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524ef068f0
| Author | SHA1 | Date | |
|---|---|---|---|
| 524ef068f0 | |||
| b060dcdbe9 | |||
| e22525e2ee | |||
| ee61373069 | |||
| 1f922b6a47 | |||
| 9d7bdc0196 | |||
| 83922f1908 |
2
.github/workflows/build-nmage.yml
vendored
2
.github/workflows/build-nmage.yml
vendored
@ -12,7 +12,7 @@ jobs:
|
||||
- name: Install golang
|
||||
uses: actions/setup-go@v3
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with:
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go-version: '>=1.18'
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go-version: '>=1.22'
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- name: Install assimp-go dylib
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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
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||||
@ -45,7 +45,7 @@ type TextureLoadOptions struct {
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WriteToCache bool
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||||
GenMipMaps bool
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KeepPixelsInMem bool
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TextureIsSrgba bool
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NoSrgba bool
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}
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type Cubemap struct {
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@ -103,9 +103,9 @@ func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, erro
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||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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|
||||
// load and generate the texture
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internalFormat := int32(gl.RGBA8)
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if loadOptions.TextureIsSrgba {
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internalFormat = gl.SRGB_ALPHA
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internalFormat := int32(gl.SRGB_ALPHA)
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if loadOptions.NoSrgba {
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internalFormat = gl.RGBA8
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}
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||||
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||||
gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
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@ -151,9 +151,9 @@ func LoadTextureInMemPngImg(img image.Image, loadOptions *TextureLoadOptions) (T
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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||||
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||||
// load and generate the texture
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internalFormat := int32(gl.RGBA8)
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||||
if loadOptions.TextureIsSrgba {
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internalFormat = gl.SRGB_ALPHA
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internalFormat := int32(gl.SRGB_ALPHA)
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if loadOptions.NoSrgba {
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internalFormat = gl.RGBA8
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}
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gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
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@ -216,9 +216,9 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
|
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
|
||||
// load and generate the texture
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internalFormat := int32(gl.RGBA8)
|
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if loadOptions.TextureIsSrgba {
|
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internalFormat = gl.SRGB_ALPHA
|
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internalFormat := int32(gl.SRGB_ALPHA)
|
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if loadOptions.NoSrgba {
|
||||
internalFormat = gl.RGBA8
|
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}
|
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|
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gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
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@ -288,9 +288,9 @@ func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex st
|
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height := int32(nrgbaImg.Bounds().Dy())
|
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width := int32(nrgbaImg.Bounds().Dx())
|
||||
|
||||
internalFormat := int32(gl.RGBA8)
|
||||
if loadOptions.TextureIsSrgba {
|
||||
internalFormat = gl.SRGB_ALPHA
|
||||
internalFormat := int32(gl.SRGB_ALPHA)
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if loadOptions.NoSrgba {
|
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internalFormat = gl.RGBA8
|
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}
|
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|
||||
gl.TexImage2D(uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X)+i, 0, internalFormat, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&nrgbaImg.Pix[0]))
|
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|
||||
@ -39,6 +39,20 @@ func (w *Window) handleInputs() {
|
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imguiCaptureMouse := imIo.WantCaptureMouse()
|
||||
imguiCaptureKeyboard := imIo.WantCaptureKeyboard()
|
||||
|
||||
// These two are to fix a bug where state isn't cleared
|
||||
// even after imgui captures the keyboard/mouse.
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||||
//
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||||
// For example, if player is moving due to key held and then imgui captures the keyboard,
|
||||
// the player keeps moving even when the key is no longer pressed because the input system never
|
||||
// receives the key up event.
|
||||
if imguiCaptureMouse {
|
||||
input.ClearMouseState()
|
||||
}
|
||||
|
||||
if imguiCaptureKeyboard {
|
||||
input.ClearKeyboardState()
|
||||
}
|
||||
|
||||
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
|
||||
|
||||
//Fire callbacks
|
||||
@ -229,6 +243,7 @@ func initOpenGL() error {
|
||||
}
|
||||
|
||||
gl.Enable(gl.DEPTH_TEST)
|
||||
gl.Enable(gl.STENCIL_TEST)
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
gl.CullFace(gl.BACK)
|
||||
gl.FrontFace(gl.CCW)
|
||||
@ -252,7 +267,6 @@ func SetSrgbFramebuffer(isEnabled bool) {
|
||||
}
|
||||
|
||||
func SetVSync(enabled bool) {
|
||||
assert.T(isInited, "engine.Init was not called!")
