Geometry shader support+omnidirectional depth map shader+improvements

This commit is contained in:
bloeys
2024-04-15 05:09:07 +04:00
parent a5bea5a661
commit c4b1dd1b3d
9 changed files with 201 additions and 59 deletions

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@ -19,7 +19,8 @@ import (
type ColorFormat int type ColorFormat int
const ( const (
ColorFormat_RGBA8 ColorFormat = iota ColorFormat_Unknown ColorFormat = iota
ColorFormat_RGBA8
) )
type Texture struct { type Texture struct {

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@ -10,8 +10,10 @@ import (
type BufUsage int type BufUsage int
const ( const (
BufUsage_Unknown BufUsage = iota
//Buffer is set only once and used many times //Buffer is set only once and used many times
BufUsage_Static BufUsage = iota BufUsage_Static
//Buffer is changed a lot and used many times //Buffer is changed a lot and used many times
BufUsage_Dynamic BufUsage_Dynamic
//Buffer is set only once and used by the GPU at most a few times //Buffer is set only once and used by the GPU at most a few times

30
main.go
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@ -30,6 +30,9 @@ import (
- Directional lights ✅ - Directional lights ✅
- Point lights ✅ - Point lights ✅
- Spotlights ✅ - Spotlights ✅
- Directional light shadows ✅
- Point light shadows
- Spotlight shadows
- HDR - HDR
- Cascaded shadow mapping - Cascaded shadow mapping
- Skeletal animations - Skeletal animations
@ -85,6 +88,28 @@ type PointLight struct {
Quadratic float32 Quadratic float32
} }
var (
pointLightNear float32 = 1
pointLightFar float32 = 25
)
func (p *PointLight) GetProjViewMats(shadowMapWidth, shadowMapHeight float32) [6]gglm.Mat4 {
aspect := float32(shadowMapWidth) / float32(shadowMapHeight)
projMat := gglm.Perspective(90*gglm.Deg2Rad, aspect, pointLightNear, pointLightFar)
projViewMats := [6]gglm.Mat4{
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(1, 0, 0).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(-1, 0, 0).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, 1, 0).Add(&p.Pos), gglm.NewVec3(0, 0, 1)).Mat4),
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, -1, 0).Add(&p.Pos), gglm.NewVec3(0, 0, -1)).Mat4),
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, 0, 1).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, 0, -1).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
}
return projViewMats
}
type SpotLight struct { type SpotLight struct {
Pos gglm.Vec3 Pos gglm.Vec3
Dir gglm.Vec3 Dir gglm.Vec3
@ -141,6 +166,7 @@ var (
palleteMat *materials.Material palleteMat *materials.Material
skyboxMat *materials.Material skyboxMat *materials.Material
dirLightDepthMapMat *materials.Material dirLightDepthMapMat *materials.Material
omnidirDepthMapMat *materials.Material
debugDepthMat *materials.Material debugDepthMat *materials.Material
cubeMesh *meshes.Mesh cubeMesh *meshes.Mesh
@ -437,7 +463,9 @@ func (g *Game) Init() {
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl") debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
dirLightDepthMapMat = materials.NewMaterial("Depth Map mat", "./res/shaders/depth-map.glsl") dirLightDepthMapMat = materials.NewMaterial("Directional Depth Map mat", "./res/shaders/directional-depth-map.glsl")
omnidirDepthMapMat = materials.NewMaterial("Omnidirectional Depth Map mat", "./res/shaders/omnidirectional-depth-map.glsl")
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl") skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
skyboxMat.CubemapTex = skyboxCmap.TexID skyboxMat.CubemapTex = skyboxCmap.TexID

