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4 Commits

Author SHA1 Message Date
3c0f82a735 Light maps support (diffuse+specular+normal+emission)+imgui bugs 2024-04-12 03:47:30 +04:00
c058b82a92 Shader cleanup 2024-04-12 02:17:03 +04:00
908e5e96aa Specular lighting 2024-04-12 01:22:05 +04:00
c83e263476 Update todos 2024-04-12 00:23:29 +04:00
13 changed files with 238 additions and 82 deletions

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@ -9,10 +9,10 @@ jobs:
runs-on: macos-12
steps:
- name: Install golang 1.18
- name: Install golang
uses: actions/setup-go@v3
with:
go-version: '^1.18'
go-version: '>=1.18'
- name: Install assimp-go dylib
run: sudo mkdir -p /usr/local/lib && sudo wget https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp_darwin_amd64.dylib -O /usr/local/lib/libassimp.5.dylib

240
main.go
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@ -22,16 +22,24 @@ import (
"github.com/veandco/go-sdl2/sdl"
)
// @Todo:
// Integrate physx
// Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
// Renderer batching
// Scene graph
// Separate engine loop from rendering loop? or leave it to the user?
// Abstract keys enum away from sdl
// Proper Asset loading
// Frustum culling
// Material system editor with fields automatically extracted from the shader
/*
@TODO:
- Rendering:
- Phong lighting model
- Point lights
- Spotlights
- HDR
- Cascaded shadow mapping
- Skeletal animations
- Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
- Renderer batching
- Scene graph
- Separate engine loop from rendering loop? or leave it to the user?
- Abstract keys enum away from sdl
- Proper Asset loading
- Frustum culling
- Material system editor with fields automatically extracted from the shader
*/
const (
camSpeed = 15
@ -45,27 +53,34 @@ var (
window *engine.Window
pitch float32 = 0
yaw float32 = -90
yaw float32 = 0
cam *camera.Camera
simpleMat *materials.Material
skyboxMat *materials.Material
whiteMat *materials.Material
containerMat *materials.Material
palleteMat *materials.Material
skyboxMat *materials.Material
debugDepthMat *materials.Material
chairMesh *meshes.Mesh
cubeMesh *meshes.Mesh
sphereMesh *meshes.Mesh
chairMesh *meshes.Mesh
skyboxMesh *meshes.Mesh
cubeModelMat = gglm.NewTrMatId()
lightPos1 = gglm.NewVec3(-2, 0, 2)
lightColor1 = gglm.NewVec3(1, 1, 1)
debugDepthMat *materials.Material
debugDrawDepthBuffer bool
skyboxCmap assets.Cubemap
dpiScaling float32
// Light settings
ambientColor = gglm.NewVec3(0.2, 0.2, 0.2)
// Lights
lightPos1 = gglm.NewVec3(-2, 10, 0)
lightColor1 = gglm.NewVec3(1, 1, 1)
)
type OurGame struct {
@ -165,7 +180,7 @@ func (g *OurGame) handleWindowEvents(e sdl.Event) {
cam.AspectRatio = float32(width) / float32(height)
cam.Update()
simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
palleteMat.SetUnifMat4("projMat", &cam.ProjMat)
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
}
}
@ -209,13 +224,24 @@ func (g *OurGame) Init() {
var err error
//Create materials
simpleMat = materials.NewMaterial("Simple mat", "./res/shaders/simple.glsl")
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
// Camera
winWidth, winHeight := g.Win.SDLWin.GetSize()
cam = camera.NewPerspective(
gglm.NewVec3(0, 0, 10),
gglm.NewVec3(0, 0, -1),
gglm.NewVec3(0, 1, 0),
0.1, 200,
45*gglm.Deg2Rad,
float32(winWidth)/float32(winHeight),
)
//Load meshes
cubeMesh, err = meshes.NewMesh("Cube", "./res/models/tex-cube.fbx", 0)
cubeMesh, err = meshes.NewMesh("Cube", "./res/models/cube.fbx", 0)
if err != nil {
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
}
sphereMesh, err = meshes.NewMesh("Sphere", "./res/models/sphere.fbx", 0)
if err != nil {
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
}
@ -231,7 +257,22 @@ func (g *OurGame) Init() {
}
//Load textures
tex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
whiteTex, err := assets.LoadTexturePNG("./res/textures/white.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
if err != nil {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
}
containerDiffuseTex, err := assets.LoadTexturePNG("./res/textures/container-diffuse.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
if err != nil {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
}
containerSpecularTex, err := assets.LoadTexturePNG("./res/textures/container-specular.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
if err != nil {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
}
palleteTex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
if err != nil {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
}
@ -246,36 +287,47 @@ func (g *OurGame) Init() {
logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
}
// Configure materials
simpleMat.DiffuseTex = tex.TexID
// Create materials
whiteMat = materials.NewMaterial("White mat", "./res/shaders/simple.glsl")
whiteMat.Shininess = 128
whiteMat.DiffuseTex = whiteTex.TexID
whiteMat.SetUnifMat4("projMat", &cam.ProjMat)
whiteMat.SetUnifVec3("ambientColor", ambientColor)
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
whiteMat.SetUnifVec3("lightPos1", lightPos1)
whiteMat.SetUnifVec3("lightColor1", lightColor1)
//Movement, scale and rotation
containerMat = materials.NewMaterial("Container mat", "./res/shaders/simple.glsl")
