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v0.20.0
| Author | SHA1 | Date | |
|---|---|---|---|
| ddd8db3cb0 | |||
| 692167ada2 | |||
| 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
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||||
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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||||
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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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||||
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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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|
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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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@ -151,9 +151,9 @@ func LoadTextureInMemPngImg(img image.Image, loadOptions *TextureLoadOptions) (T
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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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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)
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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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@ -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())
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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(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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@ -1,134 +0,0 @@
|
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package buffers
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|
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import (
|
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"github.com/bloeys/nmage/logging"
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"github.com/go-gl/gl/v4.1-core/gl"
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)
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||||
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type Buffer struct {
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VAOID uint32
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// BufID is the ID of the VBO
|
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BufID uint32
|
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// IndexBufID is the ID of the index/element buffer
|
||||
IndexBufID uint32
|
||||
// IndexBufCount is the number of elements in the index buffer
|
||||
// Updated on SetIndexBufData
|
||||
IndexBufCount int32
|
||||
// IndexBufCount int32
|
||||
Stride int32
|
||||
|
||||
layout []Element
|
||||
}
|
||||
|
||||
func (b *Buffer) Bind() {
|
||||
gl.BindVertexArray(b.VAOID)
|
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}
|
||||
|
||||
func (b *Buffer) UnBind() {
|
||||
gl.BindVertexArray(0)
|
||||
}
|
||||
|
||||
func (b *Buffer) SetData(values []float32) {
|
||||
|
||||
gl.BindVertexArray(b.VAOID)
|
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gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
|
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|
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sizeInBytes := len(values) * 4
|
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if sizeInBytes == 0 {
|
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gl.BufferData(gl.ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static.ToGL())
|
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} else {
|
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gl.BufferData(gl.ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
|
||||
}
|
||||
|
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gl.BindVertexArray(0)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
|
||||
}
|
||||
|
||||
func (b *Buffer) SetDataWithUsage(values []float32, usage BufUsage) {
|
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|
||||
gl.BindVertexArray(b.VAOID)
|
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gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
|
||||
|
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sizeInBytes := len(values) * 4
|
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if sizeInBytes == 0 {
|
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gl.BufferData(gl.ARRAY_BUFFER, 0, gl.Ptr(nil), usage.ToGL())
|
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} else {
|
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gl.BufferData(gl.ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), usage.ToGL())
|
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}
|
||||
|
||||
gl.BindVertexArray(0)
|
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
|
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}
|
||||
|
||||
func (b *Buffer) SetIndexBufData(values []uint32) {
|
||||
|
||||
b.IndexBufCount = int32(len(values))
|
||||
gl.BindVertexArray(b.VAOID)
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b.IndexBufID)
|
||||
|
||||
sizeInBytes := len(values) * 4
|
||||
if sizeInBytes == 0 {
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static.ToGL())
|
||||
} else {
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
|
||||
}
|
||||
|
||||
gl.BindVertexArray(0)
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
|
||||
}
|
||||
|
||||
func (b *Buffer) GetLayout() []Element {
|
||||
e := make([]Element, len(b.layout))
|
||||
copy(e, b.layout)
|
||||
return e
|
||||
}
|
||||
|
||||
// SetLayout updates the layout object and the corresponding vertex attributes.
|
||||
// Vertex attributes are also enabled.
|
||||
func (b *Buffer) SetLayout(layout ...Element) {
|
||||
|
||||
b.layout = layout
|
||||
|
||||
b.Stride = 0
|
||||
for i := 0; i < len(b.layout); i++ {
|
||||
|
||||
b.layout[i].Offset = int(b.Stride)
|
||||
b.Stride += b.layout[i].Size()
|
||||
}
|
||||
|
||||
//Set opengl stuff
|
||||
b.Bind()
|
||||
|
||||
//NOTE: VBOs are only bound at 'VertexAttribPointer', not BindBUffer, so we need to bind the buffer and vao here
|
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gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
|
||||
|
||||
for i := 0; i < len(layout); i++ {
|
||||
gl.EnableVertexAttribArray(uint32(i))
|
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gl.VertexAttribPointerWithOffset(uint32(i), layout[i].ElementType.CompCount(), layout[i].ElementType.GLType(), false, b.Stride, uintptr(layout[i].Offset))
|
||||
}
|
||||
|
||||
b.UnBind()
|
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
|
||||
}
|
||||
|
||||
func NewBuffer(layout ...Element) Buffer {
|
||||
|
||||
b := Buffer{}
|
||||
gl.GenVertexArrays(1, &b.VAOID)
|
||||
if b.VAOID == 0 {
|
||||
logging.ErrLog.Println("Failed to create openGL vertex array object")
|
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}
|
||||
|
||||
gl.GenBuffers(1, &b.BufID)
|
||||
if b.BufID == 0 {
|
||||
logging.ErrLog.Println("Failed to create openGL buffer")
|
||||
}
|
||||
|
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gl.GenBuffers(1, &b.IndexBufID)
|
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if b.IndexBufID == 0 {
|
||||
logging.ErrLog.Println("Failed to create openGL buffer")
|
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}
|
||||
|
||||
b.SetLayout(layout...)