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@ -44,7 +44,7 @@ type Material struct {
func (m *Material) Bind() { func (m *Material) Bind() {
gl.UseProgram(m.ShaderProg.ID) m.ShaderProg.Bind()
if m.DiffuseTex != 0 { if m.DiffuseTex != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Diffuse)) gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Diffuse))
@ -88,7 +88,7 @@ func (m *Material) GetAttribLoc(attribName string) int32 {
return loc return loc
} }
loc = gl.GetAttribLocation(m.ShaderProg.ID, gl.Str(attribName+"\x00")) loc = gl.GetAttribLocation(m.ShaderProg.Id, gl.Str(attribName+"\x00"))
assert.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name) assert.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
m.AttribLocs[attribName] = loc m.AttribLocs[attribName] = loc
return loc return loc
@ -101,7 +101,7 @@ func (m *Material) GetUnifLoc(uniformName string) int32 {
return loc return loc
} }
loc = gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00")) loc = gl.GetUniformLocation(m.ShaderProg.Id, gl.Str(uniformName+"\x00"))
assert.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name) assert.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
m.UnifLocs[uniformName] = loc m.UnifLocs[uniformName] = loc
return loc return loc
@ -116,39 +116,39 @@ func (m *Material) DisableAttribute(attribName string) {
} }
func (m *Material) SetUnifInt32(uniformName string, val int32) { func (m *Material) SetUnifInt32(uniformName string, val int32) {
gl.ProgramUniform1i(m.ShaderProg.ID, m.GetUnifLoc(uniformName), val) gl.ProgramUniform1i(m.ShaderProg.Id, m.GetUnifLoc(uniformName), val)
} }
func (m *Material) SetUnifFloat32(uniformName string, val float32) { func (m *Material) SetUnifFloat32(uniformName string, val float32) {
gl.ProgramUniform1f(m.ShaderProg.ID, m.GetUnifLoc(uniformName), val) 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]) 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]) 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]) 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]) 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]) 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]) gl.ProgramUniformMatrix4fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat4.Data[0][0])
} }
func (m *Material) Delete() { func (m *Material) Delete() {
gl.DeleteProgram(m.ShaderProg.ID) gl.DeleteProgram(m.ShaderProg.Id)
} }
func NewMaterial(matName, shaderPath string) *Material { func NewMaterial(matName, shaderPath string) *Material {

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@ -0,0 +1,62 @@
//shader:vertex
#version 410
layout(location=0) in vec3 vertPosIn;
uniform mat4 modelMat;
void main()
{
gl_Position = modelMat * vec4(vertPosIn, 1);
}
//shader:geometry
#version 410
layout (triangles) in;
// Cubemap means 6 faces, and the
// input 3 triangle vertices are drawn once per face, so 6*3=18
layout (triangle_strip, max_vertices=18) out;
uniform mat4 cubemapProjViewMats[6];
out vec4 FragPos;
void main()
{
for(int face = 0; face < 6; ++face)
{
// Built in variable that specifies which cubemap face we are rendering to
// and only works when a cubemap is attached to the active fbo
gl_Layer = face;
// Transform each triangle vertex
for(int i = 0; i < 3; ++i)
{
FragPos = gl_in[i].gl_Position;
gl_Position = cubemapProjViewMats[face] * FragPos;
EmitVertex();
}
EndPrimitive();
}
}
//shader:fragment
#version 410
in vec4 FragPos;
uniform vec3 lightPos;
uniform float farPlane;
void main()
{
// Get distance between fragment and light source
float lightDistance = length(FragPos.xyz - lightPos);
// Map to [0, 1] by dividing by far plane and use it as our depth
lightDistance = lightDistance / farPlane;
gl_FragDepth = lightDistance;
}

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@ -6,32 +6,48 @@ import (
) )
type ShaderProgram struct { type ShaderProgram struct {
ID uint32 Id uint32
VertShaderID uint32 VertShaderId uint32
FragShaderID uint32 FragShaderId uint32
GeomShaderId uint32
} }
func (sp *ShaderProgram) AttachShader(shader Shader) { func (sp *ShaderProgram) AttachShader(shader Shader) {
gl.AttachShader(sp.ID, shader.ID) gl.AttachShader(sp.Id, shader.Id)
switch shader.ShaderType { switch shader.Type {
case VertexShaderType: case ShaderType_Vertex:
sp.VertShaderID = shader.ID sp.VertShaderId = shader.Id
case FragmentShaderType: case ShaderType_Fragment:
sp.FragShaderID = shader.ID sp.FragShaderId = shader.Id
case ShaderType_Geometry:
sp.GeomShaderId = shader.Id
default: default:
logging.ErrLog.Println("Unknown shader type ", shader.ShaderType, " for ID ", shader.ID) logging.ErrLog.Fatalf("Unknown shader type '%d' for shader id '%d'\n", shader.Type, shader.Id)
} }
} }
func (sp *ShaderProgram) Link() { func (sp *ShaderProgram) Link() {
gl.LinkProgram(sp.ID) gl.LinkProgram(sp.Id)
if sp.VertShaderID != 0 { if sp.VertShaderId != 0 {
gl.DeleteShader(sp.VertShaderID) gl.DeleteShader(sp.VertShaderId)
} }
if sp.FragShaderID != 0 {
gl.DeleteShader(sp.FragShaderID) if sp.FragShaderId != 0 {
gl.DeleteShader(sp.FragShaderId)
}
if sp.GeomShaderId != 0 {
gl.DeleteShader(sp.GeomShaderId)
} }
} }
func (s *ShaderProgram) Bind() {
gl.UseProgram(s.Id)
}
func (s *ShaderProgram) UnBind() {
gl.UseProgram(0)
}

