInput{
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{Id: 1, Type: buffers.DataTypeVec3},
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{Id: 2, Type: buffers.DataTypeVec3},
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{Id: 3, Type: buffers.DataTypeVec3},
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{Id: 4, Type: buffers.DataTypeInt32},
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}},
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// Dir light
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{Id: 0, Type: buffers.DataTypeStruct,
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Subfields: []buffers.UniformBufferFieldInput{
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{Id: 1, Type: buffers.DataTypeVec3}, // 12 00
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{Id: 2, Type: buffers.DataTypeVec3}, // 12 16
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{Id: 3, Type: buffers.DataTypeVec3}, // 12 32
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},
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},
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// Point lights
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{Id: 5, Type: buffers.DataTypeStruct,
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Count: POINT_LIGHT_COUNT,
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Subfields: []buffers.UniformBufferFieldInput{
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{Id: 6, Type: buffers.DataTypeVec3}, // 12 48
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{Id: 7, Type: buffers.DataTypeVec3}, // 12 64
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{Id: 8, Type: buffers.DataTypeVec3}, // 12 80
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{Id: 9, Type: buffers.DataTypeFloat32}, // 04 92
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{Id: 10, Type: buffers.DataTypeFloat32}, // 04 96
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{Id: 11, Type: buffers.DataTypeFloat32}, // 04 100
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{Id: 12, Type: buffers.DataTypeFloat32}, // 04 104
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{Id: 13, Type: buffers.DataTypeFloat32}, // 04 108
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},
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},
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},
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)
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fmt.Printf("\n==Lights UBO (id=%d)==\nSize=%d\nFields: %+v\n\n", lightsUbo.Id, lightsUbo.Size, lightsUbo.Fields)
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lightsUbo.SetBindPoint(1)
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groundMat.SetUniformBlockBindingPoint("Lights", 1)
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whiteMat.SetUniformBlockBindingPoint("Lights", 1)
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@ -717,256 +752,6 @@ func (g *Game) initUbos() {
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palleteMat.SetUniformBlockBindingPoint("Lights", 1)
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}
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func testUbos() {
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xx := []int{1, 2, 3, 4}
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xx2 := [4]int{1, 2, 3, 4}
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fmt.Printf("XX: %v; Kind: %v; Elem Type: %v\n", reflect.ValueOf(xx), reflect.ValueOf(xx).Type().Kind(), reflect.ValueOf(xx).Type().Elem().Kind())
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fmt.Printf("XX: %v; Kind: %v; Elem Type: %v\n", reflect.ValueOf(xx2), reflect.ValueOf(xx).Kind(), reflect.ValueOf(xx).Type().Elem().Kind())
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ubo := buffers.NewUniformBuffer([]buffers.UniformBufferFieldInput{
