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| 0e98dc85f5 |
57
.github/workflows/build-nmage.yml
vendored
57
.github/workflows/build-nmage.yml
vendored
@ -5,20 +5,61 @@ on:
|
||||
workflow_dispatch:
|
||||
|
||||
jobs:
|
||||
build-nmage-macos:
|
||||
runs-on: macos-12
|
||||
build-nmage-windows:
|
||||
runs-on: windows-latest
|
||||
|
||||
steps:
|
||||
|
||||
- name: Install golang
|
||||
uses: actions/setup-go@v3
|
||||
uses: actions/setup-go@v5
|
||||
with:
|
||||
go-version: '>=1.22'
|
||||
go-version: ">=1.23"
|
||||
|
||||
- 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
|
||||
- name: Install assimp-go dll
|
||||
run: |
|
||||
New-Item -ItemType Directory -Force -Path C:\Windows\System32
|
||||
Invoke-WebRequest -Uri "https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp-5.dll" -OutFile "C:\Windows\System32\assimp.dll"
|
||||
|
||||
- name: Install SDL2
|
||||
run: brew install sdl2{,_image,_mixer,_ttf,_gfx} pkg-config
|
||||
run: |
|
||||
choco install sdl2 sdl2_image sdl2_ttf sdl2_gfx pkg-config
|
||||
|
||||
- name: Clone nmage
|
||||
run: git clone https://github.com/bloeys/nmage
|
||||
|
||||
- name: Build nmage
|
||||
working-directory: nmage
|
||||
run: go build .
|
||||
|
||||
build-nmage-macos:
|
||||
runs-on: ${{ matrix.os }}
|
||||
|
||||
strategy:
|
||||
matrix:
|
||||
# Based on: https://github.com/actions/runner-images?tab=readme-ov-file#available-images
|
||||
os:
|
||||
- macos-13 # x86
|
||||
- macos-14 # Arm
|
||||
|
||||
steps:
|
||||
- name: Install golang
|
||||
uses: actions/setup-go@v5
|
||||
with:
|
||||
go-version: ">=1.23"
|
||||
|
||||
- name: Determine architecture
|
||||
id: arch
|
||||
run: |
|
||||
if [ "$(uname -m)" = "arm64" ]; then
|
||||
echo "arch=arm64" >> "$GITHUB_OUTPUT"
|
||||
else
|
||||
echo "arch=amd64" >> "$GITHUB_OUTPUT"
|
||||
fi
|
||||
|
||||
- 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_${{ steps.arch.outputs.arch }}.dylib -O /usr/local/lib/libassimp.5.dylib
|
||||
|
||||
- name: Install SDL2
|
||||
run: brew install sdl2{,_image,_ttf,_gfx} pkg-config
|
||||
|
||||
- name: Clone nmage
|
||||
run: git clone https://github.com/bloeys/nmage
|
||||
|
||||
@ -9,25 +9,48 @@ import (
|
||||
|
||||
type BufUsage int
|
||||
|
||||
// Full docs for buffer usage can be found here: https://registry.khronos.org/OpenGL-Refpages/gl4/html/glBufferData.xhtml
|
||||
const (
|
||||
BufUsage_Unknown BufUsage = iota
|
||||
|
||||
//Buffer is set only once and used many times
|
||||
BufUsage_Static
|
||||
BufUsage_Static_Draw
|
||||
//Buffer is changed a lot and used many times
|
||||
BufUsage_Dynamic
|
||||
BufUsage_Dynamic_Draw
|
||||
//Buffer is set only once and used by the GPU at most a few times
|
||||
BufUsage_Stream
|
||||
BufUsage_Stream_Draw
|
||||
|
||||
BufUsage_Static_Read
|
||||
BufUsage_Dynamic_Read
|
||||
BufUsage_Stream_Read
|
||||
|
||||
BufUsage_Static_Copy
|
||||
BufUsage_Dynamic_Copy
|
||||
BufUsage_Stream_Copy
|
||||
)
|
||||
|
||||
func (b BufUsage) ToGL() uint32 {
|
||||
switch b {
|
||||
case BufUsage_Static:
|
||||
case BufUsage_Static_Draw:
|
||||
return gl.STATIC_DRAW
|
||||
case BufUsage_Dynamic:
|
||||
case BufUsage_Dynamic_Draw:
|
||||
return gl.DYNAMIC_DRAW
|
||||
case BufUsage_Stream:
|
||||
case BufUsage_Stream_Draw:
|
||||
return gl.STREAM_DRAW
|
||||
|
||||
case BufUsage_Static_Read:
|
||||
return gl.STATIC_READ
|
||||
case BufUsage_Dynamic_Read:
|
||||
return gl.DYNAMIC_READ
|
||||
case BufUsage_Stream_Read:
|
||||
return gl.STREAM_READ
|
||||
|
||||
case BufUsage_Static_Copy:
|
||||
return gl.STATIC_COPY
|
||||
case BufUsage_Dynamic_Copy:
|
||||
return gl.DYNAMIC_COPY
|
||||
case BufUsage_Stream_Copy:
|
||||
return gl.STREAM_COPY
|
||||
}
|
||||
|
||||
assert.T(false, fmt.Sprintf("Unexpected BufUsage value '%v'", b))
|
||||
|
||||
@ -173,7 +173,7 @@ func (dt ElementType) Size() int32 {
|
||||
}
|
||||
}
|
||||
|
||||
func (dt ElementType) GlStd140BaseAlignment() uint8 {
|
||||
func (dt ElementType) GlStd140SizeBytes() uint8 {
|
||||
|
||||
switch dt {
|
||||
|
||||
@ -187,22 +187,22 @@ func (dt ElementType) GlStd140BaseAlignment() uint8 {
|
||||
case DataTypeVec2:
|
||||
return 4 * 2
|
||||
|
||||
// Vec3 has the same alignment as vec4
|
||||
case DataTypeVec3:
|
||||
fallthrough
|
||||
return 4 * 3
|
||||
|
||||
case DataTypeVec4:
|
||||
return 4 * 4
|
||||
|
||||
// Matrices follow: (vec4Alignment) * numColumns
|
||||
case DataTypeMat2:
|
||||
return (4 * 4) * 2
|
||||
return 2 * 2 * 4
|
||||
case DataTypeMat3:
|
||||
return (4 * 4) * 3
|
||||
return 3 * 3 * 4
|
||||
case DataTypeMat4:
|
||||
return (4 * 4) * 4
|
||||
return 4 * 4 * 4
|
||||
|
||||
case DataTypeStruct:
|
||||
logging.ErrLog.Fatalf("ElementType.GlStd140BaseAlignment of DataTypeStruct is not supported")
|
||||
logging.ErrLog.Fatalf("ElementType.GlStd140SizeBytes of DataTypeStruct is not supported")
|
||||
return 0
|
||||
|
||||
default:
|
||||
|
||||
@ -27,9 +27,9 @@ func (ib *IndexBuffer) SetData(values []uint32) {
|
||||
ib.IndexBufCount = int32(len(values))
|
||||
|
||||
if sizeInBytes == 0 {
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static.ToGL())
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static_Draw.ToGL())
|
||||
} else {
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static_Draw.ToGL())
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -88,6 +88,8 @@ func addUniformBufferFieldsToArray(startAlignedOffset uint16, arrayToAddTo *[]Un
|
||||
// offset + (boundary - alignErr) == 100 + (16 - 4) == 112; 112 % 16 == 0, meaning its a boundary
|
||||
//
|
||||
// Note that arrays of scalars/vectors are always aligned to 16 bytes, like a vec4
|
||||
//
|
||||
// Official spec and full details in subsection 'Standard Uniform Block Layout' at http://www.opengl.org/registry/specs/ARB/uniform_buffer_object.txt
|
||||
var alignmentBoundary uint16 = 16
|
||||
if f.Count == 1 {
|
||||
alignmentBoundary = f.Type.GlStd140AlignmentBoundary()
|
||||
@ -120,21 +122,36 @@ func addUniformBufferFieldsToArray(startAlignedOffset uint16, arrayToAddTo *[]Un
|
||||
subfieldsAlignedOffset := uint16(addUniformBufferFieldsToArray(startAlignedOffset+alignedOffset, arrayToAddTo, f.Subfields))
|
||||
|
||||
// Pad structs to 16 byte boundary
|
||||
subfieldsAlignmentError := subfieldsAlignedOffset % 16
|
||||
if subfieldsAlignmentError != 0 {
|
||||
subfieldsAlignedOffset += 16 - subfieldsAlignmentError
|
||||
}
|
||||
|
||||
padTo16Boundary(&subfieldsAlignedOffset)
|
||||
alignedOffset += subfieldsAlignedOffset * f.Count
|
||||
|
||||
} else {
|
||||
alignedOffset = newField.AlignedOffset + alignmentBoundary*f.Count*multiplier - startAlignedOffset
|
||||
|
||||
// Elements advance the alignedOffset by their actual byte size.