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@ -1,10 +1,31 @@
package shaders package shaders
import "github.com/go-gl/gl/v4.1-core/gl" import (
"github.com/bloeys/nmage/logging"
"github.com/go-gl/gl/v4.1-core/gl"
)
type ShaderType int type ShaderType int32
func (s ShaderType) ToGl() uint32 {
switch s {
case ShaderType_Vertex:
return gl.VERTEX_SHADER
case ShaderType_Fragment:
return gl.FRAGMENT_SHADER
case ShaderType_Geometry:
return gl.GEOMETRY_SHADER
default:
logging.ErrLog.Fatalf("Unknown shader type '%d'\n", s)
return 0
}
}
const ( const (
VertexShaderType ShaderType = gl.VERTEX_SHADER ShaderType_Unknown ShaderType = iota
FragmentShaderType ShaderType = gl.FRAGMENT_SHADER ShaderType_Vertex
ShaderType_Fragment
ShaderType_Geometry
) )

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@ -3,6 +3,7 @@ package shaders
import ( import (
"bytes" "bytes"
"errors" "errors"
"fmt"
"os" "os"
"strings" "strings"
@ -11,12 +12,13 @@ import (
) )
type Shader struct { type Shader struct {
ID uint32 Id uint32
ShaderType ShaderType Type ShaderType
} }
func (s Shader) Delete() { func (s *Shader) Delete() {
gl.DeleteShader(s.ID) gl.DeleteShader(s.Id)
s.Id = 0
} }
func NewShaderProgram() (ShaderProgram, error) { func NewShaderProgram() (ShaderProgram, error) {
@ -26,7 +28,7 @@ func NewShaderProgram() (ShaderProgram, error) {
return ShaderProgram{}, errors.New("failed to create shader program") return ShaderProgram{}, errors.New("failed to create shader program")
} }
return ShaderProgram{ID: id}, nil return ShaderProgram{Id: id}, nil
} }
func LoadAndCompileCombinedShader(shaderPath string) (ShaderProgram, error) { func LoadAndCompileCombinedShader(shaderPath string) (ShaderProgram, error) {
@ -43,8 +45,8 @@ func LoadAndCompileCombinedShader(shaderPath string) (ShaderProgram, error) {
func LoadAndCompileCombinedShaderSrc(shaderSrc []byte) (ShaderProgram, error) { func LoadAndCompileCombinedShaderSrc(shaderSrc []byte) (ShaderProgram, error) {
shaderSources := bytes.Split(shaderSrc, []byte("//shader:")) shaderSources := bytes.Split(shaderSrc, []byte("//shader:"))
if len(shaderSources) == 1 { if len(shaderSources) < 2 {
return ShaderProgram{}, errors.New("failed to read combined shader. Did not find '//shader:vertex' or '//shader:fragment'") return ShaderProgram{}, errors.New("failed to read combined shader. The minimum shader types to have are '//shader:vertex' and '//shader:fragment'")
} }
shdrProg, err := NewShaderProgram() shdrProg, err := NewShaderProgram()
@ -65,12 +67,15 @@ func LoadAndCompileCombinedShaderSrc(shaderSrc []byte) (ShaderProgram, error) {
var shdrType ShaderType var shdrType ShaderType
if bytes.HasPrefix(src, []byte("vertex")) { if bytes.HasPrefix(src, []byte("vertex")) {
src = src[6:] src = src[6:]
shdrType = VertexShaderType shdrType = ShaderType_Vertex
} else if bytes.HasPrefix(src, []byte("fragment")) { } else if bytes.HasPrefix(src, []byte("fragment")) {
src = src[8:] src = src[8:]
shdrType = FragmentShaderType shdrType = ShaderType_Fragment
} else if bytes.HasPrefix(src, []byte("geometry")) {
src = src[8:]
shdrType = ShaderType_Geometry
} else { } else {
return ShaderProgram{}, errors.New("unknown shader type. Must be '//shader:vertex' or '//shader:fragment'") return ShaderProgram{}, errors.New("unknown shader type. Must be '//shader:vertex' or '//shader:fragment' or '//shader:geometry'")