|
||||
return b
|
||||
}
|
||||
295
buffers/framebuffer.go
Executable file
295
buffers/framebuffer.go
Executable file
@ -0,0 +1,295 @@
|
||||
package buffers
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
type FramebufferAttachmentType int32
|
||||
|
||||
const (
|
||||
FramebufferAttachmentType_Unknown FramebufferAttachmentType = iota
|
||||
FramebufferAttachmentType_Texture
|
||||
FramebufferAttachmentType_Renderbuffer
|
||||
)
|
||||
|
||||
func (f FramebufferAttachmentType) IsValid() bool {
|
||||
|
||||
switch f {
|
||||
case FramebufferAttachmentType_Texture:
|
||||
fallthrough
|
||||
case FramebufferAttachmentType_Renderbuffer:
|
||||
return true
|
||||
|
||||
default:
|
||||
return false
|
||||
}
|
||||
}
|
||||
|
||||
type FramebufferAttachmentDataFormat int32
|
||||
|
||||
const (
|
||||
FramebufferAttachmentDataFormat_Unknown FramebufferAttachmentDataFormat = iota
|
||||
FramebufferAttachmentDataFormat_R32Int
|
||||
FramebufferAttachmentDataFormat_RGBA8
|
||||
FramebufferAttachmentDataFormat_SRGBA
|
||||
FramebufferAttachmentDataFormat_Depth24Stencil8
|
||||
)
|
||||
|
||||
func (f FramebufferAttachmentDataFormat) IsColorFormat() bool {
|
||||
return f == FramebufferAttachmentDataFormat_R32Int ||
|
||||
f == FramebufferAttachmentDataFormat_RGBA8 ||
|
||||
f == FramebufferAttachmentDataFormat_SRGBA
|
||||
}
|
||||
|
||||
func (f FramebufferAttachmentDataFormat) IsDepthFormat() bool {
|
||||
return f == FramebufferAttachmentDataFormat_Depth24Stencil8
|
||||
}
|
||||
|
||||
func (f FramebufferAttachmentDataFormat) GlInternalFormat() int32 {
|
||||
|
||||
switch f {
|
||||
case FramebufferAttachmentDataFormat_R32Int:
|
||||
return gl.R32I
|
||||
case FramebufferAttachmentDataFormat_RGBA8:
|
||||
return gl.RGB8
|
||||
case FramebufferAttachmentDataFormat_SRGBA:
|
||||
return gl.SRGB_ALPHA
|
||||
case FramebufferAttachmentDataFormat_Depth24Stencil8:
|
||||
return gl.DEPTH24_STENCIL8
|
||||
default:
|
||||
logging.ErrLog.Fatalf("unknown framebuffer attachment data format. Format=%d\n", f)
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
func (f FramebufferAttachmentDataFormat) GlFormat() uint32 {
|
||||
|
||||
switch f {
|
||||
case FramebufferAttachmentDataFormat_R32Int:
|
||||
return gl.RED_INTEGER
|
||||
|
||||
case FramebufferAttachmentDataFormat_RGBA8:
|
||||
fallthrough
|
||||
case FramebufferAttachmentDataFormat_SRGBA:
|
||||
return gl.RGBA
|
||||
|
||||
case FramebufferAttachmentDataFormat_Depth24Stencil8:
|
||||
return gl.DEPTH_STENCIL
|
||||
|
||||
default:
|
||||
logging.ErrLog.Fatalf("unknown framebuffer attachment data format. Format=%d\n", f)
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
type FramebufferAttachment struct {
|
||||
Id uint32
|
||||
Type FramebufferAttachmentType
|
||||
Format FramebufferAttachmentDataFormat
|
||||
}
|
||||
|
||||
type Framebuffer struct {
|
||||
Id uint32
|
||||
Attachments []FramebufferAttachment
|
||||
ColorAttachmentsCount uint32
|
||||
Width uint32
|
||||
Height uint32
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) Bind() {
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, fbo.Id)
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) BindWithViewport() {
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, fbo.Id)
|
||||
gl.Viewport(0, 0, int32(fbo.Width), int32(fbo.Height))
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) UnBind() {
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) UnBindWithViewport(width, height uint32) {
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
|
||||
gl.Viewport(0, 0, int32(width), int32(height))
|
||||
}
|
||||
|
||||
// IsComplete returns true if OpenGL reports that the fbo is complete/usable.