|
||||
// Aligned offset is padded if the place its at is not aligned to the boundary required by the next element.
|
||||
//
|
||||
// The exception is structs, because fields after a struct field are always aligned at a 16 byte boundary.
|
||||
//
|
||||
// For example, a vec3 starting at offset 80, taking 12 bytes, would put the aligned offset at 92.
|
||||
// If the next element is a float32 (alignment boundary = 4) then no padding is required and
|
||||
// the float will start at 92 and end at 96.
|
||||
// However, if the element after the vec3 is a vec3 (alignment boundary = 16), then it would require
|
||||
// a padding of 4 bytes so that it can start at 96, which is aligned to 16. In this case the second vec3
|
||||
// would start at 96 and end at 96+12=108.
|
||||
alignedOffset = newField.AlignedOffset + uint16(f.Type.GlStd140SizeBytes())*f.Count*multiplier - startAlignedOffset
|
||||
}
|
||||
}
|
||||
|
||||
return uint32(alignedOffset)
|
||||
}
|
||||
|
||||
func padTo16Boundary[T uint16 | int | int32](val *T) {
|
||||
alignmentError := *val % 16
|
||||
if alignmentError != 0 {
|
||||
*val += 16 - alignmentError
|
||||
}
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) getField(fieldId uint16, fieldType ElementType) UniformBufferField {
|
||||
|
||||
for i := 0; i < len(ub.Fields); i++ {
|
||||
@ -203,10 +220,10 @@ func (ub *UniformBuffer) SetMat4(fieldId uint16, val *gglm.Mat4) {
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetStruct(inputStruct any) {
|
||||
setStruct(ub.Fields, make([]byte, ub.Size), inputStruct, 1000_000, false)
|
||||
setStruct(ub.Fields, make([]byte, ub.Size), inputStruct, 1000_000, false, 0)
|
||||
}
|
||||
|
||||
func setStruct(fields []UniformBufferField, buf []byte, inputStruct any, maxFieldsToConsume int, onlyBufWrite bool) (bytesWritten, fieldsConsumed int) {
|
||||
func setStruct(fields []UniformBufferField, buf []byte, inputStruct any, maxFieldsToConsume int, onlyBufWrite bool, writeOffset int) (bytesWritten, fieldsConsumed int) {
|
||||
|
||||
if len(fields) == 0 {
|
||||
return
|
||||
@ -221,8 +238,8 @@ func setStruct(fields []UniformBufferField, buf []byte, inputStruct any, maxFiel
|
||||
logging.ErrLog.Panicf("UniformBuffer.SetStruct called with a value that is not a struct. Val=%v\n", inputStruct)
|
||||
}
|
||||
|
||||
// Needed because fieldIndex can move faster than struct fields in case of struct fields
|
||||
structFieldIndex := 0
|
||||
// structFieldCount := structVal.NumField()
|
||||
for fieldIndex := 0; fieldIndex < len(fields) && fieldIndex < maxFieldsToConsume; fieldIndex++ {
|
||||
|
||||
ubField := &fields[fieldIndex]
|
||||
@ -240,6 +257,7 @@ func setStruct(fields []UniformBufferField, buf []byte, inputStruct any, maxFiel
|
||||
isArray := kind == reflect.Slice || kind == reflect.Array
|
||||
if isArray {
|
||||
elementType = valField.Type().Elem()
|
||||
kind = elementType.Kind()
|
||||
} else {
|
||||
elementType = valField.Type()
|
||||
}
|
||||
@ -249,7 +267,7 @@ func setStruct(fields []UniformBufferField, buf []byte, inputStruct any, maxFiel
|
||||
}
|
||||
|
||||
typeMatches := false
|
||||
bytesWritten = int(ubField.AlignedOffset)
|
||||
bytesWritten = int(ubField.AlignedOffset) + writeOffset
|
||||
|
||||
switch ubField.Type {
|
||||
|
||||
@ -383,15 +401,42 @@ func setStruct(fields []UniformBufferField, buf []byte, inputStruct any, maxFiel
|
||||
}
|
||||
|
||||
case DataTypeStruct:
|
||||
|
||||
typeMatches = kind == reflect.Struct
|
||||
|
||||
if typeMatches {
|
||||
|
||||
setStructBytesWritten, setStructFieldsConsumed := setStruct(fields[fieldIndex+1:], buf, valField.Interface(), valField.NumField(), true)
|
||||
if isArray {
|
||||
|
||||
bytesWritten += setStructBytesWritten
|
||||
fieldIndex += setStructFieldsConsumed
|
||||
fieldsConsumed += setStructFieldsConsumed
|
||||
offset := 0
|
||||
arrSize := valField.Len()
|
||||
fieldsToUse := fields[fieldIndex+1:]
|
||||
for i := 0; i < arrSize; i++ {
|
||||
|
||||
setStructBytesWritten, setStructFieldsConsumed := setStruct(fieldsToUse, buf, valField.Index(i).Interface(), elementType.NumField(), true, offset*i)
|
||||
|
||||
if offset == 0 {
|
||||
offset = setStructBytesWritten
|
||||
padTo16Boundary(&offset)
|
||||
|
||||
bytesWritten += offset * arrSize
|
||||
|
||||
// Tracking consumed fields is needed because if we have a struct inside another struct
|
||||
// elementType.NumField() will only give us the fields consumed by the first struct,
|
||||
// but we need to count all fields of all nested structs inside this one
|
||||
fieldIndex += setStructFieldsConsumed
|
||||
fieldsConsumed += setStructFieldsConsumed
|
||||
}
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
setStructBytesWritten, setStructFieldsConsumed := setStruct(fields[fieldIndex+1:], buf, valField.Interface(), valField.NumField(), true, writeOffset)
|
||||
|
||||
bytesWritten += setStructBytesWritten
|
||||
fieldIndex += setStructFieldsConsumed
|
||||
fieldsConsumed += setStructFieldsConsumed
|
||||
}
|
||||
}
|
||||
|
||||
default:
|
||||
@ -411,7 +456,7 @@ func setStruct(fields []UniformBufferField, buf []byte, inputStruct any, maxFiel
|
||||
gl.BufferSubData(gl.UNIFORM_BUFFER, 0, bytesWritten, gl.Ptr(&buf[0]))
|
||||
}
|
||||
|
||||
return bytesWritten - int(fields[0].AlignedOffset), fieldsConsumed
|
||||
return bytesWritten - int(fields[0].AlignedOffset) - writeOffset, fieldsConsumed
|
||||
}
|
||||
|
||||
func Write32BitIntegerToByteBuf[T uint32 | int32](buf []byte, startIndex *int, val T) {
|
||||
@ -683,7 +728,7 @@ func ReflectValueMatchesUniformBufferField(v reflect.Value, ubField *UniformBuff
|
||||
}
|
||||
}
|
||||
|
||||
func NewUniformBuffer(fields []UniformBufferFieldInput) UniformBuffer {
|
||||
func NewUniformBuffer(fields []UniformBufferFieldInput, usage BufUsage) UniformBuffer {
|
||||
|
||||
ub := UniformBuffer{}
|
||||
|
||||
@ -695,7 +740,7 @@ func NewUniformBuffer(fields []UniformBufferFieldInput) UniformBuffer {
|
||||
}
|
||||
|
||||
ub.Bind()
|
||||
gl.BufferData(gl.UNIFORM_BUFFER, int(ub.Size), gl.Ptr(nil), gl.STATIC_DRAW)
|
||||
gl.BufferData(gl.UNIFORM_BUFFER, int(ub.Size), gl.Ptr(nil), usage.ToGL())
|
||||
ub.UnBind()
|
||||
|
||||
return ub
|
||||
|
||||
@ -107,9 +107,9 @@ func (w *Window) handleInputs() {
|
||||
}
|
||||
|
||||
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
imIo.SetMouseButtonDown(imgui.MouseButtonLeft, isSdlButtonLeftDown)