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{Id: 0, Type: buffers.DataTypeFloat32}, // 04 00
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{Id: 1, Type: buffers.DataTypeVec3}, // 16 16
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{Id: 2, Type: buffers.DataTypeFloat32}, // 04 32
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{Id: 3, Type: buffers.DataTypeMat2}, // 32 48
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}) // Total size: 48+32 = 80
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ubo.Bind()
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println("!!!!!!!!!!!!! Id:", ubo.Id, "; Size:", ubo.Size)
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fmt.Printf("%+v\n", ubo.Fields)
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ubo.SetFloat32(0, 99)
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ubo.SetFloat32(2, 199)
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ubo.SetVec3(1, &gglm.Vec3{Data: [3]float32{33, 33, 33}})
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ubo.SetMat2(3, &gglm.Mat2{Data: [2][2]float32{{1, 3}, {2, 4}}})
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var v gglm.Vec3
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var m2 gglm.Mat2
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var x, x2 float32
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 0, 4, gl.Ptr(&x))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32, 4, gl.Ptr(&x2))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 16, 12, gl.Ptr(&v.Data[0]))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 48, 16, gl.Ptr(&m2.Data[0][0]))
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fmt.Printf("x=%f; x2=%f; v3=%s; m2=%s\n", x, x2, v.String(), m2.String())
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ubo.SetVec3(1, &gglm.Vec3{Data: [3]float32{-123, 33, 33}})
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 16, 12, gl.Ptr(&v.Data[0]))
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type TestUBO struct {
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FirstF32 float32
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V3 gglm.Vec3
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SecondF32 float32
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M2 gglm.Mat2
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}
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s := TestUBO{
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FirstF32: 1.5,
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V3: gglm.Vec3{Data: [3]float32{11, 22, 33}},
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SecondF32: 9.5,
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M2: gglm.Mat2{Data: [2][2]float32{{6, 8}, {7, 9}}},
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}
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ubo.SetStruct(s)
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 0, 4, gl.Ptr(&x))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32, 4, gl.Ptr(&x2))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 16, 12, gl.Ptr(&v.Data[0]))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 48, 16, gl.Ptr(&m2.Data[0][0]))
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fmt.Printf("x=%f; x2=%f; v3=%s; m2=%s\n", x, x2, v.String(), m2.String())
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//
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// Ubo2
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//
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type TestUBO2 struct {
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F32 float32
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V3 gglm.Vec3
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F32Slice []float32
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I32 int32
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I32Slice []int32
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V3Slice []gglm.Vec3