|
||||
// Note that this function binds and then unbinds the fbo
|
||||
func (fbo *Framebuffer) IsComplete() bool {
|
||||
fbo.Bind()
|
||||
isComplete := gl.CheckFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE
|
||||
fbo.UnBind()
|
||||
return isComplete
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) HasColorAttachment() bool {
|
||||
return fbo.ColorAttachmentsCount > 0
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) HasDepthAttachment() bool {
|
||||
|
||||
for i := 0; i < len(fbo.Attachments); i++ {
|
||||
|
||||
a := &fbo.Attachments[i]
|
||||
if a.Format.IsDepthFormat() {
|
||||
return true
|
||||
}
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) NewColorAttachment(
|
||||
attachType FramebufferAttachmentType,
|
||||
attachFormat FramebufferAttachmentDataFormat,
|
||||
) {
|
||||
|
||||
if fbo.ColorAttachmentsCount == 8 {
|
||||
logging.ErrLog.Fatalf("failed creating color attachment for framebuffer due it already having %d attached\n", fbo.ColorAttachmentsCount)
|
||||
}
|
||||
|
||||
if !attachType.IsValid() {
|
||||
logging.ErrLog.Fatalf("failed creating color attachment for framebuffer due to unknown attachment type. Type=%d\n", attachType)
|
||||
}
|
||||
|
||||
if !attachFormat.IsColorFormat() {
|
||||
logging.ErrLog.Fatalf("failed creating color attachment for framebuffer due to attachment data format not being a valid color type. Data format=%d\n", attachFormat)
|
||||
}
|
||||
|
||||
a := FramebufferAttachment{
|
||||
Type: attachType,
|
||||
Format: attachFormat,
|
||||
}
|
||||
|
||||
fbo.Bind()
|
||||
|
||||
if attachType == FramebufferAttachmentType_Texture {
|
||||
|
||||
// Create texture
|
||||
gl.GenTextures(1, &a.Id)
|
||||
if a.Id == 0 {
|
||||
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
|
||||
}
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, a.Id)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.UNSIGNED_BYTE, nil)
|
||||
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
|
||||
// Attach to fbo
|
||||
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0+fbo.ColorAttachmentsCount, gl.TEXTURE_2D, a.Id, 0)
|
||||
|
||||
} else if attachType == FramebufferAttachmentType_Renderbuffer {
|
||||
|
||||
// Create rbo
|
||||
gl.GenRenderbuffers(1, &a.Id)
|
||||
if a.Id == 0 {
|
||||
logging.ErrLog.Fatalf("failed to generate render buffer for framebuffer. GlError=%d\n", gl.GetError())
|
||||
}
|
||||
|
||||
gl.BindRenderbuffer(gl.RENDERBUFFER, a.Id)
|
||||
gl.RenderbufferStorage(gl.RENDERBUFFER, uint32(attachFormat.GlInternalFormat()), int32(fbo.Width), int32(fbo.Height))
|
||||
gl.BindRenderbuffer(gl.RENDERBUFFER, 0)
|
||||
|
||||
// Attach to fbo
|
||||
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0+fbo.ColorAttachmentsCount, gl.RENDERBUFFER, a.Id)
|
||||
}
|
||||
|
||||
fbo.UnBind()
|
||||
fbo.ColorAttachmentsCount++
|
||||
fbo.Attachments = append(fbo.Attachments, a)
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) NewDepthStencilAttachment(
|
||||
attachType FramebufferAttachmentType,
|
||||
attachFormat FramebufferAttachmentDataFormat,
|
||||
) {
|
||||
|
||||
if fbo.HasDepthAttachment() {
|
||||
logging.ErrLog.Fatalf("failed creating depth-stencil attachment for framebuffer because a depth-stencil attachment already exists\n")
|
||||
}
|
||||
|
||||
if !attachType.IsValid() {
|
||||
logging.ErrLog.Fatalf("failed creating depth-stencil attachment for framebuffer due to unknown attachment type. Type=%d\n", attachType)
|
||||
}
|
||||
|
||||
if !attachFormat.IsDepthFormat() {
|
||||
logging.ErrLog.Fatalf("failed creating depth-stencil attachment for framebuffer due to attachment data format not being a valid depth-stencil type. Data format=%d\n", attachFormat)
|
||||
}
|
||||
|
||||