|
||||
imIo.SetMouseButtonDown(imgui.MouseButtonRight, isSdlButtonRightDown)
|
||||
imIo.SetMouseButtonDown(imgui.MouseButtonMiddle, isSdlButtonMiddleDown)
|
||||
imIo.SetMouseButtonDown(int(imgui.MouseButtonLeft), isSdlButtonLeftDown)
|
||||
imIo.SetMouseButtonDown(int(imgui.MouseButtonRight), isSdlButtonRightDown)
|
||||
imIo.SetMouseButtonDown(int(imgui.MouseButtonMiddle), isSdlButtonMiddleDown)
|
||||
}
|
||||
|
||||
func (w *Window) handleWindowResize() {
|
||||
|
||||
4
go.mod
4
go.mod
@ -1,6 +1,6 @@
|
||||
module github.com/bloeys/nmage
|
||||
|
||||
go 1.22
|
||||
go 1.23
|
||||
|
||||
require github.com/veandco/go-sdl2 v0.4.35
|
||||
|
||||
@ -12,7 +12,7 @@ require (
|
||||
)
|
||||
|
||||
require (
|
||||
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2
|
||||
github.com/AllenDang/cimgui-go v0.0.0-20240912193335-545751598105
|
||||
github.com/mandykoh/prism v0.35.1
|
||||
)
|
||||
|
||||
|
||||
2
go.sum
2
go.sum
@ -1,5 +1,7 @@
|
||||
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2 h1:3HA/5qD8Rimxz/y1sLyVaM7ws1dzjXzMt4hOBiwHggo=
|
||||
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2/go.mod h1:iNfbIyOBN8k3XScMxULbrwYbPsXEAUD0Jb6UwrspQb8=
|
||||
github.com/AllenDang/cimgui-go v0.0.0-20240912193335-545751598105 h1:bhXqv2EG5YCLdgkLSFCpqeVz4cCoNbi4RDFrHrwxQ1o=
|
||||
github.com/AllenDang/cimgui-go v0.0.0-20240912193335-545751598105/go.mod h1:CYfBRenCaNtSvKVzChYh6gswUSo6c5IUcYeV6eCCRw0=
|
||||
github.com/bloeys/assimp-go v0.4.4 h1:Yn5e/RpE0Oes0YMBy8O7KkwAO4R/RpgrZPJCt08dVIU=
|
||||
github.com/bloeys/assimp-go v0.4.4/go.mod h1:my3yRxT7CfOztmvi+0svmwbaqw0KFrxaHxncoyaEIP0=
|
||||
github.com/bloeys/gglm v0.50.0 h1:DlGLp9z8KMNx+hNR6PjnPmC0HjDRC19QwAKL1iwhOxs=
|
||||
|
||||
561
main.go
561
main.go
@ -3,7 +3,6 @@ package main
|
||||
import (
|
||||
"fmt"
|
||||
"os"
|
||||
"reflect"
|
||||
"runtime"
|
||||
"runtime/pprof"
|
||||
"strconv"
|
||||
@ -40,9 +39,9 @@ import (
|
||||
- Normals maps ✅
|
||||
- HDR ✅
|
||||
- Fix bad point light acne ✅
|
||||
- UBO support
|
||||
- UBO support ✅
|
||||
- Skeletal animations
|
||||
- Cascaded shadow mapping
|
||||
- (?) Cascaded shadow mapping
|
||||
- In some cases we DO want input even when captured by UI. We need two systems within input package, one filtered and one not✅
|
||||
- (?) Support OpenGL 4.1 and 4.6, and default to 4.6
|
||||
- Proper model loading (i.e. load model by reading all its meshes, textures, and so on together)
|
||||
@ -98,6 +97,10 @@ type PointLight struct {
|
||||
Radius float32
|
||||
Falloff float32
|
||||
|
||||
// MaxBias is the max shadow bias applied for this light.
|
||||
// A usual value is 0.05
|
||||
MaxBias float32
|
||||
|
||||
// NearPlane is the distance where if the pixel
|
||||
// is closer to the light than this distance, no shadow will be casted.
|
||||
//
|
||||
@ -105,10 +108,6 @@ type PointLight struct {
|
||||
// Same idea a camera near plane.
|
||||
NearPlane float32
|
||||
|
||||
// MaxBias is the max shadow bias applied for this light.
|
||||
// A usual value is 0.05
|
||||
MaxBias float32
|
||||
|
||||
// Far plane is the max distance at which shadows from this
|
||||
// light will show.
|
||||
//
|
||||
@ -217,13 +216,41 @@ type DirLightUboData struct {
|
||||
Dir gglm.Vec3
|
||||
DiffuseColor gglm.Vec3
|
||||
SpecularColor gglm.Vec3
|
||||
Shadowmap int32
|
||||
}
|
||||
|
||||
type PointLightUboData struct {
|
||||
Pos gglm.Vec3
|
||||
DiffuseColor gglm.Vec3
|
||||
SpecularColor gglm.Vec3
|
||||
Radius float32
|
||||
Falloff float32
|
||||
MaxBias float32
|
||||
NearPlane float32
|
||||
FarPlane float32
|
||||
}
|
||||
|
||||
type SpotLightUboData struct {
|
||||
Pos gglm.Vec3
|
||||
Dir gglm.Vec3
|
||||
DiffuseColor gglm.Vec3
|
||||
SpecularColor gglm.Vec3
|
||||
InnerCutoff float32
|
||||
OuterCutoff float32
|
||||
}
|
||||
|
||||
type LightsUboData struct {
|
||||
DirLight DirLightUboData
|
||||
DirLight DirLightUboData
|
||||
PointLights [POINT_LIGHT_COUNT]PointLightUboData
|
||||
SpotLights [SPOT_LIGHT_COUNT]SpotLightUboData
|
||||
AmbientColor gglm.Vec3
|
||||
}
|
||||
|
||||
const (
|
||||
|
||||
// These must match the shader values
|
||||
POINT_LIGHT_COUNT = 8
|
||||
SPOT_LIGHT_COUNT = 4
|
||||
|
||||
UNSCALED_WINDOW_WIDTH = 1280
|
||||
UNSCALED_WINDOW_HEIGHT = 720
|
||||
|
||||
@ -307,8 +334,6 @@ var (
|
||||
dpiScaling float32
|
||||
|
||||
// Light settings
|
||||
ambientColor = gglm.NewVec3(20.0/255, 20.0/255, 20.0/255)
|
||||
|
||||
dirLightDir = gglm.NewVec3(0, -0.5, -0.8)
|
||||
// Lights
|
||||
dirLight = DirLight{
|
||||
@ -316,13 +341,13 @@ var (
|
||||
DiffuseColor: gglm.NewVec3(63.0/255, 63.0/255, 63.0/255),
|
||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||
}
|
||||
pointLights = [...]PointLight{
|
||||
pointLights = [POINT_LIGHT_COUNT]PointLight{
|
||||
{
|
||||
Pos: gglm.NewVec3(0, 4, -3),
|
||||
DiffuseColor: gglm.NewVec3(1, 0, 0),
|
||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||
Falloff: 1.0,
|
||||
Radius: 10,
|
||||
Falloff: 1.0,
|
||||
MaxBias: 0.05,
|
||||
NearPlane: 0.2,
|
||||
FarPlane: 20 * pointLightRadiusToFarPlaneRatio,
|
||||
@ -331,8 +356,8 @@ var (
|
||||
Pos: gglm.NewVec3(5, 0, 0),
|
||||
DiffuseColor: gglm.NewVec3(1, 1, 1),
|
||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||
Falloff: 1.0,
|
||||
Radius: 10,
|
||||
Falloff: 1.0,
|
||||
MaxBias: 0.05,
|
||||
NearPlane: 0.2,
|
||||
FarPlane: 20 * pointLightRadiusToFarPlaneRatio,
|
||||
@ -341,8 +366,8 @@ var (
|
||||
Pos: gglm.NewVec3(-3, 4, 3),
|
||||
DiffuseColor: gglm.NewVec3(1, 1, 1),
|
||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||
Falloff: 1.0,
|
||||
Radius: 10,
|
||||
Falloff: 1.0,
|
||||
MaxBias: 0.05,
|
||||
NearPlane: 0.2,
|
||||
FarPlane: 20 * pointLightRadiusToFarPlaneRatio,
|
||||
@ -350,7 +375,7 @@ var (
|
||||
}
|
||||
|
||||
spotLightDir0 = gglm.NewVec3(1.5, -0.9, 0)
|
||||
spotLights = [...]SpotLight{
|
||||
spotLights = [SPOT_LIGHT_COUNT]SpotLight{
|
||||
{
|
||||
Pos: gglm.NewVec3(-4, 7, 5),
|
||||
Dir: *spotLightDir0.Normalize(),
|
||||
@ -588,7 +613,6 @@ func (g *Game) Init() {
|
||||
whiteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
||||
whiteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||
whiteMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
||||
whiteMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
||||
whiteMat.SetUnifInt32("dirLightShadowMap", int32(materials.TextureSlot_ShadowMap1))