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V4Slice []gglm.Vec4
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Mat2Slice []gglm.Mat2
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Mat3Slice []gglm.Mat3
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Mat4Slice []gglm.Mat4
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}
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s2 := TestUBO2{
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F32: 1.5,
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V3: gglm.Vec3{Data: [3]float32{11, 22, 33}},
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F32Slice: []float32{-1, -2, -3, -4},
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I32: 55,
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I32Slice: []int32{41, 42, 43},
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V3Slice: []gglm.Vec3{gglm.NewVec3(1.1, 1.2, 1.3), gglm.NewVec3(2.1, 2.2, 2.3)},
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V4Slice: []gglm.Vec4{gglm.NewVec4(1.1, 1.2, 1.3, 1.4), gglm.NewVec4(2.1, 2.2, 2.3, 2.4)},
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Mat2Slice: []gglm.Mat2{gglm.NewMat2Diag(1.1), gglm.NewMat2Diag(2.1)},
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Mat3Slice: []gglm.Mat3{gglm.NewMat3Diag(3.1), gglm.NewMat3Diag(4.1)},
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Mat4Slice: []gglm.Mat4{gglm.NewMat4Diag(5.1), gglm.NewMat4Diag(6.1)},
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}
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ubo2 := buffers.NewUniformBuffer([]buffers.UniformBufferFieldInput{
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{Id: 0, Type: buffers.DataTypeFloat32},
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{Id: 1, Type: buffers.DataTypeVec3},
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{Id: 2, Type: buffers.DataTypeFloat32, Count: 4},
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{Id: 3, Type: buffers.DataTypeInt32},
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{Id: 4, Type: buffers.DataTypeInt32, Count: 3},
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{Id: 5, Type: buffers.DataTypeVec3, Count: 2},
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{Id: 6, Type: buffers.DataTypeVec4, Count: 2},
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{Id: 7, Type: buffers.DataTypeMat2, Count: 2},
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{Id: 8, Type: buffers.DataTypeMat3, Count: 2},
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{Id: 9, Type: buffers.DataTypeMat4, Count: 2},
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})
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ubo2.Bind()
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ubo2.SetStruct(s2)
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var someInt32 int32
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fArr := [4 * 4]float32{}
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i32Arr := [3 * 4]int32{}
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vec3Slice := [2 * 4]float32{}
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vec4Slice := [2 * 4]float32{}
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mat2Slice := [2 * 2 * 4]float32{}
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mat3Slice := [2 * 3 * 4]float32{}
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mat4Slice := [2 * 4 * 4]float32{}
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 0, 4, gl.Ptr(&x))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 16, 12, gl.Ptr(&v.Data[0]))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32, 16*4, gl.Ptr(&fArr[0]))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4, 4, gl.Ptr(&someInt32))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16, 16*3, gl.Ptr(&i32Arr[0]))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3, 16*2, gl.Ptr(&vec3Slice[0]))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3+16*2, 16*2, gl.Ptr(&vec4Slice[0]))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3+16*2+16*2, 2*16*2, gl.Ptr(&mat2Slice[0]))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3+16*2+16*2+2*16*2, 2*16*3, gl.Ptr(&mat3Slice[0]))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3+16*2+16*2+2*16*2+2*16*3, 2*16*4, gl.Ptr(&mat4Slice[0]))