containerMat.Shininess = 128
containerMat.DiffuseTex = containerDiffuseTex.TexID
containerMat.SpecularTex = containerSpecularTex.TexID
containerMat.SetUnifMat4("projMat", &cam.ProjMat)
containerMat.SetUnifVec3("ambientColor", ambientColor)
containerMat.SetUnifFloat32("material.shininess", containerMat.Shininess)
containerMat.SetUnifVec3("lightPos1", lightPos1)
containerMat.SetUnifVec3("lightColor1", lightColor1)
palleteMat = materials.NewMaterial("Pallete mat", "./res/shaders/simple.glsl")
palleteMat.Shininess = 128
palleteMat.DiffuseTex = palleteTex.TexID
palleteMat.SetUnifMat4("projMat", &cam.ProjMat)
palleteMat.SetUnifVec3("ambientColor", ambientColor)
palleteMat.SetUnifFloat32("material.shininess", palleteMat.Shininess)
palleteMat.SetUnifVec3("lightPos1", lightPos1)
palleteMat.SetUnifVec3("lightColor1", lightColor1)
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
// Movement, scale and rotation
translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
scaleMat := gglm.NewScaleMat(gglm.NewVec3(1, 1, 1))
rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(-90, -90, 0).AsRad()))
cubeModelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
// Camera
winWidth, winHeight := g.Win.SDLWin.GetSize()
cam = camera.NewPerspective(
gglm.NewVec3(0, 0, 10),
gglm.NewVec3(0, 0, -1),
gglm.NewVec3(0, 1, 0),
0.1, 200,
45*gglm.Deg2Rad,
float32(winWidth)/float32(winHeight),
)
simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
updateViewMat()
//Lights
simpleMat.SetUnifVec3("lightPos1", lightPos1)
simpleMat.SetUnifVec3("lightColor1", lightColor1)
sdl.SetRelativeMouseMode(true)
}
func (g *OurGame) Update() {
@ -287,14 +339,27 @@ func (g *OurGame) Update() {
g.updateCameraLookAround()
g.updateCameraPos()
imgui.ShowDemoWindow()
//Rotating cubes
if input.KeyDown(sdl.K_SPACE) {
cubeModelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
}
g.showDebugWindow()
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) showDebugWindow() {
imgui.ShowDemoWindow()
imgui.Begin("Debug controls")
// Camera
if imgui.DragFloat3("Cam Pos", &cam.Pos.Data) {
updateViewMat()
}
@ -302,22 +367,44 @@ func (g *OurGame) Update() {
updateViewMat()
}
imgui.Spacing()
// Light settings
if imgui.DragFloat3("Ambient Color", &ambientColor.Data) {
whiteMat.SetUnifVec3("ambientColor", ambientColor)
containerMat.SetUnifVec3("ambientColor", ambientColor)
palleteMat.SetUnifVec3("ambientColor", ambientColor)
}
imgui.Spacing()
if imgui.DragFloat("Specular Shininess", &whiteMat.Shininess) {
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
containerMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
palleteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
}
imgui.Spacing()
// Lights
if imgui.DragFloat3("Light Pos 1", &lightPos1.Data) {
simpleMat.SetUnifVec3("lightPos1", lightPos1)
whiteMat.SetUnifVec3("lightPos1", lightPos1)
containerMat.SetUnifVec3("lightPos1", lightPos1)
palleteMat.SetUnifVec3("lightPos1", lightPos1)
}
if imgui.DragFloat3("Light Color 1", &lightColor1.Data) {
simpleMat.SetUnifVec3("lightColor1", lightColor1)
whiteMat.SetUnifVec3("lightColor1", lightColor1)
containerMat.SetUnifVec3("lightColor1", lightColor1)
palleteMat.SetUnifVec3("lightColor1", lightColor1)
}
imgui.Spacing()
// Other
imgui.Checkbox("Debug depth buffer", &debugDrawDepthBuffer)
imgui.End()
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() {
@ -332,12 +419,12 @@ func (g *OurGame) updateCameraLookAround() {
// Pitch
pitch += float32(-mouseY) * mouseSensitivity * timing.DT()
if pitch > 89.0 {
pitch = 89.0
if pitch > 1.5 {
pitch = 1.5
}
if pitch < -89.0 {
pitch = -89.0
if pitch < -1.5 {
pitch = -1.5
}
// Update cam forward
@ -380,19 +467,33 @@ func (g *OurGame) updateCameraPos() {
func (g *OurGame) Render() {
matToUse := simpleMat
tempModelMatrix := cubeModelMat.Clone()
whiteMat.SetUnifVec3("camPos", &cam.Pos)
containerMat.SetUnifVec3("camPos", &cam.Pos)
palleteMat.SetUnifVec3("camPos", &cam.Pos)
sunMat := palleteMat
chairMat := palleteMat
cubeMat := containerMat
if debugDrawDepthBuffer {
matToUse = debugDepthMat
sunMat = debugDepthMat
chairMat = debugDepthMat
cubeMat = debugDepthMat
}
tempModelMatrix := cubeModelMat.Clone()
window.Rend.Draw(chairMesh, tempModelMatrix, matToUse)
// Draw sun
window.Rend.Draw(sphereMesh, gglm.NewTrMatId().Translate(lightPos1).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), sunMat)
// Chair
window.Rend.Draw(chairMesh, tempModelMatrix, chairMat)
// Cubes
rowSize := 1
for y := 0; y < rowSize; y++ {
for x := 0; x < rowSize; x++ {
tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
window.Rend.Draw(cubeMesh, tempModelMatrix, matToUse)
window.Rend.Draw(cubeMesh, tempModelMatrix, cubeMat)
}
tempModelMatrix.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
}
@ -420,7 +521,6 @@ func (g *OurGame) DrawSkybox() {
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)
}
@ -438,6 +538,8 @@ func (g *OurGame) DeInit() {
func updateViewMat() {
cam.Update()
simpleMat.SetUnifMat4("viewMat", &cam.ViewMat)
whiteMat.SetUnifMat4("viewMat", &cam.ViewMat)
containerMat.SetUnifMat4("viewMat", &cam.ViewMat)
palleteMat.SetUnifMat4("viewMat", &cam.ViewMat)
debugDepthMat.SetUnifMat4("viewMat", &cam.ViewMat)
}