|
||||
whiteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
||||
@ -603,7 +627,6 @@ func (g *Game) Init() {
|
||||
containerMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
||||
containerMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||
containerMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
||||
containerMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
containerMat.SetUnifFloat32("material.shininess", containerMat.Shininess)
|
||||
containerMat.SetUnifInt32("dirLightShadowMap", int32(materials.TextureSlot_ShadowMap1))
|
||||
containerMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
||||
@ -618,7 +641,6 @@ func (g *Game) Init() {
|
||||
groundMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
||||
groundMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||
groundMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
||||
groundMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
groundMat.SetUnifFloat32("material.shininess", groundMat.Shininess)
|
||||
groundMat.SetUnifInt32("dirLightShadowMap", int32(materials.TextureSlot_ShadowMap1))
|
||||
groundMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
||||
@ -632,7 +654,6 @@ func (g *Game) Init() {
|
||||
palleteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
||||
palleteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||
palleteMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
||||
palleteMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
palleteMat.SetUnifFloat32("material.shininess", palleteMat.Shininess)
|
||||
palleteMat.SetUnifInt32("dirLightShadowMap", int32(materials.TextureSlot_ShadowMap1))
|
||||
palleteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
||||
@ -667,21 +688,21 @@ func (g *Game) Init() {
|
||||
// We don't actually care about the values here because the quad is hardcoded in the shader,
|
||||
// but we just want to have a vao with 6 vertices and uv0 so opengl can be called properly
|
||||
screenQuadVbo := buffers.NewVertexBuffer(buffers.Element{ElementType: buffers.DataTypeVec3}, buffers.Element{ElementType: buffers.DataTypeVec2})
|
||||
screenQuadVbo.SetData(make([]float32, 6), buffers.BufUsage_Static)
|
||||
screenQuadVbo.SetData(make([]float32, 6), buffers.BufUsage_Static_Draw)
|
||||
screenQuadVao = buffers.NewVertexArray()
|
||||
screenQuadVao.AddVertexBuffer(screenQuadVbo)
|
||||
|
||||
// Fbos and lights
|
||||
g.initFbos()
|
||||
g.updateLights()
|
||||
|
||||
// Ubos
|
||||
g.initUbos()
|
||||
// testUbos()
|
||||
|
||||
// Initial camera update
|
||||
cam.Update()
|
||||
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
||||
|
||||
lightsUboData.AmbientColor = gglm.NewVec3(20.0/255, 20.0/255, 20.0/255)
|
||||
g.applyLightUpdates()
|
||||
}
|
||||
|
||||
func (g *Game) initUbos() {
|
||||
@ -691,6 +712,7 @@ func (g *Game) initUbos() {
|
||||
{Id: 0, Type: buffers.DataTypeVec3},
|
||||
{Id: 1, Type: buffers.DataTypeMat4},
|
||||
},
|
||||
buffers.BufUsage_Dynamic_Draw,
|
||||
)
|
||||
|
||||
globalMatricesUbo.SetBindPoint(0)
|
||||
@ -701,15 +723,49 @@ func (g *Game) initUbos() {
|
||||
|
||||
lightsUbo = buffers.NewUniformBuffer(
|
||||
[]buffers.UniformBufferFieldInput{
|
||||
{Id: 0, Type: buffers.DataTypeStruct, Subfields: []buffers.UniformBufferFieldInput{
|
||||
{Id: 1, Type: buffers.DataTypeVec3},
|
||||
{Id: 2, Type: buffers.DataTypeVec3},
|
||||
{Id: 3, Type: buffers.DataTypeVec3},
|
||||
{Id: 4, Type: buffers.DataTypeInt32},
|
||||
}},
|
||||
// Dir light
|
||||
{Id: 0, Type: buffers.DataTypeStruct,
|
||||
Subfields: []buffers.UniformBufferFieldInput{
|
||||
{Id: 1, Type: buffers.DataTypeVec3}, // 12 00
|
||||
{Id: 2, Type: buffers.DataTypeVec3}, // 12 16
|
||||
{Id: 3, Type: buffers.DataTypeVec3}, // 12 32
|
||||
},
|
||||
},
|
||||
// Point lights
|
||||
{Id: 5, Type: buffers.DataTypeStruct,
|
||||
Count: POINT_LIGHT_COUNT,
|
||||
Subfields: []buffers.UniformBufferFieldInput{
|
||||
{Id: 6, Type: buffers.DataTypeVec3}, // 12 48
|
||||
{Id: 7, Type: buffers.DataTypeVec3}, // 12 64
|
||||
{Id: 8, Type: buffers.DataTypeVec3}, // 12 80
|
||||
{Id: 9, Type: buffers.DataTypeFloat32}, // 04 92
|
||||
{Id: 10, Type: buffers.DataTypeFloat32}, // 04 96
|
||||
{Id: 11, Type: buffers.DataTypeFloat32}, // 04 100
|
||||
{Id: 12, Type: buffers.DataTypeFloat32}, // 04 104
|
||||
{Id: 13, Type: buffers.DataTypeFloat32}, // 04 108
|
||||
},
|
||||
},
|
||||
// Spot lights
|
||||
{Id: 14, Type: buffers.DataTypeStruct,
|
||||
Count: SPOT_LIGHT_COUNT,
|
||||
Subfields: []buffers.UniformBufferFieldInput{
|
||||
{Id: 15, Type: buffers.DataTypeVec3}, // 12 112
|
||||
{Id: 16, Type: buffers.DataTypeVec3}, // 12 128
|
||||
{Id: 17, Type: buffers.DataTypeVec3}, // 12 144
|
||||
{Id: 18, Type: buffers.DataTypeVec3}, // 12 160
|
||||
{Id: 19, Type: buffers.DataTypeFloat32}, // 04 172
|
||||
{Id: 20, Type: buffers.DataTypeFloat32}, // 04 176
|
||||
},
|
||||
},
|
||||
|
||||
// Ambient
|
||||
{Id: 21, Type: buffers.DataTypeVec3}, // 12 192
|
||||
},
|
||||
buffers.BufUsage_Dynamic_Draw,
|
||||
)
|
||||
|
||||
// fmt.Printf("\n==Lights UBO (id=%d)==\nSize=%d\nFields: %+v\n\n", lightsUbo.Id, lightsUbo.Size, lightsUbo.Fields)
|
||||
|
||||
lightsUbo.SetBindPoint(1)
|
||||
groundMat.SetUniformBlockBindingPoint("Lights", 1)
|
||||
whiteMat.SetUniformBlockBindingPoint("Lights", 1)
|
||||
@ -717,240 +773,6 @@ func (g *Game) initUbos() {
|
||||
palleteMat.SetUniformBlockBindingPoint("Lights", 1)
|
||||
}
|
||||
|
||||
func testUbos() {
|
||||
|
||||
xx := []int{1, 2, 3, 4}
|
||||
xx2 := [4]int{1, 2, 3, 4}
|
||||
fmt.Printf("XX: %v; Kind: %v; Elem Type: %v\n", reflect.ValueOf(xx), reflect.ValueOf(xx).Type().Kind(), reflect.ValueOf(xx).Type().Elem().Kind())
|
||||
fmt.Printf("XX: %v; Kind: %v; Elem Type: %v\n", reflect.ValueOf(xx2), reflect.ValueOf(xx).Kind(), reflect.ValueOf(xx).Type().Elem().Kind())
|
||||
|
||||
ubo := buffers.NewUniformBuffer([]buffers.UniformBufferFieldInput{
|
||||
{Id: 0, Type: buffers.DataTypeFloat32}, // 04 00
|
||||
{Id: 1, Type: buffers.DataTypeVec3}, // 16 16
|
||||
{Id: 2, Type: buffers.DataTypeFloat32}, // 04 32
|
||||
{Id: 3, Type: buffers.DataTypeMat2}, // 32 48
|
||||
}) // Total size: 48+32 = 80
|
||||
ubo.Bind()
|
||||
|
||||
println("!!!!!!!!!!!!! Id:", ubo.Id, "; Size:", ubo.Size)
|
||||
fmt.Printf("%+v\n", ubo.Fields)
|
||||
|
||||
ubo.SetFloat32(0, 99)
|
||||