a := FramebufferAttachment{
|
||||
Type: attachType,
|
||||
Format: attachFormat,
|
||||
}
|
||||
|
||||
fbo.Bind()
|
||||
|
||||
if attachType == FramebufferAttachmentType_Texture {
|
||||
|
||||
// Create texture
|
||||
gl.GenTextures(1, &a.Id)
|
||||
if a.Id == 0 {
|
||||
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
|
||||
}
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, a.Id)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.UNSIGNED_INT_24_8, nil)
|
||||
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
|
||||
// Attach to fbo
|
||||
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, a.Id, 0)
|
||||
|
||||
} else if attachType == FramebufferAttachmentType_Renderbuffer {
|
||||
|
||||
// Create rbo
|
||||
gl.GenRenderbuffers(1, &a.Id)
|
||||
if a.Id == 0 {
|
||||
logging.ErrLog.Fatalf("failed to generate render buffer for framebuffer. GlError=%d\n", gl.GetError())
|
||||
}
|
||||
|
||||
gl.BindRenderbuffer(gl.RENDERBUFFER, a.Id)
|
||||
gl.RenderbufferStorage(gl.RENDERBUFFER, uint32(attachFormat.GlInternalFormat()), int32(fbo.Width), int32(fbo.Height))
|
||||
gl.BindRenderbuffer(gl.RENDERBUFFER, 0)
|
||||
|
||||
// Attach to fbo
|
||||
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, a.Id)
|
||||
}
|
||||
|
||||
fbo.UnBind()
|
||||
fbo.Attachments = append(fbo.Attachments, a)
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) Delete() {
|
||||
|
||||
if fbo.Id == 0 {
|
||||
return
|
||||
}
|
||||
|
||||
gl.DeleteFramebuffers(1, &fbo.Id)
|
||||
fbo.Id = 0
|
||||
}
|
||||
|
||||
func NewFramebuffer(width, height uint32) Framebuffer {
|
||||
|
||||
// It is allowed to have attachments of differnt sizes in one FBO,
|
||||
// but that complicates things (e.g. which size to use for gl.viewport) and I don't see much use
|
||||
// for it now, so we will have all attachments share size
|
||||
fbo := Framebuffer{
|
||||
Width: width,
|
||||
Height: height,
|
||||
}
|
||||
|
||||
gl.GenFramebuffers(1, &fbo.Id)
|
||||
if fbo.Id == 0 {
|
||||
logging.ErrLog.Fatalf("failed to generate framebuffer. GlError=%d\n", gl.GetError())
|
||||
}
|
||||
|
||||
return fbo
|
||||
}
|
||||
46
buffers/index_buffer.go
Executable file
46
buffers/index_buffer.go
Executable file
@ -0,0 +1,46 @@
|
||||
package buffers
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
type IndexBuffer struct {
|
||||
Id uint32
|
||||
// IndexBufCount is the number of elements in the index buffer. Updated in IndexBuffer.SetData
|
||||
IndexBufCount int32
|
||||
}
|
||||
|
||||
func (ib *IndexBuffer) Bind() {
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ib.Id)
|
||||
}
|
||||
|
||||
func (ib *IndexBuffer) UnBind() {
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
|
||||
}
|
||||
|
||||
func (ib *IndexBuffer) SetData(values []uint32) {
|
||||
|
||||
ib.Bind()
|
||||
|
||||
sizeInBytes := len(values) * 4
|
||||
ib.IndexBufCount = int32(len(values))
|
||||
|
||||
if sizeInBytes == 0 {
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static.ToGL())
|
||||
} else {
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
|
||||
}
|
||||
}
|
||||
|
||||
func NewIndexBuffer() IndexBuffer {
|
||||
|
||||
ib := IndexBuffer{}
|
||||
|
||||
gl.GenBuffers(1, &ib.Id)
|
||||
if ib.Id == 0 {
|
||||
logging.ErrLog.Println("Failed to create OpenGL buffer")
|
||||
}
|
||||
|
||||
return ib
|
||||
}
|
||||
54
buffers/vertex_array.go
Executable file
54
buffers/vertex_array.go
Executable file
@ -0,0 +1,54 @@
|
||||
package buffers
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
type VertexArray struct {
|
||||
Id uint32
|
||||
Vbos []VertexBuffer
|
||||
IndexBuffer IndexBuffer
|
||||
}
|
||||
|
||||
func (va *VertexArray) Bind() {
|
||||
gl.BindVertexArray(va.Id)
|
||||
}
|