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fmt.Printf("f32=%f; v3=%s; f32Slice=%v; i32=%d; i32Arr=%v; v3Slice=%v; v4Slice=%v; mat2Slice=%v; mat3Slice=%v; mat4Slice=%v\n", x, v.String(), fArr, someInt32, i32Arr, vec3Slice, vec4Slice, mat2Slice, mat3Slice, mat4Slice)
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//
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// Ubo3
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//
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type TestUBO3_Z struct {
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V int32
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}
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type TestUBO3_Y struct {
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V TestUBO3_Z
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}
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type TestUBO3_X struct {
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V TestUBO3_Y
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}
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type TestUBO3_0 struct {
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X int32
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}
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type TestUBO3_1 struct {
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F32 float32
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V3 gglm.Vec3
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Zero TestUBO3_0
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}
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type TestUBO3_2 struct {
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F32 float32
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S TestUBO3_1
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XX int32
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Z2 TestUBO3_0
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XX2 int32
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Abcd [2]TestUBO3_X
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XX3 int32
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}
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||||
|
||||
ubo3 := buffers.NewUniformBuffer([]buffers.UniformBufferFieldInput{
|
||||
{Id: 0, Type: buffers.DataTypeFloat32}, // 04 00
|
||||
{Id: 1, Type: buffers.DataTypeStruct, Subfields: []buffers.UniformBufferFieldInput{ // 00 16
|
||||
{Id: 2, Type: buffers.DataTypeFloat32}, // 04 16
|
||||
{Id: 3, Type: buffers.DataTypeVec3}, // 16 32
|
||||
{Id: 4, Type: buffers.DataTypeStruct, Subfields: []buffers.UniformBufferFieldInput{ // 00 48
|
||||
{Id: 5, Type: buffers.DataTypeInt32}, // 04 48
|
||||
}},
|
||||
}},
|
||||
{Id: 6, Type: buffers.DataTypeInt32}, // 04 64
|
||||
{Id: 7, Type: buffers.DataTypeStruct, Subfields: []buffers.UniformBufferFieldInput{ // 00 80
|
||||
{Id: 8, Type: buffers.DataTypeInt32}, // 04 80
|
||||
}},
|
||||
{Id: 9, Type: buffers.DataTypeInt32}, // 04 96
|
||||
{Id: 10, Type: buffers.DataTypeStruct, Count: 2, Subfields: []buffers.UniformBufferFieldInput{ // 00 112
|
||||
{Id: 11, Type: buffers.DataTypeStruct, Subfields: []buffers.UniformBufferFieldInput{ // 00 112
|
||||
{Id: 12, Type: buffers.DataTypeStruct, Subfields: []buffers.UniformBufferFieldInput{ // 00 112
|
||||
{Id: 13, Type: buffers.DataTypeInt32}, // 04 112
|
||||
}},
|
||||
}},
|
||||
}},
|
||||
{Id: 14, Type: buffers.DataTypeInt32},
|
||||
}) // 116
|
||||
ubo3.Bind()
|
||||
|
||||
ubo3.SetBindPoint(2)