ubo.SetFloat32(2, 199)
|
||||
ubo.SetVec3(1, &gglm.Vec3{Data: [3]float32{33, 33, 33}})
|
||||
ubo.SetMat2(3, &gglm.Mat2{Data: [2][2]float32{{1, 3}, {2, 4}}})
|
||||
|
||||
var v gglm.Vec3
|
||||
var m2 gglm.Mat2
|
||||
var x, x2 float32
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 0, 4, gl.Ptr(&x))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32, 4, gl.Ptr(&x2))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 16, 12, gl.Ptr(&v.Data[0]))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 48, 16, gl.Ptr(&m2.Data[0][0]))
|
||||
|
||||
fmt.Printf("x=%f; x2=%f; v3=%s; m2=%s\n", x, x2, v.String(), m2.String())
|
||||
|
||||
ubo.SetVec3(1, &gglm.Vec3{Data: [3]float32{-123, 33, 33}})
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 16, 12, gl.Ptr(&v.Data[0]))
|
||||
|
||||
type TestUBO struct {
|
||||
FirstF32 float32
|
||||
V3 gglm.Vec3
|
||||
SecondF32 float32
|
||||
M2 gglm.Mat2
|
||||
}
|
||||
|
||||
s := TestUBO{
|
||||
FirstF32: 1.5,
|
||||
V3: gglm.Vec3{Data: [3]float32{11, 22, 33}},
|
||||
SecondF32: 9.5,
|
||||
M2: gglm.Mat2{Data: [2][2]float32{{6, 8}, {7, 9}}},
|
||||
}
|
||||
|
||||
ubo.SetStruct(s)
|
||||
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 0, 4, gl.Ptr(&x))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32, 4, gl.Ptr(&x2))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 16, 12, gl.Ptr(&v.Data[0]))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 48, 16, gl.Ptr(&m2.Data[0][0]))
|
||||
|
||||
fmt.Printf("x=%f; x2=%f; v3=%s; m2=%s\n", x, x2, v.String(), m2.String())
|
||||
|
||||
//
|
||||
// Ubo2
|
||||
//
|
||||
type TestUBO2 struct {
|
||||
F32 float32
|
||||
V3 gglm.Vec3
|
||||
F32Slice []float32
|
||||
I32 int32
|
||||
I32Slice []int32
|
||||
V3Slice []gglm.Vec3
|
||||
V4Slice []gglm.Vec4
|
||||
Mat2Slice []gglm.Mat2
|
||||
Mat3Slice []gglm.Mat3
|
||||
Mat4Slice []gglm.Mat4
|
||||
}
|
||||
|
||||
s2 := TestUBO2{
|
||||
F32: 1.5,
|
||||
V3: gglm.Vec3{Data: [3]float32{11, 22, 33}},
|
||||
F32Slice: []float32{-1, -2, -3, -4},
|
||||
I32: 55,
|
||||
I32Slice: []int32{41, 42, 43},
|
||||
V3Slice: []gglm.Vec3{gglm.NewVec3(1.1, 1.2, 1.3), gglm.NewVec3(2.1, 2.2, 2.3)},
|
||||
V4Slice: []gglm.Vec4{gglm.NewVec4(1.1, 1.2, 1.3, 1.4), gglm.NewVec4(2.1, 2.2, 2.3, 2.4)},
|
||||
Mat2Slice: []gglm.Mat2{gglm.NewMat2Diag(1.1), gglm.NewMat2Diag(2.1)},
|
||||
Mat3Slice: []gglm.Mat3{gglm.NewMat3Diag(3.1), gglm.NewMat3Diag(4.1)},
|
||||
Mat4Slice: []gglm.Mat4{gglm.NewMat4Diag(5.1), gglm.NewMat4Diag(6.1)},
|
||||
}
|
||||
|
||||
ubo2 := buffers.NewUniformBuffer([]buffers.UniformBufferFieldInput{
|
||||
{Id: 0, Type: buffers.DataTypeFloat32},
|
||||
{Id: 1, Type: buffers.DataTypeVec3},
|
||||
{Id: 2, Type: buffers.DataTypeFloat32, Count: 4},
|
||||
{Id: 3, Type: buffers.DataTypeInt32},
|
||||
{Id: 4, Type: buffers.DataTypeInt32, Count: 3},
|
||||
{Id: 5, Type: buffers.DataTypeVec3, Count: 2},
|
||||
{Id: 6, Type: buffers.DataTypeVec4, Count: 2},
|
||||
{Id: 7, Type: buffers.DataTypeMat2, Count: 2},
|
||||
{Id: 8, Type: buffers.DataTypeMat3, Count: 2},
|
||||
{Id: 9, Type: buffers.DataTypeMat4, Count: 2},
|
||||
})
|
||||
ubo2.Bind()
|
||||
|
||||
ubo2.SetStruct(s2)
|
||||
|
||||
var someInt32 int32
|
||||
fArr := [4 * 4]float32{}
|
||||
i32Arr := [3 * 4]int32{}
|
||||
vec3Slice := [2 * 4]float32{}
|
||||
vec4Slice := [2 * 4]float32{}
|
||||
mat2Slice := [2 * 2 * 4]float32{}
|
||||
mat3Slice := [2 * 3 * 4]float32{}
|
||||
mat4Slice := [2 * 4 * 4]float32{}
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 0, 4, gl.Ptr(&x))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 16, 12, gl.Ptr(&v.Data[0]))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32, 16*4, gl.Ptr(&fArr[0]))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4, 4, gl.Ptr(&someInt32))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16, 16*3, gl.Ptr(&i32Arr[0]))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3, 16*2, gl.Ptr(&vec3Slice[0]))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3+16*2, 16*2, gl.Ptr(&vec4Slice[0]))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3+16*2+16*2, 2*16*2, gl.Ptr(&mat2Slice[0]))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3+16*2+16*2+2*16*2, 2*16*3, gl.Ptr(&mat3Slice[0]))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3+16*2+16*2+2*16*2+2*16*3, 2*16*4, gl.Ptr(&mat4Slice[0]))
|
||||
|
||||
fmt.Printf("f32=%f; v3=%s; f32Slice=%v; i32=%d; i32Arr=%v; v3Slice=%v; v4Slice=%v; mat2Slice=%v; mat3Slice=%v; mat4Slice=%v\n", x, v.String(), fArr, someInt32, i32Arr, vec3Slice, vec4Slice, mat2Slice, mat3Slice, mat4Slice)
|
||||
|
||||
//
|
||||
// Ubo3
|
||||
//
|
||||
type TestUBO3_Z struct {
|
||||
V int32
|
||||
}
|
||||
|
||||
type TestUBO3_Y struct {
|
||||
V TestUBO3_Z
|
||||
}
|
||||
|
||||
type TestUBO3_X struct {
|
||||
V TestUBO3_Y
|
||||
}
|
||||
|
||||
type TestUBO3_0 struct {
|
||||
X int32
|
||||
}
|
||||
|
||||
type TestUBO3_1 struct {
|
||||
F32 float32
|
||||
V3 gglm.Vec3
|
||||
Zero TestUBO3_0
|
||||
}
|
||||
|
||||
type TestUBO3_2 struct {
|
||||
F32 float32
|
||||
S TestUBO3_1
|
||||
XX int32
|
||||
Z2 TestUBO3_0
|
||||
XX2 int32
|
||||
Abcd TestUBO3_X
|
||||
}
|
||||
|
||||
ubo3 := buffers.NewUniformBuffer([]buffers.UniformBufferFieldInput{
|
||||
{Id: 0, Type: buffers.DataTypeFloat32}, // 04 00
|
||||
{Id: 1, Type: buffers.DataTypeStruct, Subfields: []buffers.UniformBufferFieldInput{ // 00 16
|
||||
{Id: 2, Type: buffers.DataTypeFloat32}, // 04 16
|
||||
{Id: 3, Type: buffers.DataTypeVec3}, // 16 32
|
||||
{Id: 4, Type: buffers.DataTypeStruct, Subfields: []buffers.UniformBufferFieldInput{ // 00 48
|
||||
{Id: 5, Type: buffers.DataTypeInt32}, // 04 48
|
||||
}},
|
||||
}},
|
||||
{Id: 6, Type: buffers.DataTypeInt32}, // 04 64
|
||||
{Id: 7, Type: buffers.DataTypeStruct, Subfields: []buffers.UniformBufferFieldInput{ // 00 80
|
||||
{Id: 8, Type: buffers.DataTypeInt32}, // 04 80
|
||||
}},
|
||||
{Id: 9, Type: buffers.DataTypeInt32}, // 04 96
|
||||
{Id: 10, Type: buffers.DataTypeStruct, Subfields: []buffers.UniformBufferFieldInput{ // 00 112
|
||||
{Id: 11, Type: buffers.DataTypeStruct, Subfields: []buffers.UniformBufferFieldInput{ // 00 112
|
||||
{Id: 12, Type: buffers.DataTypeStruct, Subfields: []buffers.UniformBufferFieldInput{ // 00 112
|
||||
{Id: 13, Type: buffers.DataTypeInt32}, // 04 112
|
||||
}},
|
||||
}},
|
||||
}},
|
||||
}) // 116
|
||||
ubo3.Bind()
|
||||
|
||||
ubo3.SetBindPoint(2)