|
||||
|
||||
if enabled {
|
||||
sdl.GLSetSwapInterval(1)
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||||
|
||||
2
go.mod
2
go.mod
@ -1,6 +1,6 @@
|
||||
module github.com/bloeys/nmage
|
||||
|
||||
go 1.18
|
||||
go 1.22
|
||||
|
||||
require github.com/veandco/go-sdl2 v0.4.35
|
||||
|
||||
|
||||
@ -40,15 +40,17 @@ var (
|
||||
|
||||
func EventLoopStart() {
|
||||
|
||||
for _, v := range keyMap {
|
||||
for k, v := range keyMap {
|
||||
v.IsPressedThisFrame = false
|
||||
v.IsReleasedThisFrame = false
|
||||
keyMap[k] = v
|
||||
}
|
||||
|
||||
for _, v := range mouseBtnMap {
|
||||
for k, v := range mouseBtnMap {
|
||||
v.IsPressedThisFrame = false
|
||||
v.IsReleasedThisFrame = false
|
||||
v.IsDoubleClicked = false
|
||||
mouseBtnMap[k] = v
|
||||
}
|
||||
|
||||
mouseMotion.XDelta = 0
|
||||
@ -60,6 +62,16 @@ func EventLoopStart() {
|
||||
quitRequested = false
|
||||
}
|
||||
|
||||
func ClearKeyboardState() {
|
||||
clear(keyMap)
|
||||
}
|
||||
|
||||
func ClearMouseState() {
|
||||
clear(mouseBtnMap)
|
||||
mouseMotion = mouseMotionState{}
|
||||
mouseWheel = mouseWheelState{}
|
||||
}
|
||||
|
||||
func HandleQuitEvent(e *sdl.QuitEvent) {
|
||||
quitRequested = true
|
||||
}
|
||||
|
||||
158
main.go
158
main.go
@ -26,12 +26,14 @@ import (
|
||||
/*
|
||||
@TODO:
|
||||
- Rendering:
|
||||
- Phong lighting model
|
||||
- Point lights
|
||||
- Spotlights
|
||||
- Blinn-Phong lighting model ✅
|
||||
- Directional lights ✅
|
||||
- Point lights ✅
|
||||
- Spotlights ✅
|
||||
- HDR
|
||||
- Cascaded shadow mapping
|
||||
- Skeletal animations
|
||||
- Proper model loading (i.e. load model by reading all its meshes, textures, and so on together)
|
||||
- Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
|
||||
- Renderer batching
|
||||
- Scene graph
|
||||
@ -62,6 +64,7 @@ type PointLight struct {
|
||||
}
|
||||
|
||||
type SpotLight struct {
|
||||
Pos gglm.Vec3
|
||||
Dir gglm.Vec3
|
||||
DiffuseColor gglm.Vec3
|
||||
SpecularColor gglm.Vec3
|
||||
@ -69,6 +72,18 @@ type SpotLight struct {
|
||||
OuterCutoff float32
|
||||
}
|
||||
|
||||
// SetCutoffs properly sets the cosine values of the cutoffs using the passed
|
||||
// degrees.
|
||||
//
|
||||
// The light has full intensity within the inner cutoff, falloff between
|
||||
// inner-outer cutoff, and zero light beyond the outer cutoff.