|
||||
groundMat.SetUniformBlockBindingPoint("Test2", 2)
|
||||
|
||||
fmt.Printf("\n==UBO3 (id=%d)==\nSize=%d\nFields: %+v\n\n", ubo3.Id, ubo3.Size, ubo3.Fields)
|
||||
|
||||
s3 := TestUBO3_2{
|
||||
F32: 76.1,
|
||||
S: TestUBO3_1{
|
||||
F32: 89.9,
|
||||
V3: gglm.NewVec3(7.1, 7.2, 7.3),
|
||||
Zero: TestUBO3_0{
|
||||
X: 33,
|
||||
},
|
||||
},
|
||||
XX: 41,
|
||||
Z2: TestUBO3_0{
|
||||
X: 8,
|
||||
},
|
||||
XX2: 321,
|
||||
Abcd: [2]TestUBO3_X{
|
||||
{
|
||||
V: TestUBO3_Y{
|
||||
V: TestUBO3_Z{
|
||||
V: 9911,
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
V: TestUBO3_Y{
|
||||
V: TestUBO3_Z{
|
||||
V: 9922,
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
XX3: 818,
|
||||
}
|
||||
|
||||
ubo3.SetStruct(s3)
|
||||
|
||||
ubo3F32 := float32(0.0)
|
||||
ubo3SF32 := float32(0.0)
|
||||
ubo3SV3 := gglm.Vec3{}
|
||||
ubo3SZeroX := 0
|
||||
ubo3Xx := 0
|
||||
ubo3SZ2X := 0
|
||||
ubo3Xx2 := 0
|
||||
ubo3AbcdV1 := 0
|
||||
ubo3AbcdV2 := 0
|
||||
ubo3Xx3 := 0
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 0, 4, gl.Ptr(&ubo3F32))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 16, 4, gl.Ptr(&ubo3SF32))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32, 16, gl.Ptr(&ubo3SV3.Data[0]))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 48, 4, gl.Ptr(&ubo3SZeroX))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 64, 4, gl.Ptr(&ubo3Xx))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 64, 4, gl.Ptr(&ubo3Xx))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 80, 4, gl.Ptr(&ubo3SZ2X))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 96, 4, gl.Ptr(&ubo3Xx2))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 112, 4, gl.Ptr(&ubo3AbcdV1))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 128, 4, gl.Ptr(&ubo3AbcdV2))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 144, 4, gl.Ptr(&ubo3Xx3))
|
||||
|
||||
fmt.Printf("ubo3_f32=%f\nubo3_s_f32=%f\nubo3_s_v3=%s\nubo3_s_zero_x=%d\nubo3_xx=%d\nubo3_z2_x=%d\nubo3_xx2=%d\nubo3_abcd_v1=%d\nubo3_abcd_v2=%d\nubo3_xx3=%d\n", ubo3F32, ubo3SF32, ubo3SV3.String(), ubo3SZeroX, ubo3Xx, ubo3SZ2X, ubo3Xx2, ubo3AbcdV1, ubo3AbcdV2, ubo3Xx3)
|
||||
}
|
||||
|
||||
func (g *Game) initFbos() {
|
||||
|
||||
// @TODO: Resize window sized fbos on window resize
|
||||
@ -1031,73 +816,22 @@ func (g *Game) initFbos() {
|
||||
assert.T(hdrFbo.IsComplete(), "Hdr fbo is not complete after init")
|
||||
}
|
||||
|
||||
func (g *Game) updateLights() {
|
||||
// applyLightUpdates updates materials and light ubo using
|
||||
// data from the game's light structs
|
||||
func (g *Game) applyLightUpdates() {
|
||||
|
||||
// Directional light
|
||||
lightsUboData.DirLight = DirLightUboData{
|
||||
Dir: dirLight.Dir,
|
||||
DiffuseColor: dirLight.DiffuseColor,
|
||||
SpecularColor: dirLight.SpecularColor,
|
||||
Shadowmap: int32(dirLightDepthMapFbo.Attachments[0].Id),
|
||||
}
|
||||
whiteMat.ShadowMapTex1 = uint32(lightsUboData.DirLight.Shadowmap)
|
||||
containerMat.ShadowMapTex1 = uint32(lightsUboData.DirLight.Shadowmap)
|
||||
groundMat.ShadowMapTex1 = uint32(lightsUboData.DirLight.Shadowmap)
|
||||
palleteMat.ShadowMapTex1 = uint32(lightsUboData.DirLight.Shadowmap)
|
||||
lightsUboData.DirLight = DirLightUboData(dirLight)
|
||||
whiteMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||
containerMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||
groundMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||
palleteMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||
|
||||
// Point lights
|
||||
for i := 0; i < len(pointLights); i++ {
|
||||
|
||||
p := &pointLights[i]
|
||||
indexString := "pointLights[" + strconv.Itoa(i) + "]"
|
||||
|
||||
posStr := indexString + ".pos"
|
||||
whiteMat.SetUnifVec3(posStr, &p.Pos)
|
||||
containerMat.SetUnifVec3(posStr, &p.Pos)
|
||||
groundMat.SetUnifVec3(posStr, &p.Pos)
|
||||
palleteMat.SetUnifVec3(posStr, &p.Pos)
|
||||
|
||||
diffuseStr := indexString + ".diffuseColor"