|
||||
groundMat.SetUniformBlockBindingPoint("Test2", 2)
|
||||
|
||||
fmt.Printf("\n==UBO3 (id=%d)==\nSize=%d\nFields: %+v\n\n", ubo3.Id, ubo3.Size, ubo3.Fields)
|
||||
|
||||
s3 := TestUBO3_2{
|
||||
F32: 76.1,
|
||||
S: TestUBO3_1{
|
||||
F32: 89.9,
|
||||
V3: gglm.NewVec3(7.1, 7.2, 7.3),
|
||||
Zero: TestUBO3_0{
|
||||
X: 33,
|
||||
},
|
||||
},
|
||||
XX: 41,
|
||||
Z2: TestUBO3_0{
|
||||
X: 8,
|
||||
},
|
||||
XX2: 321,
|
||||
Abcd: TestUBO3_X{
|
||||
V: TestUBO3_Y{
|
||||
V: TestUBO3_Z{
|
||||
V: 9911,
|
||||
},
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
ubo3.SetStruct(s3)
|
||||
|
||||
ubo3F32 := float32(0.0)
|
||||
ubo3SF32 := float32(0.0)
|
||||
ubo3SV3 := gglm.Vec3{}
|
||||
ubo3SZeroX := 0
|
||||
ubo3Xx := 0
|
||||
ubo3SZ2X := 0
|
||||
ubo3Xx2 := 0
|
||||
ubo3AbcdV := 0
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 0, 4, gl.Ptr(&ubo3F32))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 16, 4, gl.Ptr(&ubo3SF32))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32, 16, gl.Ptr(&ubo3SV3.Data[0]))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 48, 4, gl.Ptr(&ubo3SZeroX))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 64, 4, gl.Ptr(&ubo3Xx))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 64, 4, gl.Ptr(&ubo3Xx))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 80, 4, gl.Ptr(&ubo3SZ2X))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 96, 4, gl.Ptr(&ubo3Xx2))
|
||||
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 112, 4, gl.Ptr(&ubo3AbcdV))
|
||||
|
||||
fmt.Printf("ubo3_f32=%f\nubo3_s_f32=%f\nubo3_s_v3=%s\nubo3_s_zero_x=%d\nubo3_xx=%d\nubo3_z2_x=%d\nubo3_xx2=%d\nubo3_abcd_v=%d\n", ubo3F32, ubo3SF32, ubo3SV3.String(), ubo3SZeroX, ubo3Xx, ubo3SZ2X, ubo3Xx2, ubo3AbcdV)
|
||||
}
|
||||
|
||||
func (g *Game) initFbos() {
|
||||
|
||||
// @TODO: Resize window sized fbos on window resize
|
||||
@ -1015,73 +837,22 @@ func (g *Game) initFbos() {
|
||||
assert.T(hdrFbo.IsComplete(), "Hdr fbo is not complete after init")
|
||||
}
|
||||
|
||||
func (g *Game) updateLights() {
|
||||
// applyLightUpdates updates materials and light ubo using
|
||||
// data from the game's light structs
|
||||
func (g *Game) applyLightUpdates() {
|
||||
|
||||
// Directional light
|
||||
lightsUboData.DirLight = DirLightUboData{
|
||||
Dir: dirLight.Dir,
|
||||
DiffuseColor: dirLight.DiffuseColor,
|
||||
SpecularColor: dirLight.SpecularColor,
|
||||
Shadowmap: int32(dirLightDepthMapFbo.Attachments[0].Id),
|
||||
}
|
||||
whiteMat.ShadowMapTex1 = uint32(lightsUboData.DirLight.Shadowmap)
|
||||
containerMat.ShadowMapTex1 = uint32(lightsUboData.DirLight.Shadowmap)
|
||||
groundMat.ShadowMapTex1 = uint32(lightsUboData.DirLight.Shadowmap)
|
||||
palleteMat.ShadowMapTex1 = uint32(lightsUboData.DirLight.Shadowmap)
|
||||
lightsUboData.DirLight = DirLightUboData(dirLight)
|
||||
whiteMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||
containerMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||
groundMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||
palleteMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||
|
||||
// Point lights
|
||||
for i := 0; i < len(pointLights); i++ {
|
||||
|
||||
p := &pointLights[i]
|
||||
indexString := "pointLights[" + strconv.Itoa(i) + "]"
|
||||
|
||||
posStr := indexString + ".pos"
|
||||
whiteMat.SetUnifVec3(posStr, &p.Pos)
|
||||
containerMat.SetUnifVec3(posStr, &p.Pos)
|
||||
groundMat.SetUnifVec3(posStr, &p.Pos)
|
||||
palleteMat.SetUnifVec3(posStr, &p.Pos)
|
||||
|
||||
diffuseStr := indexString + ".diffuseColor"
|
||||
whiteMat.SetUnifVec3(diffuseStr, &p.DiffuseColor)
|
||||
containerMat.SetUnifVec3(diffuseStr, &p.DiffuseColor)
|
||||
groundMat.SetUnifVec3(diffuseStr, &p.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(diffuseStr, &p.DiffuseColor)
|
||||
|
||||
specularStr := indexString + ".specularColor"
|
||||
whiteMat.SetUnifVec3(specularStr, &p.SpecularColor)
|
||||
containerMat.SetUnifVec3(specularStr, &p.SpecularColor)
|
||||
groundMat.SetUnifVec3(specularStr, &p.SpecularColor)
|
||||
palleteMat.SetUnifVec3(specularStr, &p.SpecularColor)
|
||||
|
||||
falloffStr := indexString + ".falloff"
|
||||
whiteMat.SetUnifFloat32(falloffStr, p.Falloff)
|
||||
containerMat.SetUnifFloat32(falloffStr, p.Falloff)
|
||||
groundMat.SetUnifFloat32(falloffStr, p.Falloff)
|
||||
palleteMat.SetUnifFloat32(falloffStr, p.Falloff)
|
||||
|
||||
radiusStr := indexString + ".radius"
|
||||
whiteMat.SetUnifFloat32(radiusStr, p.Radius)
|
||||
containerMat.SetUnifFloat32(radiusStr, p.Radius)
|
||||
groundMat.SetUnifFloat32(radiusStr, p.Radius)
|
||||
palleteMat.SetUnifFloat32(radiusStr, p.Radius)
|
||||
|
||||
maxBiasStr := indexString + ".maxBias"
|
||||
whiteMat.SetUnifFloat32(maxBiasStr, p.MaxBias)
|
||||
containerMat.SetUnifFloat32(maxBiasStr, p.MaxBias)
|
||||
groundMat.SetUnifFloat32(maxBiasStr, p.MaxBias)
|
||||
palleteMat.SetUnifFloat32(maxBiasStr, p.MaxBias)
|
||||
|
||||
nearPlaneStr := indexString + ".nearPlane"
|
||||
whiteMat.SetUnifFloat32(nearPlaneStr, p.NearPlane)
|
||||
containerMat.SetUnifFloat32(nearPlaneStr, p.NearPlane)
|
||||
groundMat.SetUnifFloat32(nearPlaneStr, p.NearPlane)
|
||||
palleteMat.SetUnifFloat32(nearPlaneStr, p.NearPlane)
|
||||
|
||||
farPlaneStr := indexString + ".farPlane"
|
||||
whiteMat.SetUnifFloat32(farPlaneStr, p.FarPlane)
|
||||
containerMat.SetUnifFloat32(farPlaneStr, p.FarPlane)
|
||||
groundMat.SetUnifFloat32(farPlaneStr, p.FarPlane)
|
||||
palleteMat.SetUnifFloat32(farPlaneStr, p.FarPlane)
|
||||
lightsUboData.PointLights[i] = PointLightUboData(*p)
|
||||
}
|
||||
|
||||
whiteMat.CubemapArrayTex = pointLightDepthMapFbo.Attachments[0].Id
|
||||
@ -1096,37 +867,14 @@ func (g *Game) updateLights() {
|
||||
innerCutoffCos := l.InnerCutoffCos()
|
||||
outerCutoffCos := l.OuterCutoffCos()
|
||||
|
||||
indexString := "spotLights[" + strconv.Itoa(i) + "]"
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
containerMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
groundMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
palleteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
containerMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
groundMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
palleteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
groundMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
groundMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
|
||||
containerMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
|
||||
groundMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
|
||||
palleteMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
|
||||
containerMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
|
||||
groundMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
|
||||
palleteMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
|
||||
lightsUboData.SpotLights[i] = SpotLightUboData{
|
||||
Pos: l.Pos,
|
||||
Dir: l.Dir,
|
||||
DiffuseColor: l.DiffuseColor,
|
||||
SpecularColor: l.SpecularColor,
|
||||
InnerCutoff: innerCutoffCos,
|
||||
OuterCutoff: outerCutoffCos,
|
||||
}
|
||||
}
|
||||
|
||||
whiteMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
||||
@ -1134,6 +882,7 @@ func (g *Game) updateLights() {
|
||||
groundMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
||||
palleteMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
||||
|
||||
// Apply changes
|
||||
lightsUbo.Bind()
|
||||
lightsUbo.SetStruct(lightsUboData)
|
||||
}
|
||||
@ -1159,7 +908,7 @@ func (g *Game) showDebugWindow() {
|
||||
|
||||
imgui.Begin("Debug controls")
|
||||
|
||||
imgui.PushStyleColorVec4(imgui.ColText, imgui.NewColor(1, 1, 0, 1).Value)
|
||||
imgui.PushStyleColorVec4(imgui.ColText, imgui.NewColor(1, 1, 0, 1).FieldValue)
|
||||
imgui.LabelText("FPS", fmt.Sprint(timing.GetAvgFPS()))
|
||||
imgui.PopStyleColor()
|
||||
|
||||
@ -1207,11 +956,8 @@ func (g *Game) showDebugWindow() {
|
||||
// Ambient light
|
||||
imgui.Text("Ambient Light")
|
||||
|
||||
if imgui.ColorEdit3("Ambient Color", &ambientColor.Data) {
|
||||
whiteMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
containerMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
groundMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
palleteMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
if imgui.ColorEdit3("Ambient Color", &lightsUboData.AmbientColor.Data) {
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
imgui.Spacing()
|
||||
@ -1273,73 +1019,29 @@ func (g *Game) showDebugWindow() {
|
||||
continue
|
||||
}
|
||||
|
||||
indexString := "pointLights[" + indexNumString + "]"
|
||||
|
||||
if imgui.DragFloat3("Pos", &pl.Pos.Data) {
|
||||
|
||||
posStr := indexString + ".pos"
|
||||
|
||||
whiteMat.SetUnifVec3(posStr, &pl.Pos)
|
||||
containerMat.SetUnifVec3(posStr, &pl.Pos)
|
||||
groundMat.SetUnifVec3(posStr, &pl.Pos)
|
||||
palleteMat.SetUnifVec3(posStr, &pl.Pos)
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
if imgui.ColorEdit3("Diffuse Color", &pl.DiffuseColor.Data) {
|
||||
|
||||
diffStr := indexString + ".diffuseColor"
|
||||
|
||||
whiteMat.SetUnifVec3(diffStr, &pl.DiffuseColor)
|
||||
containerMat.SetUnifVec3(diffStr, &pl.DiffuseColor)
|
||||
groundMat.SetUnifVec3(diffStr, &pl.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(diffStr, &pl.DiffuseColor)
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
if imgui.ColorEdit3("Specular Color", &pl.SpecularColor.Data) {
|
||||
|
||||
specularStr := indexString + ".specularColor"
|
||||
|
||||
whiteMat.SetUnifVec3(specularStr, &pl.SpecularColor)
|
||||
containerMat.SetUnifVec3(specularStr, &pl.SpecularColor)
|
||||
groundMat.SetUnifVec3(specularStr, &pl.SpecularColor)
|
||||
palleteMat.SetUnifVec3(specularStr, &pl.SpecularColor)
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
if imgui.DragFloatV("Falloff", &pl.Falloff, 0.1, 0, 100, "%.3f", imgui.SliderFlagsNone) {
|
||||
|
||||
falloffStr := indexString + ".falloff"
|
||||
|
||||
whiteMat.SetUnifFloat32(falloffStr, pl.Falloff)
|
||||
containerMat.SetUnifFloat32(falloffStr, pl.Falloff)
|
||||
groundMat.SetUnifFloat32(falloffStr, pl.Falloff)
|
||||
palleteMat.SetUnifFloat32(falloffStr, pl.Falloff)
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
if imgui.DragFloatV("Radius", &pl.Radius, 0.2, 0, 500, "%.3f", imgui.SliderFlagsNone) {
|
||||
|
||||
radiusStr := indexString + ".radius"
|
||||
|
||||
whiteMat.SetUnifFloat32(radiusStr, pl.Radius)
|
||||
containerMat.SetUnifFloat32(radiusStr, pl.Radius)
|
||||
groundMat.SetUnifFloat32(radiusStr, pl.Radius)
|
||||
palleteMat.SetUnifFloat32(radiusStr, pl.Radius)
|
||||
|
||||
farPlaneStr := indexString + ".farPlane"
|
||||
updateLights = true
|
||||
pl.FarPlane = pl.Radius * pointLightRadiusToFarPlaneRatio
|
||||
|
||||
whiteMat.SetUnifFloat32(farPlaneStr, pl.FarPlane)
|
||||
containerMat.SetUnifFloat32(farPlaneStr, pl.FarPlane)
|
||||
groundMat.SetUnifFloat32(farPlaneStr, pl.FarPlane)
|
||||
palleteMat.SetUnifFloat32(farPlaneStr, pl.FarPlane)
|
||||
}
|
||||
|
||||
if imgui.DragFloatV("Max Bias", &pl.MaxBias, 0.01, 0, 10, "%.3f", imgui.SliderFlagsNone) {
|
||||
|
||||
maxBiasStr := indexString + ".maxBias"
|
||||
whiteMat.SetUnifFloat32(maxBiasStr, pl.MaxBias)
|
||||
containerMat.SetUnifFloat32(maxBiasStr, pl.MaxBias)
|
||||
groundMat.SetUnifFloat32(maxBiasStr, pl.MaxBias)
|
||||
palleteMat.SetUnifFloat32(maxBiasStr, pl.MaxBias)
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
imgui.TreePop()
|
||||
@ -1362,34 +1064,20 @@ func (g *Game) showDebugWindow() {
|
||||
continue
|
||||
}
|
||||
|
||||
indexString := "spotLights[" + indexNumString + "]"
|
||||
|
||||
if imgui.DragFloat3("Pos", &l.Pos.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
containerMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
groundMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
palleteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Dir", &l.Dir.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
containerMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
groundMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
palleteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
if imgui.ColorEdit3("Diffuse Color", &l.DiffuseColor.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
groundMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
if imgui.ColorEdit3("Specular Color", &l.SpecularColor.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
groundMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
if imgui.DragFloatRange2V(
|
||||
@ -1403,18 +1091,7 @@ func (g *Game) showDebugWindow() {
|
||||
"%.3f",
|
||||
imgui.SliderFlagsNone,
|
||||
) {
|
||||
|
||||
cos := l.InnerCutoffCos()
|
||||
whiteMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
||||
containerMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