|
||||
//
|
||||
// The inner cuttoff degree must be *smaller* than the outer cutoff
|
||||
func (s *SpotLight) SetCutoffs(innerCutoffAngleDeg, outerCutoffAngleDeg float32) {
|
||||
s.InnerCutoff = gglm.Cos32(innerCutoffAngleDeg * gglm.Deg2Rad)
|
||||
s.OuterCutoff = gglm.Cos32(outerCutoffAngleDeg * gglm.Deg2Rad)
|
||||
}
|
||||
|
||||
const (
|
||||
camSpeed = 15
|
||||
mouseSensitivity = 0.5
|
||||
@ -148,6 +163,17 @@ var (
|
||||
Quadratic: 0.032,
|
||||
},
|
||||
}
|
||||
spotLights = [...]SpotLight{
|
||||
{
|
||||
Pos: *gglm.NewVec3(0, 5, 0),
|
||||
Dir: *gglm.NewVec3(0, -1, 0),
|
||||
DiffuseColor: *gglm.NewVec3(0, 1, 1),
|
||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||
// These must be cosine values
|
||||
InnerCutoff: gglm.Cos32(15 * gglm.Deg2Rad),
|
||||
OuterCutoff: gglm.Cos32(20 * gglm.Deg2Rad),
|
||||
},
|
||||
}
|
||||
)
|
||||
|
||||
type Game struct {
|
||||
@ -324,27 +350,27 @@ func (g *Game) Init() {
|
||||
}
|
||||
|
||||
//Load textures
|
||||
whiteTex, err := assets.LoadTexturePNG("./res/textures/white.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
|
||||
whiteTex, err := assets.LoadTexturePNG("./res/textures/white.png", &assets.TextureLoadOptions{})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
blackTex, err := assets.LoadTexturePNG("./res/textures/black.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
|
||||
blackTex, err := assets.LoadTexturePNG("./res/textures/black.png", &assets.TextureLoadOptions{})
|
||||
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})
|
||||
containerDiffuseTex, err := assets.LoadTexturePNG("./res/textures/container-diffuse.png", &assets.TextureLoadOptions{})
|
||||
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})
|
||||
containerSpecularTex, err := assets.LoadTexturePNG("./res/textures/container-specular.png", &assets.TextureLoadOptions{})
|
||||
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})
|
||||
palleteTex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", &assets.TextureLoadOptions{})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
@ -353,7 +379,7 @@ func (g *Game) Init() {
|
||||
"./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",
|
||||
&assets.TextureLoadOptions{TextureIsSrgba: true},
|
||||
&assets.TextureLoadOptions{},
|
||||
)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
|
||||
@ -456,6 +482,36 @@ func (g *Game) updateLights() {
|
||||
containerMat.SetUnifFloat32(indexString+".quadratic", pl.Quadratic)
|
||||
palleteMat.SetUnifFloat32(indexString+".quadratic", pl.Quadratic)
|
||||
}
|
||||
|
||||
for i := 0; i < len(spotLights); i++ {
|
||||
|
||||
l := &spotLights[i]
|
||||
indexString := "spotLights[" + strconv.Itoa(i) + "]"
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
containerMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
palleteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
containerMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
palleteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
containerMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
palleteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
containerMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
palleteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) Update() {
|
||||
@ -544,35 +600,91 @@ func (g *Game) showDebugWindow() {
|
||||
imgui.Spacing()
|
||||
|
||||
// Point lights
|
||||
imgui.Text("Point Lights")
|
||||
|
||||
if imgui.BeginListBoxV("", imgui.Vec2{Y: 200}) {
|
||||
if imgui.BeginListBoxV("Point Lights", imgui.Vec2{Y: 200}) {
|
||||
|
||||
for i := 0; i < len(pointLights); i++ {
|
||||
|
||||
pl := &pointLights[i]
|
||||
indexString := strconv.Itoa(i)
|
||||
indexNumString := strconv.Itoa(i)
|
||||
|
||||
if !imgui.TreeNodeExStrV("Light "+indexString, imgui.TreeNodeFlagsSpanAvailWidth) {
|
||||
if !imgui.TreeNodeExStrV("Point Light "+indexNumString, imgui.TreeNodeFlagsSpanAvailWidth) {
|
||||
continue
|
||||
}
|
||||
|
||||
indexString := "pointLights[" + indexNumString + "]"
|
||||
|
||||