|
||||
whiteMat.SetUnifVec3(diffuseStr, &p.DiffuseColor)
|
||||
containerMat.SetUnifVec3(diffuseStr, &p.DiffuseColor)
|
||||
groundMat.SetUnifVec3(diffuseStr, &p.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(diffuseStr, &p.DiffuseColor)
|
||||
|
||||
specularStr := indexString + ".specularColor"
|
||||
whiteMat.SetUnifVec3(specularStr, &p.SpecularColor)
|
||||
containerMat.SetUnifVec3(specularStr, &p.SpecularColor)
|
||||
groundMat.SetUnifVec3(specularStr, &p.SpecularColor)
|
||||
palleteMat.SetUnifVec3(specularStr, &p.SpecularColor)
|
||||
|
||||
falloffStr := indexString + ".falloff"
|
||||
whiteMat.SetUnifFloat32(falloffStr, p.Falloff)
|
||||
containerMat.SetUnifFloat32(falloffStr, p.Falloff)
|
||||
groundMat.SetUnifFloat32(falloffStr, p.Falloff)
|
||||
palleteMat.SetUnifFloat32(falloffStr, p.Falloff)
|
||||
|
||||
radiusStr := indexString + ".radius"
|
||||
whiteMat.SetUnifFloat32(radiusStr, p.Radius)
|
||||
containerMat.SetUnifFloat32(radiusStr, p.Radius)
|
||||
groundMat.SetUnifFloat32(radiusStr, p.Radius)
|
||||
palleteMat.SetUnifFloat32(radiusStr, p.Radius)
|
||||
|
||||
maxBiasStr := indexString + ".maxBias"
|
||||
whiteMat.SetUnifFloat32(maxBiasStr, p.MaxBias)
|
||||
containerMat.SetUnifFloat32(maxBiasStr, p.MaxBias)
|
||||
groundMat.SetUnifFloat32(maxBiasStr, p.MaxBias)
|
||||
palleteMat.SetUnifFloat32(maxBiasStr, p.MaxBias)
|
||||
|
||||
nearPlaneStr := indexString + ".nearPlane"
|
||||
whiteMat.SetUnifFloat32(nearPlaneStr, p.NearPlane)
|
||||
containerMat.SetUnifFloat32(nearPlaneStr, p.NearPlane)
|
||||
groundMat.SetUnifFloat32(nearPlaneStr, p.NearPlane)
|
||||
palleteMat.SetUnifFloat32(nearPlaneStr, p.NearPlane)
|
||||
|
||||
farPlaneStr := indexString + ".farPlane"
|
||||
whiteMat.SetUnifFloat32(farPlaneStr, p.FarPlane)
|
||||
containerMat.SetUnifFloat32(farPlaneStr, p.FarPlane)
|
||||
groundMat.SetUnifFloat32(farPlaneStr, p.FarPlane)
|
||||
palleteMat.SetUnifFloat32(farPlaneStr, p.FarPlane)
|
||||
lightsUboData.PointLights[i] = PointLightUboData(*p)
|
||||
}
|
||||
|
||||
whiteMat.CubemapArrayTex = pointLightDepthMapFbo.Attachments[0].Id
|
||||
@ -1289,73 +1023,29 @@ func (g *Game) showDebugWindow() {
|
||||
continue
|
||||
}
|
||||
|
||||
indexString := "pointLights[" + indexNumString + "]"
|
||||
|
||||
if imgui.DragFloat3("Pos", &pl.Pos.Data) {
|
||||
|
||||
posStr := indexString + ".pos"
|
||||
|
||||
whiteMat.SetUnifVec3(posStr, &pl.Pos)
|
||||
containerMat.SetUnifVec3(posStr, &pl.Pos)
|
||||
groundMat.SetUnifVec3(posStr, &pl.Pos)
|
||||
palleteMat.SetUnifVec3(posStr, &pl.Pos)
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
if imgui.ColorEdit3("Diffuse Color", &pl.DiffuseColor.Data) {
|
||||
|
||||
diffStr := indexString + ".diffuseColor"
|
||||
|
||||
whiteMat.SetUnifVec3(diffStr, &pl.DiffuseColor)
|
||||
containerMat.SetUnifVec3(diffStr, &pl.DiffuseColor)
|
||||
groundMat.SetUnifVec3(diffStr, &pl.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(diffStr, &pl.DiffuseColor)
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
if imgui.ColorEdit3("Specular Color", &pl.SpecularColor.Data) {
|
||||
|
||||
specularStr := indexString + ".specularColor"
|
||||
|
||||
whiteMat.SetUnifVec3(specularStr, &pl.SpecularColor)
|
||||
containerMat.SetUnifVec3(specularStr, &pl.SpecularColor)
|
||||
groundMat.SetUnifVec3(specularStr, &pl.SpecularColor)
|
||||
palleteMat.SetUnifVec3(specularStr, &pl.SpecularColor)
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
if imgui.DragFloatV("Falloff", &pl.Falloff, 0.1, 0, 100, "%.3f", imgui.SliderFlagsNone) {
|
||||
|
||||
falloffStr := indexString + ".falloff"
|
||||
|
||||
whiteMat.SetUnifFloat32(falloffStr, pl.Falloff)
|
||||
containerMat.SetUnifFloat32(falloffStr, pl.Falloff)
|
||||
groundMat.SetUnifFloat32(falloffStr, pl.Falloff)
|
||||
palleteMat.SetUnifFloat32(falloffStr, pl.Falloff)
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