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@ -12,10 +12,16 @@ type Material struct {
Name string
ShaderProg shaders.ShaderProgram
DiffuseTex uint32
UnifLocs map[string]int32
AttribLocs map[string]int32
// Phong shading
DiffuseTex uint32
SpecularTex uint32
NormalTex uint32
EmissionTex uint32
Shininess float32
}
func (m *Material) Bind() {
@ -24,6 +30,15 @@ func (m *Material) Bind() {
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
gl.ActiveTexture(gl.TEXTURE1)
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
gl.ActiveTexture(gl.TEXTURE2)
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
gl.ActiveTexture(gl.TEXTURE3)
gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
}
func (m *Material) UnBind() {
@ -32,6 +47,15 @@ func (m *Material) UnBind() {
//TODO: Should we unbind textures here? Are these two lines needed?
// gl.ActiveTexture(gl.TEXTURE0)
// gl.BindTexture(gl.TEXTURE_2D, 0)
// gl.ActiveTexture(gl.TEXTURE1)
// gl.BindTexture(gl.TEXTURE_2D, 0)
// gl.ActiveTexture(gl.TEXTURE2)
// gl.BindTexture(gl.TEXTURE_2D, 0)
// gl.ActiveTexture(gl.TEXTURE3)
// gl.BindTexture(gl.TEXTURE_2D, 0)
}
func (m *Material) GetAttribLoc(attribName string) int32 {