if imgui.DragFloat3("Pos", &pl.Pos.Data) {
|
||||
whiteMat.SetUnifVec3("pointLights["+indexString+"].pos", &pl.Pos)
|
||||
containerMat.SetUnifVec3("pointLights["+indexString+"].pos", &pl.Pos)
|
||||
palleteMat.SetUnifVec3("pointLights["+indexString+"].pos", &pl.Pos)
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
containerMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
palleteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Diffuse Color", &pl.DiffuseColor.Data) {
|
||||
whiteMat.SetUnifVec3("pointLights["+indexString+"].diffuseColor", &pl.DiffuseColor)
|
||||
containerMat.SetUnifVec3("pointLights["+indexString+"].diffuseColor", &pl.DiffuseColor)
|
||||
palleteMat.SetUnifVec3("pointLights["+indexString+"].diffuseColor", &pl.DiffuseColor)
|
||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Specular Color", &pl.SpecularColor.Data) {
|
||||
whiteMat.SetUnifVec3("pointLights["+indexString+"].specularColor", &pl.SpecularColor)
|
||||
containerMat.SetUnifVec3("pointLights["+indexString+"].specularColor", &pl.SpecularColor)
|
||||
palleteMat.SetUnifVec3("pointLights["+indexString+"].specularColor", &pl.SpecularColor)
|
||||
whiteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
}
|
||||
|
||||
imgui.TreePop()
|
||||
}
|
||||
|
||||
imgui.EndListBox()
|
||||
}
|
||||
|
||||
// Spot lights
|
||||
if imgui.BeginListBoxV("Spot Lights", imgui.Vec2{Y: 200}) {
|
||||
|
||||
for i := 0; i < len(spotLights); i++ {
|
||||
|
||||
l := &spotLights[i]
|
||||
indexNumString := strconv.Itoa(i)
|
||||
|
||||
if !imgui.TreeNodeExStrV("Spot Light "+indexNumString, imgui.TreeNodeFlagsSpanAvailWidth) {
|
||||
continue
|
||||
}
|
||||
|
||||
indexString := "spotLights[" + indexNumString + "]"
|
||||
|
||||
if imgui.DragFloat3("Pos", &l.Pos.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
containerMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
palleteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Dir", &l.Dir.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
containerMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
palleteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Diffuse Color", &l.DiffuseColor.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Specular Color", &l.SpecularColor.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
}
|
||||
|
||||
if imgui.DragFloat("Inner Cutoff", &l.InnerCutoff) {
|
||||
whiteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
containerMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
palleteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
}
|
||||
|
||||
if imgui.DragFloat("Outer Cutoff", &l.OuterCutoff) {
|
||||
whiteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
containerMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
palleteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
}
|
||||
|
||||
imgui.TreePop()
|
||||
|
||||
@ -62,14 +62,11 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
||||
mesh.Buf.SetLayout(layoutToUse...)
|
||||
} else {
|
||||
|
||||
// @NOTE: Require that all submeshes have the same vertex buffer layout
|
||||
firstSubmeshLayout := mesh.Buf.GetLayout()
|
||||
assert.T(len(firstSubmeshLayout) == len(layoutToUse), fmt.Sprintf("Vertex layout of submesh %d does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, firstSubmeshLayout, layoutToUse))
|
||||
assert.T(len(firstSubmeshLayout) == len(layoutToUse), "Vertex layout of submesh '%d' of mesh '%s' at path '%s' does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, name, modelPath, firstSubmeshLayout, layoutToUse)
|
||||
|
||||
for i := 0; i < len(firstSubmeshLayout); i++ {
|
||||
if firstSubmeshLayout[i].ElementType != layoutToUse[i].ElementType {
|
||||
panic(fmt.Sprintf("Vertex layout of submesh %d does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, firstSubmeshLayout, layoutToUse))
|
||||
}
|
||||
assert.T(firstSubmeshLayout[i].ElementType == layoutToUse[i].ElementType, "Vertex layout of submesh '%d' of mesh '%s' at path '%s' does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, name, modelPath, firstSubmeshLayout, layoutToUse)