if imgui.DragFloatV("Radius", &pl.Radius, 0.2, 0, 500, "%.3f", imgui.SliderFlagsNone) {
|
||||
|
||||
radiusStr := indexString + ".radius"
|
||||
|
||||
whiteMat.SetUnifFloat32(radiusStr, pl.Radius)
|
||||
containerMat.SetUnifFloat32(radiusStr, pl.Radius)
|
||||
groundMat.SetUnifFloat32(radiusStr, pl.Radius)
|
||||
palleteMat.SetUnifFloat32(radiusStr, pl.Radius)
|
||||
|
||||
farPlaneStr := indexString + ".farPlane"
|
||||
updateLights = true
|
||||
pl.FarPlane = pl.Radius * pointLightRadiusToFarPlaneRatio
|
||||
|
||||
whiteMat.SetUnifFloat32(farPlaneStr, pl.FarPlane)
|
||||
containerMat.SetUnifFloat32(farPlaneStr, pl.FarPlane)
|
||||
groundMat.SetUnifFloat32(farPlaneStr, pl.FarPlane)
|
||||
palleteMat.SetUnifFloat32(farPlaneStr, pl.FarPlane)
|
||||
}
|
||||
|
||||
if imgui.DragFloatV("Max Bias", &pl.MaxBias, 0.01, 0, 10, "%.3f", imgui.SliderFlagsNone) {
|
||||
|
||||
maxBiasStr := indexString + ".maxBias"
|
||||
whiteMat.SetUnifFloat32(maxBiasStr, pl.MaxBias)
|
||||
containerMat.SetUnifFloat32(maxBiasStr, pl.MaxBias)
|
||||
groundMat.SetUnifFloat32(maxBiasStr, pl.MaxBias)
|
||||
palleteMat.SetUnifFloat32(maxBiasStr, pl.MaxBias)
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
imgui.TreePop()
|
||||
@ -1443,7 +1133,7 @@ func (g *Game) showDebugWindow() {
|
||||
}
|
||||
|
||||
if updateLights {
|
||||
g.updateLights()
|
||||
g.applyLightUpdates()
|
||||
}
|
||||
|
||||
// Demo fbo
|
||||
|
||||
@ -146,7 +146,8 @@ func (m *Material) GetAttribLoc(attribName string) int32 {
|
||||
return loc
|
||||
}
|
||||
|
||||
loc = gl.GetAttribLocation(m.ShaderProg.Id, gl.Str(attribName+"\x00"))
|
||||
name := gl.Str(attribName + "\x00")
|
||||
loc = gl.GetAttribLocation(m.ShaderProg.Id, name)
|
||||
assert.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
|
||||
m.AttribLocs[attribName] = loc
|
||||
return loc
|
||||
@ -159,7 +160,8 @@ func (m *Material) GetUnifLoc(uniformName string) int32 {
|
||||
return loc
|
||||
}
|
||||
|
||||
loc = gl.GetUniformLocation(m.ShaderProg.Id, gl.Str(uniformName+"\x00"))
|
||||
name := gl.Str(uniformName + "\x00")
|
||||
loc = gl.GetUniformLocation(m.ShaderProg.Id, name)
|
||||
assert.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
|
||||
m.UnifLocs[uniformName] = loc
|
||||
return loc
|
||||
|
||||
@ -27,8 +27,8 @@ struct PointLight {
|
||||
vec3 pos;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
float falloff;
|
||||
float radius;
|
||||
float falloff;
|
||||
float maxBias;
|
||||
float nearPlane;
|
||||
float farPlane;
|
||||
@ -50,12 +50,12 @@ layout (std140) uniform GlobalMatrices {
|
||||
|
||||
layout (std140) uniform Lights {
|
||||
DirLight dirLight;
|
||||
PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
};
|
||||
|
||||
//
|
||||
// Uniforms
|
||||
//
|
||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 dirLightProjViewMat;
|
||||
@ -78,16 +78,6 @@ out vec3 tangentSpotLightPositions[NUM_SPOT_LIGHTS];
|
||||
out vec3 tangentSpotLightDirections[NUM_SPOT_LIGHTS];
|
||||
out vec3 tangentPointLightPositions[NUM_POINT_LIGHTS];
|
||||
|
||||
struct Test1 {
|
||||
float ff;
|
||||
vec3 v3;
|
||||
};
|
||||
|
||||
layout (std140) uniform Test2 {
|
||||
float f1;
|
||||
Test1 s;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
vertUV0 = vertUV0In;
|
||||
@ -180,13 +170,12 @@ struct PointLight {
|
||||
vec3 pos;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
float falloff;
|
||||
float radius;
|
||||
float falloff;
|
||||
float maxBias;
|
||||
float nearPlane;
|
||||
float farPlane;
|
||||
};
|
||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
uniform samplerCubeArray pointLightCubeShadowMaps;
|
||||
|
||||
struct SpotLight {
|
||||
@ -207,6 +196,7 @@ layout (std140) uniform GlobalMatrices {
|
||||
|
||||
layout (std140) uniform Lights {
|
||||
DirLight dirLight;
|
||||
PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
};
|
||||
|
||||
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
|
||||
|
||||
Reference in New Issue
Block a user