||||
|
||||
func (va *VertexArray) UnBind() {
|
||||
gl.BindVertexArray(0)
|
||||
}
|
||||
|
||||
func (va *VertexArray) AddVertexBuffer(vbo VertexBuffer) {
|
||||
|
||||
// NOTE: VBOs are only bound at 'VertexAttribPointer' (and related) calls
|
||||
|
||||
va.Bind()
|
||||
vbo.Bind()
|
||||
|
||||
for i := 0; i < len(vbo.layout); i++ {
|
||||
|
||||
l := &vbo.layout[i]
|
||||
|
||||
gl.EnableVertexAttribArray(uint32(i))
|
||||
gl.VertexAttribPointerWithOffset(uint32(i), l.ElementType.CompCount(), l.ElementType.GLType(), false, vbo.Stride, uintptr(l.Offset))
|
||||
}
|
||||
}
|
||||
|
||||
func (va *VertexArray) SetIndexBuffer(ib IndexBuffer) {
|
||||
va.Bind()
|
||||
ib.Bind()
|
||||
va.IndexBuffer = ib
|
||||
}
|
||||
|
||||
func NewVertexArray() VertexArray {
|
||||
|
||||
vao := VertexArray{}
|
||||
|
||||
gl.GenVertexArrays(1, &vao.Id)
|
||||
if vao.Id == 0 {
|
||||
logging.ErrLog.Println("Failed to create OpenGL vertex array object")
|
||||
}
|
||||
|
||||
return vao
|
||||
}
|
||||
63
buffers/vertex_buffer.go
Executable file
63
buffers/vertex_buffer.go
Executable file
@ -0,0 +1,63 @@
|
||||
package buffers
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
type VertexBuffer struct {
|
||||
Id uint32
|
||||
Stride int32
|
||||
layout []Element
|
||||
}
|
||||
|
||||
func (vb *VertexBuffer) Bind() {
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, vb.Id)
|
||||
}
|
||||
|
||||
func (vb *VertexBuffer) UnBind() {
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
|
||||
}
|
||||
|
||||
func (vb *VertexBuffer) SetData(values []float32, usage BufUsage) {
|
||||
|
||||
vb.Bind()
|
||||
|
||||
sizeInBytes := len(values) * 4
|
||||
if sizeInBytes == 0 {
|
||||
gl.BufferData(gl.ARRAY_BUFFER, 0, gl.Ptr(nil), usage.ToGL())
|
||||
} else {
|
||||
gl.BufferData(gl.ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), usage.ToGL())
|
||||
}
|
||||
}
|
||||
|
||||
func (vb *VertexBuffer) GetLayout() []Element {
|
||||
e := make([]Element, len(vb.layout))
|
||||
copy(e, vb.layout)
|
||||
return e
|
||||
}
|
||||
|
||||
func (vb *VertexBuffer) SetLayout(layout ...Element) {
|
||||
|
||||
vb.Stride = 0
|
||||
vb.layout = layout
|
||||
|
||||
for i := 0; i < len(vb.layout); i++ {
|
||||
|
||||
vb.layout[i].Offset = int(vb.Stride)
|
||||
vb.Stride += vb.layout[i].Size()
|
||||
}
|
||||
}
|
||||
|
||||
func NewVertexBuffer(layout ...Element) VertexBuffer {
|
||||
|
||||
vb := VertexBuffer{}
|
||||
|
||||
gl.GenBuffers(1, &vb.Id)
|
||||
if vb.Id == 0 {
|
||||
logging.ErrLog.Println("Failed to create OpenGL buffer")
|
||||
}
|
||||
|
||||
vb.SetLayout(layout...)
|
||||
return vb
|
||||
}
|
||||
@ -39,6 +39,20 @@ func (w *Window) handleInputs() {
|
||||
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.
|
||||
//
|
||||
// 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)
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
237
main.go
237
main.go
@ -8,6 +8,7 @@ import (
|
||||
imgui "github.com/AllenDang/cimgui-go"
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/assets"
|
||||
"github.com/bloeys/nmage/buffers"
|
||||
"github.com/bloeys/nmage/camera"
|
||||
"github.com/bloeys/nmage/engine"
|
||||
"github.com/bloeys/nmage/entity"
|
||||
@ -26,13 +27,15 @@ import (
|
||||
/*
|
||||
@TODO:
|
||||
- Rendering:
|
||||
- Phong lighting model
|
||||
- Point lights
|
||||
- Spotlights
|
||||
- Blinn-Phong lighting model ✅
|
||||
- Directional lights ✅
|
||||
- Point lights ✅
|
||||
- Spotlights ✅
|
||||
- HDR
|
||||
- Cascaded shadow mapping
|
||||
- Skeletal animations
|
||||
- Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
|
||||
- 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
|
||||
- Separate engine loop from rendering loop? or leave it to the user?