|
||||
}
|
||||
}
|
||||
|
||||
@ -119,9 +116,9 @@ type arrToInterleave struct {
|
||||
|
||||
func (a *arrToInterleave) get(i int) []float32 {
|
||||
|
||||
assert.T(len(a.V2s) == 0 || len(a.V3s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
|
||||
assert.T(len(a.V2s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
|
||||
assert.T(len(a.V3s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
|
||||
assert.T(len(a.V2s) == 0 || len(a.V3s) == 0, "One array should be set in arrToInterleave, but multiple arrays are set")
|
||||
assert.T(len(a.V2s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but multiple arrays are set")
|
||||
assert.T(len(a.V3s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but multiple arrays are set")
|
||||
|
||||
if len(a.V2s) > 0 {
|
||||
return a.V2s[i].Data[:]
|
||||
|
||||
@ -64,6 +64,18 @@ struct PointLight {
|
||||
#define NUM_POINT_LIGHTS 16
|
||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
|
||||
struct SpotLight {
|
||||
vec3 pos;
|
||||
vec3 dir;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
float innerCutoff;
|
||||
float outerCutoff;
|
||||
};
|
||||
|
||||
#define NUM_SPOT_LIGHTS 4
|
||||
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||
|
||||
uniform vec3 camPos;
|
||||
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
|
||||
|
||||
@ -90,8 +102,8 @@ vec3 CalcDirLight()
|
||||
vec3 finalDiffuse = diffuseAmount * dirLight.diffuseColor * diffuseTexColor.rgb;
|
||||
|
||||
// Specular
|
||||
vec3 reflectDir = reflect(-lightDir, normalizedVertNorm);
|
||||
float specularAmount = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||
vec3 finalSpecular = specularAmount * dirLight.specularColor * specularTexColor.rgb;
|
||||
|
||||
return finalDiffuse + finalSpecular;
|
||||
@ -111,8 +123,8 @@ vec3 CalcPointLight(PointLight pointLight)
|
||||
vec3 finalDiffuse = diffuseAmount * pointLight.diffuseColor * diffuseTexColor.rgb;
|
||||
|
||||
// Specular
|
||||
vec3 reflectDir = reflect(-lightDir, normalizedVertNorm);
|
||||
float specularAmount = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||
vec3 finalSpecular = specularAmount * pointLight.specularColor * specularTexColor.rgb;
|
||||
|
||||
// attenuation
|
||||
@ -122,9 +134,33 @@ vec3 CalcPointLight(PointLight pointLight)
|
||||
return (finalDiffuse + finalSpecular) * attenuation;
|
||||
}
|
||||
|
||||
vec3 CalcSpotLight()
|
||||
vec3 CalcSpotLight(SpotLight light)
|
||||
{
|
||||
return vec3(0);
|
||||
if (light.innerCutoff == 0)
|
||||
return vec3(0);
|
||||
|
||||
vec3 fragToLightDir = normalize(light.pos - fragPos);
|
||||
|
||||
// Spot light cone with full intensity within inner cutoff,
|
||||
// and falloff between inner-outer cutoffs, and zero
|
||||
// light after outer cutoff
|
||||
float theta = dot(fragToLightDir, normalize(-light.dir));
|
||||
float epsilon = (light.innerCutoff - light.outerCutoff);
|
||||
float intensity = clamp((theta - light.outerCutoff) / epsilon, 0.0, 1.0);
|
||||
|
||||
if (intensity == 0)
|
||||
return vec3(0);
|
||||
|
||||
// Diffuse
|
||||
float diffuseAmount = max(0.0, dot(normalizedVertNorm, fragToLightDir));
|
||||
vec3 finalDiffuse = diffuseAmount * light.diffuseColor * diffuseTexColor.rgb;
|
||||
|
||||
// Specular
|
||||
vec3 halfwayDir = normalize(fragToLightDir + viewDir);
|
||||
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||
vec3 finalSpecular = specularAmount * light.specularColor * specularTexColor.rgb;
|
||||
|
||||
return (finalDiffuse + finalSpecular) * intensity;
|
||||
}
|
||||
|
||||
void main()
|
||||
@ -145,7 +181,10 @@ void main()
|
||||
finalColor += CalcPointLight(pointLights[i]);
|
||||
}
|
||||
|
||||
finalColor += CalcSpotLight();
|
||||
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
|
||||
{
|
||||
finalColor += CalcSpotLight(spotLights[i]);
|
||||
}
|
||||
|
||||
vec3 finalEmission = emissionTexColor.rgb;
|
||||
vec3 finalAmbient = ambientColor * diffuseTexColor.rgb;
|
||||
|
||||
Reference in New Issue
Block a user