} }
shdr, err := CompileShaderOfType(src, shdrType) shdr, err := CompileShaderOfType(src, shdrType)
@ -83,7 +88,15 @@ func LoadAndCompileCombinedShaderSrc(shaderSrc []byte) (ShaderProgram, error) {
} }
if loadedShdrCount == 0 { if loadedShdrCount == 0 {
return ShaderProgram{}, errors.New("no valid shaders found. Please put '//shader:vertex' or '//shader:fragment' before your shaders") return ShaderProgram{}, errors.New("no valid shaders found. Please put '//shader:vertex' or '//shader:fragment' or '//shader:geometry' before your shaders")
}
if shdrProg.VertShaderId == 0 {
return ShaderProgram{}, errors.New("no valid vertex shader found. Please put '//shader:vertex' before your vertex shader")
}
if shdrProg.FragShaderId == 0 {
return ShaderProgram{}, errors.New("no valid fragment shader found. Please put '//shader:fragment' before your vertex shader")
} }
shdrProg.Link() shdrProg.Link()
@ -92,41 +105,40 @@ func LoadAndCompileCombinedShaderSrc(shaderSrc []byte) (ShaderProgram, error) {
func CompileShaderOfType(shaderSource []byte, shaderType ShaderType) (Shader, error) { func CompileShaderOfType(shaderSource []byte, shaderType ShaderType) (Shader, error) {
shaderID := gl.CreateShader(uint32(shaderType)) shaderId := gl.CreateShader(shaderType.ToGl())
if shaderID == 0 { if shaderId == 0 {
logging.ErrLog.Println("Failed to create shader.") return Shader{}, fmt.Errorf("failed to create OpenGl shader. OpenGl Error=%d", gl.GetError())
return Shader{}, errors.New("failed to create shader")
} }
//Load shader source and compile //Load shader source and compile
shaderCStr, shaderFree := gl.Strs(string(shaderSource) + "\x00") shaderCStr, shaderFree := gl.Strs(string(shaderSource) + "\x00")
defer shaderFree() defer shaderFree()
gl.ShaderSource(shaderID, 1, shaderCStr, nil) gl.ShaderSource(shaderId, 1, shaderCStr, nil)
gl.CompileShader(shaderID) gl.CompileShader(shaderId)
if err := getShaderCompileErrors(shaderID); err != nil { if err := getShaderCompileErrors(shaderId); err != nil {
gl.DeleteShader(shaderID) gl.DeleteShader(shaderId)
return Shader{}, err return Shader{}, err
} }
return Shader{ID: shaderID, ShaderType: shaderType}, nil return Shader{Id: shaderId, Type: shaderType}, nil
} }
func getShaderCompileErrors(shaderID uint32) error { func getShaderCompileErrors(shaderId uint32) error {
var compiledSuccessfully int32 var compiledSuccessfully int32
gl.GetShaderiv(shaderID, gl.COMPILE_STATUS, &compiledSuccessfully) gl.GetShaderiv(shaderId, gl.COMPILE_STATUS, &compiledSuccessfully)
if compiledSuccessfully == gl.TRUE { if compiledSuccessfully == gl.TRUE {
return nil return nil
} }
var logLength int32 var logLength int32
gl.GetShaderiv(shaderID, gl.INFO_LOG_LENGTH, &logLength) gl.GetShaderiv(shaderId, gl.INFO_LOG_LENGTH, &logLength)
log := gl.Str(strings.Repeat("\x00", int(logLength))) log := gl.Str(strings.Repeat("\x00", int(logLength)))
gl.GetShaderInfoLog(shaderID, logLength, nil, log) gl.GetShaderInfoLog(shaderId, logLength, nil, log)
errMsg := gl.GoStr(log) errMsg := gl.GoStr(log)
logging.ErrLog.Println("Compilation of shader with id ", shaderID, " failed. Err: ", errMsg) logging.ErrLog.Println("Compilation of shader with id ", shaderId, " failed. Err: ", errMsg)
return errors.New(errMsg) return errors.New(errMsg)
} }