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res/models/cube.fbx Executable file

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@ -18,7 +18,12 @@ uniform mat4 projMat;
void main()
{
// @TODO: Calculate this on the CPU and send it as a uniform
// This produces the normal matrix that multiplies with the model normal to produce the
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
vertUV0 = vertUV0In;
vertColor = vertColorIn;
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
@ -29,14 +34,22 @@ void main()
//shader:fragment
#version 410
uniform float ambientStrength = 0;
uniform vec3 ambientLightColor = vec3(1, 1, 1);
struct Material {
sampler2D diffuse;
sampler2D specular;
sampler2D normal;
sampler2D emission;
float shininess;
};
uniform Material material;
uniform vec3 camPos;
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
uniform vec3 lightPos1;
uniform vec3 lightColor1;
uniform sampler2D diffTex;
in vec3 vertColor;
in vec3 vertNormal;
in vec2 vertUV0;
@ -46,10 +59,24 @@ out vec4 fragColor;
void main()
{
vec3 lightDir = normalize(lightPos1 - fragPos);
float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
vec3 lightDir = normalize(lightPos1 - fragPos);
vec4 diffuseTexColor = texture(material.diffuse, vertUV0);
vec3 finalAmbientColor = ambientLightColor * ambientStrength;
vec4 texColor = texture(diffTex, vertUV0);
fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
// Ambient
vec3 finalAmbient = ambientColor * diffuseTexColor.rgb;
// Diffuse
float diffuseAmount = max(0.0, dot(normalize(vertNormal), lightDir));
vec3 finalDiffuse = diffuseAmount * lightColor1 * diffuseTexColor.rgb;
// Specular
vec3 viewDir = normalize(camPos - fragPos);
vec3 reflectDir = reflect(-lightDir, vertNormal);
float specularAmount = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 finalSpecular = specularAmount * lightColor1 * texture(material.specular, vertUV0).rgb;
// Emission
vec3 finalEmission = texture(material.emission, vertUV0).rgb;
fragColor = vec4(finalAmbient + finalDiffuse + finalSpecular + finalEmission, 1);
}

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@ -109,6 +109,7 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
cmd.CallUserCallback(list)
} else {
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
clipRect := cmd.ClipRect()
gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
@ -142,6 +143,7 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
pixels, width, height, _ := a.GetTextureDataAsAlpha8()
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
@ -225,6 +227,7 @@ func NewImGui(shaderPath string) ImguiInfo {
gl.GenTextures(1, imguiInfo.TexID)
// Upload font to gpu
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, *imguiInfo.TexID)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)