||||
groundMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
||||
palleteMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
||||
|
||||
cos = l.OuterCutoffCos()
|
||||
whiteMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
||||
containerMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
||||
groundMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
||||
palleteMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
imgui.DragFloat("Spot Near Plane", &l.NearPlane)
|
||||
@ -1427,7 +1104,7 @@ func (g *Game) showDebugWindow() {
|
||||
}
|
||||
|
||||
if updateLights {
|
||||
g.updateLights()
|
||||
g.applyLightUpdates()
|
||||
}
|
||||
|
||||
// Demo fbo
|
||||
|
||||
@ -146,7 +146,8 @@ func (m *Material) GetAttribLoc(attribName string) int32 {
|
||||
return loc
|
||||
}
|
||||
|
||||
loc = gl.GetAttribLocation(m.ShaderProg.Id, gl.Str(attribName+"\x00"))
|
||||
name := gl.Str(attribName + "\x00")
|
||||
loc = gl.GetAttribLocation(m.ShaderProg.Id, name)
|
||||
assert.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
|
||||
m.AttribLocs[attribName] = loc
|
||||
return loc
|
||||
@ -159,7 +160,8 @@ func (m *Material) GetUnifLoc(uniformName string) int32 {
|
||||
return loc
|
||||
}
|
||||
|
||||
loc = gl.GetUniformLocation(m.ShaderProg.Id, gl.Str(uniformName+"\x00"))
|
||||
name := gl.Str(uniformName + "\x00")
|
||||
loc = gl.GetUniformLocation(m.ShaderProg.Id, name)
|
||||
assert.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
|
||||
m.UnifLocs[uniformName] = loc
|
||||
return loc
|
||||
|
||||
@ -151,7 +151,7 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (Mesh, e
|
||||
indexBufData = append(indexBufData, indices...)
|
||||
}
|
||||
|
||||
vbo.SetData(vertexBufData, buffers.BufUsage_Static)
|
||||
vbo.SetData(vertexBufData, buffers.BufUsage_Static_Draw)
|
||||
ibo.SetData(indexBufData)
|
||||
|
||||
mesh.Vao.AddVertexBuffer(vbo)
|
||||
|
||||
@ -27,8 +27,8 @@ struct PointLight {
|
||||
vec3 pos;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
float falloff;
|
||||
float radius;
|
||||
float falloff;
|
||||
float maxBias;
|
||||
float nearPlane;
|
||||
float farPlane;
|
||||
@ -50,13 +50,14 @@ layout (std140) uniform GlobalMatrices {
|
||||
|
||||
layout (std140) uniform Lights {
|
||||
DirLight dirLight;
|
||||
PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||
vec3 ambientColor;
|
||||
};
|
||||
|
||||
//
|
||||
// Uniforms
|
||||
//
|
||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 dirLightProjViewMat;
|
||||
uniform mat4 spotLightProjViewMats[NUM_SPOT_LIGHTS];
|
||||
@ -78,16 +79,6 @@ out vec3 tangentSpotLightPositions[NUM_SPOT_LIGHTS];
|
||||
out vec3 tangentSpotLightDirections[NUM_SPOT_LIGHTS];
|
||||
out vec3 tangentPointLightPositions[NUM_POINT_LIGHTS];
|
||||
|
||||
struct Test1 {
|
||||
float ff;
|
||||
vec3 v3;
|
||||
};
|
||||
|
||||
layout (std140) uniform Test2 {
|
||||
float f1;
|
||||
Test1 s;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
vertUV0 = vertUV0In;
|
||||
@ -180,13 +171,12 @@ struct PointLight {
|
||||
vec3 pos;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
float falloff;
|
||||
float radius;
|
||||
float falloff;
|
||||
float maxBias;
|
||||
float nearPlane;
|
||||
float farPlane;
|
||||
};
|
||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
uniform samplerCubeArray pointLightCubeShadowMaps;
|
||||
|
||||
struct SpotLight {
|
||||
@ -197,7 +187,6 @@ struct SpotLight {
|
||||
float innerCutoff;
|
||||
float outerCutoff;
|
||||
};
|
||||
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||
uniform sampler2DArray spotLightShadowMaps;
|
||||
|
||||
layout (std140) uniform GlobalMatrices {
|
||||
@ -207,10 +196,11 @@ layout (std140) uniform GlobalMatrices {
|
||||
|
||||
layout (std140) uniform Lights {
|
||||
DirLight dirLight;
|
||||
PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||
vec3 ambientColor;
|
||||
};
|
||||
|
||||
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
|
||||
|
||||
//
|
||||
// Outputs
|
||||
//
|
||||
|
||||
@ -1,6 +1,17 @@
|
||||
package nmageimgui
|
||||
|
||||
import (
|
||||
"unsafe"
|
||||
|
||||
// The following is included just so we can get
|
||||
// the c imports and cgo configs defined here: https://github.com/AllenDang/cimgui-go/blob/main/sdlbackend/sdl_backend.go
|
||||
//
|
||||
// This is needed because AllenDang/cimgui-go links sdl2 statically, which requires us
|
||||
// to explicitly define all the libs it needs, which isn't normally needed if we were dynamically linking.
|
||||
//
|
||||
// Without this, we get compilation errors as sdl2 can't find libs it relies on.
|
||||
_ "github.com/AllenDang/cimgui-go/sdlbackend"
|
||||
|
||||
imgui "github.com/AllenDang/cimgui-go"
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/materials"
|
||||
@ -129,7 +140,7 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
|
||||
|
||||
fontConfigToUse := imgui.NewFontConfig()
|
||||
if fontConfig != nil {
|
||||
fontConfigToUse = *fontConfig
|
||||
fontConfigToUse = fontConfig
|
||||
}
|
||||
|
||||
glyphRangesToUse := imgui.NewGlyphRange()
|
||||
@ -141,13 +152,13 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
|
||||
|
||||
a := imIO.Fonts()
|
||||
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
|
||||
pixels, width, height, _ := a.GetTextureDataAsAlpha8()
|
||||
pixels, width, height, _ := a.TextureDataAsAlpha8()
|
||||
|
||||
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)
|
||||
|
||||
return f
|
||||
return *f
|
||||
}
|
||||
|
||||
const DefaultImguiShader = `
|
||||
@ -212,7 +223,7 @@ func NewImGui(shaderPath string) ImguiInfo {
|
||||
}
|
||||
|
||||
imguiInfo := ImguiInfo{
|
||||
ImCtx: imgui.CreateContext(),
|
||||
ImCtx: *imgui.CreateContext(),
|
||||
Mat: imguiMat,
|
||||
TexID: new(uint32),
|
||||
}
|
||||
@ -233,11 +244,12 @@ func NewImGui(shaderPath string) ImguiInfo {
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
|
||||
|
||||
pixels, width, height, _ := io.Fonts().GetTextureDataAsAlpha8()
|
||||
pixels, width, height, _ := io.Fonts().TextureDataAsAlpha8()
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts().SetTexID(imgui.TextureID(imguiInfo.TexID))
|
||||
|
||||
io.Fonts().SetTexID(imgui.TextureID{Data: uintptr(unsafe.Pointer(imguiInfo.TexID))})
|
||||
|
||||
//Shader attributes
|
||||
imguiInfo.Mat.Bind()
|
||||
|
||||
Reference in New Issue
Block a user