|
||||
@ -62,6 +65,7 @@ type PointLight struct {
|
||||
}
|
||||
|
||||
type SpotLight struct {
|
||||
Pos gglm.Vec3
|
||||
Dir gglm.Vec3
|
||||
DiffuseColor gglm.Vec3
|
||||
SpecularColor gglm.Vec3
|
||||
@ -69,6 +73,18 @@ 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
|
||||
@ -84,6 +100,14 @@ var (
|
||||
yaw float32 = -1.5
|
||||
cam *camera.Camera
|
||||
|
||||
renderToFbo = true
|
||||
fboRenderDirectly = true
|
||||
fboScale = gglm.NewVec2(0.25, 0.25)
|
||||
fboOffset = gglm.NewVec2(0.75, -0.75)
|
||||
fbo buffers.Framebuffer
|
||||
|
||||
screenQuadMat *materials.Material
|
||||
unlitMat *materials.Material
|
||||
whiteMat *materials.Material
|
||||
containerMat *materials.Material
|
||||
palleteMat *materials.Material
|
||||
@ -148,6 +172,17 @@ 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 +359,27 @@ 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)
|
||||
}
|
||||
@ -353,13 +388,22 @@ 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)
|
||||
}
|
||||
|
||||
// Create materials and assign any unused texture slots to black
|
||||
screenQuadMat = materials.NewMaterial("Screen Quad Mat", "./res/shaders/screen-quad.glsl")
|
||||
screenQuadMat.SetUnifVec2("scale", fboScale)
|
||||
screenQuadMat.SetUnifVec2("offset", fboOffset)
|
||||
screenQuadMat.SetUnifInt32("material.diffuse", 0)
|
||||
|
||||
unlitMat = materials.NewMaterial("Unlit mat", "./res/shaders/simple-unlit.glsl")
|
||||
unlitMat.SetUnifInt32("material.diffuse", 0)
|
||||
unlitMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
|
||||
whiteMat = materials.NewMaterial("White mat", "./res/shaders/simple.glsl")
|
||||
whiteMat.Shininess = 64
|
||||
whiteMat.DiffuseTex = whiteTex.TexID
|
||||
@ -423,6 +467,28 @@ func (g *Game) Init() {
|
||||
|
||||
g.updateLights()
|
||||
updateViewMat()
|
||||
|
||||
g.initFbo()
|
||||
}
|
||||
|
||||
func (g *Game) initFbo() {
|
||||
|
||||
fbWidth, fbHeight := g.Win.SDLWin.GLGetDrawableSize()
|
||||
if fbWidth <= 0 || fbHeight <= 0 {
|
||||
panic("what?")
|
||||
}
|
||||
|
||||
fbo = buffers.NewFramebuffer(uint32(fbWidth), uint32(fbHeight))
|
||||
|
||||
fbo.NewColorAttachment(
|
||||
buffers.FramebufferAttachmentType_Texture,
|
||||
buffers.FramebufferAttachmentDataFormat_SRGBA,
|
||||
)
|
||||
|
||||
fbo.NewDepthStencilAttachment(
|
||||
buffers.FramebufferAttachmentType_Renderbuffer,
|
||||
buffers.FramebufferAttachmentDataFormat_Depth24Stencil8,
|
||||
)
|
||||
}
|
||||
|
||||
func (g *Game) updateLights() {
|
||||
@ -456,6 +522,36 @@ 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 +640,35 @@ 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()
|
||||
@ -581,6 +677,76 @@ func (g *Game) showDebugWindow() {
|
||||
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()
|
||||
}
|
||||
|
||||
imgui.EndListBox()
|
||||
}
|
||||
|
||||
// Fbo
|
||||
imgui.Text("Framebuffer")
|
||||
|
||||
imgui.Checkbox("Render to FBO", &renderToFbo)
|
||||
imgui.Checkbox("Render Directly", &fboRenderDirectly)
|
||||
|
||||
if imgui.DragFloat2("Scale", &fboScale.Data) {
|
||||
screenQuadMat.SetUnifVec2("scale", fboScale)
|
||||
}
|
||||
|
||||
if imgui.DragFloat2("Offset", &fboOffset.Data) {
|
||||
screenQuadMat.SetUnifVec2("offset", fboOffset)
|
||||
}
|
||||
|
||||
// Other
|
||||
imgui.Text("Other Settings")
|
||||
|
||||
@ -650,6 +816,11 @@ func (g *Game) updateCameraPos() {
|
||||
|
||||
func (g *Game) Render() {
|
||||
|
||||
if renderToFbo {
|
||||
fbo.Bind()
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
|
||||
}
|
||||
|
||||
tempModelMatrix := cubeModelMat.Clone()
|
||||
|
||||
whiteMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
@ -694,13 +865,28 @@ func (g *Game) Render() {
|
||||
if drawSkybox {
|
||||
g.DrawSkybox()
|
||||
}
|
||||
|
||||
if renderToFbo {
|
||||
|
||||
fbo.UnBind()
|
||||
|
||||
if fboRenderDirectly {
|
||||
renderToFbo = false
|
||||
g.Render()
|
||||
renderToFbo = true
|
||||
}
|
||||
|
||||
screenQuadMat.DiffuseTex = fbo.Attachments[0].Id
|
||||
screenQuadMat.Bind()
|
||||
gl.DrawArrays(gl.TRIANGLES, 0, 6)
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) DrawSkybox() {
|
||||
|
||||
gl.Disable(gl.CULL_FACE)
|
||||
gl.DepthFunc(gl.LEQUAL)
|
||||
skyboxMesh.Buf.Bind()
|
||||
skyboxMesh.Vao.Bind()
|
||||
skyboxMat.Bind()
|
||||
gl.ActiveTexture(gl.TEXTURE0)
|
||||
gl.BindTexture(gl.TEXTURE_CUBE_MAP, skyboxCmap.TexID)
|
||||
@ -733,6 +919,7 @@ func (g *Game) DeInit() {
|
||||
|
||||
func updateViewMat() {
|
||||
cam.Update()
|
||||
unlitMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
whiteMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
containerMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
palleteMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
|
||||
@ -2,7 +2,6 @@ package meshes
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"fmt"
|
||||
|
||||
"github.com/bloeys/assimp-go/asig"
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
@ -18,7 +17,7 @@ type SubMesh struct {
|
||||
|
||||
type Mesh struct {
|
||||
Name string
|
||||
Buf buffers.Buffer
|
||||
Vao buffers.VertexArray
|
||||
SubMeshes []SubMesh
|
||||
}
|
||||
|
||||
@ -36,21 +35,25 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
||||
|
||||
mesh := &Mesh{
|
||||
Name: name,
|
||||
Buf: buffers.NewBuffer(),
|
||||
Vao: buffers.NewVertexArray(),
|
||||
SubMeshes: make([]SubMesh, 0, 1),
|
||||
}
|
||||
|
||||
vbo := buffers.NewVertexBuffer()
|
||||
ibo := buffers.NewIndexBuffer()
|
||||
|
||||
// Initial sizes assuming one submesh that has vertex pos+normals+texCoords, and 3 indices per face
|
||||
var vertexBufData []float32 = make([]float32, 0, len(scene.Meshes[0].Vertices)*3*3*2)
|
||||
var indexBufData []uint32 = make([]uint32, 0, len(scene.Meshes[0].Faces)*3)
|
||||
|
||||
// fmt.Printf("\nMesh %s has %d meshe(s) with first mesh having %d vertices\n", name, len(scene.Meshes), len(scene.Meshes[0].Vertices))
|
||||
|
||||
for i := 0; i < len(scene.Meshes); i++ {
|
||||
|
||||
sceneMesh := scene.Meshes[i]
|
||||
|
||||
if len(sceneMesh.TexCoords[0]) == 0 {
|
||||
sceneMesh.TexCoords[0] = make([]gglm.Vec3, len(sceneMesh.Vertices))
|
||||
println("Zeroing tex coords for submesh", i)
|
||||
}
|
||||
|
||||
layoutToUse := []buffers.Element{{ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec2}}
|
||||
@ -59,17 +62,20 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
||||
}
|
||||
|
||||
if i == 0 {
|
||||
mesh.Buf.SetLayout(layoutToUse...)
|
||||
vbo.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))
|
||||
// @TODO @NOTE: This requirement is because we are using one VAO+VBO for all
|
||||
// the meshes and so the buffer must have one format.
|
||||
//
|
||||
// If we want to allow different layouts then we can simply create one vbo per layout and put
|
||||
// meshes of the same layout in the same vbo, and we store the index of the vbo the mesh
|
||||
// uses in the submesh struct.
|
||||
firstSubmeshLayout := vbo.GetLayout()
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
@ -82,7 +88,7 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
||||
mesh.SubMeshes = append(mesh.SubMeshes, SubMesh{
|
||||
|
||||
// Index of the vertex to start from (e.g. if index buffer says use vertex 5, and BaseVertex=3, the vertex used will be vertex 8)
|
||||
BaseVertex: int32(len(vertexBufData)*4) / mesh.Buf.Stride,
|
||||
BaseVertex: int32(len(vertexBufData)*4) / vbo.Stride,
|
||||
// Which index (in the index buffer) to start from
|
||||
BaseIndex: uint32(len(indexBufData)),
|
||||
// How many indices in this submesh
|
||||
@ -93,9 +99,16 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
||||
indexBufData = append(indexBufData, indices...)
|
||||
}
|
||||
|
||||
// fmt.Printf("!!! Vertex count: %d; Submeshes: %+v\n", len(vertexBufData)*4/int(mesh.Buf.Stride), mesh.SubMeshes)
|
||||
mesh.Buf.SetData(vertexBufData)
|
||||
mesh.Buf.SetIndexBufData(indexBufData)
|
||||
vbo.SetData(vertexBufData, buffers.BufUsage_Static)
|
||||
ibo.SetData(indexBufData)
|
||||
|
||||
mesh.Vao.AddVertexBuffer(vbo)
|
||||
mesh.Vao.SetIndexBuffer(ibo)
|
||||
|
||||
// This is needed so that if you load meshes one after the other the
|
||||
// following mesh doesn't attach its vbo/ibo to this vao
|
||||
mesh.Vao.UnBind()
|
||||
|
||||
return mesh, nil
|
||||
}
|
||||
|
||||
@ -119,9 +132,9 @@ 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[:]
|
||||
@ -173,7 +186,7 @@ func interleave(arrs ...arrToInterleave) []float32 {
|
||||
|
||||
func flattenFaces(faces []asig.Face) []uint32 {
|
||||
|
||||
assert.T(len(faces[0].Indices) == 3, fmt.Sprintf("Face doesn't have 3 indices. Index count: %v\n", len(faces[0].Indices)))
|
||||
assert.T(len(faces[0].Indices) == 3, "Face doesn't have 3 indices. Index count: %v\n", len(faces[0].Indices))
|
||||
|
||||
uints := make([]uint32, len(faces)*3)
|
||||
for i := 0; i < len(faces); i++ {
|
||||
|
||||
@ -18,7 +18,7 @@ type Rend3DGL struct {
|
||||
func (r3d *Rend3DGL) Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material) {
|
||||
|
||||
if mesh != r3d.BoundMesh {
|
||||
mesh.Buf.Bind()
|
||||
mesh.Vao.Bind()
|
||||
r3d.BoundMesh = mesh
|
||||
}
|
||||
|
||||
|
||||
Binary file not shown.
45
res/shaders/screen-quad.glsl
Executable file
45
res/shaders/screen-quad.glsl
Executable file
@ -0,0 +1,45 @@
|
||||
//shader:vertex
|
||||
#version 410
|
||||
|
||||
out vec2 vertUV0;
|
||||
|
||||
// Hardcoded vertex positions for a fullscreen quad.
|
||||
// Format: vec4(pos.x, pos.y, uv0.x, uv0.y)
|
||||
vec4 quadData[6] = vec4[](
|
||||
vec4(-1.0, 1.0, 0.0, 1.0),
|
||||
vec4(-1.0, -1.0, 0.0, 0.0),
|
||||
vec4(1.0, -1.0, 1.0, 0.0),
|
||||
vec4(-1.0, 1.0, 0.0, 1.0),
|
||||
vec4(1.0, -1.0, 1.0, 0.0),
|
||||
vec4(1.0, 1.0, 1.0, 1.0)
|
||||
);
|
||||
|
||||
uniform vec2 scale = vec2(1, 1);
|
||||
uniform vec2 offset = vec2(0, 0);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 vertData = quadData[gl_VertexID];
|
||||
|
||||
vertUV0 = vertData.zw;
|
||||
gl_Position = vec4((vertData.xy * scale) + offset, 0.0, 1.0);
|
||||
}
|
||||
|
||||
//shader:fragment
|
||||
#version 410
|
||||
|
||||
struct Material {
|
||||
sampler2D diffuse;
|
||||
};
|
||||
|
||||
uniform Material material;
|
||||
|
||||
in vec2 vertUV0;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 diffuseTexColor = texture(material.diffuse, vertUV0);
|
||||
fragColor = vec4(diffuseTexColor.rgb, 1);
|
||||
}
|
||||
54
res/shaders/simple-unlit.glsl
Executable file
54
res/shaders/simple-unlit.glsl
Executable file
@ -0,0 +1,54 @@
|
||||
//shader:vertex
|
||||
#version 410
|
||||
|
||||
layout(location=0) in vec3 vertPosIn;
|
||||
layout(location=1) in vec3 vertNormalIn;
|
||||
layout(location=2) in vec2 vertUV0In;
|
||||
layout(location=3) in vec3 vertColorIn;
|
||||
|
||||
out vec3 vertNormal;
|
||||
out vec2 vertUV0;
|
||||
out vec3 vertColor;
|
||||
out vec3 fragPos;
|
||||
|
||||
//MVP = Model View Projection
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 viewMat;
|
||||
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));
|
||||
|
||||
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
|
||||
}
|
||||
|
||||
//shader:fragment
|
||||
#version 410
|
||||
|
||||
struct Material {
|
||||
sampler2D diffuse;
|
||||
};
|
||||
|
||||
uniform Material material;
|
||||
|
||||
in vec3 vertColor;
|
||||
in vec3 vertNormal;
|
||||
in vec2 vertUV0;
|
||||
in vec3 fragPos;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 diffuseTexColor = texture(material.diffuse, vertUV0);
|
||||
fragColor = vec4(diffuseTexColor.rgb, 1);
|
||||
}
|
||||
@ -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