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...

26 Commits

Author SHA1 Message Date
692167ada2 Split buffer struct into VAO+VBO+IBO structs 2024-04-13 02:59:31 +04:00
524ef068f0 Add comment 2024-04-12 23:57:24 +04:00
b060dcdbe9 Go 1.22+fix input bug 2024-04-12 23:55:21 +04:00
e22525e2ee Default to srgba textures 2024-04-12 23:38:51 +04:00
ee61373069 Blinn-phong 2024-04-12 23:28:59 +04:00
1f922b6a47 Enable stencil test 2024-04-12 23:02:27 +04:00
9d7bdc0196 Improve error messages 2024-04-12 22:40:08 +04:00
83922f1908 Spot lights 2024-04-12 21:09:14 +04:00
c00f6d97dd Multiple point lights 2024-04-12 08:38:03 +04:00
3c0f82a735 Light maps support (diffuse+specular+normal+emission)+imgui bugs 2024-04-12 03:47:30 +04:00
c058b82a92 Shader cleanup 2024-04-12 02:17:03 +04:00
908e5e96aa Specular lighting 2024-04-12 01:22:05 +04:00
c83e263476 Update todos 2024-04-12 00:23:29 +04:00
01f06cce1e Handle relative mouse mode mouse pos for imgui 2024-04-11 22:12:33 +04:00
20ed804d2a Correctly handle imgui mouse/keyboard capture 2024-04-11 22:07:38 +04:00
80ce6d60d2 Proper support for zero handles 2023-10-09 05:03:48 +04:00
c998fc26ce Avoid deprecated gl funcs+Improve imgui with srgb 2023-10-08 04:03:54 +04:00
81b515197d Properly working MSAA and SRGB :D 2023-10-08 03:20:56 +04:00
d703a5270c x8 MSAA 2023-10-07 11:28:59 +04:00
caa76c2a5e Remove test changes 2023-10-07 10:58:57 +04:00
da50d597f9 Control over srgba textures and srgba framebuffer 2023-10-07 10:58:01 +04:00
9f9744a142 Fixed now? 2023-10-07 09:55:57 +04:00
b101d54049 Flip textures before uploading to gpu 2023-10-07 09:22:32 +04:00
41b5aea185 Use sRGBA on GPU as PNG/JPEG generally uses that nowadays 2023-10-07 08:46:33 +04:00
3574318552 Fix iterator bug in Nex() 2023-10-07 01:16:10 +04:00
05ccf3e158 Handle one more iterator case 2023-10-06 08:52:27 +04:00
36 changed files with 1253 additions and 407 deletions

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@ -9,10 +9,10 @@ jobs:
runs-on: macos-12
steps:
- name: Install golang 1.18
- name: Install golang
uses: actions/setup-go@v3
with:
go-version: '^1.18'
go-version: '>=1.22'
- 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

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@ -4,7 +4,6 @@ import (
"bytes"
"fmt"
"image"
"image/color"
"image/jpeg"
"image/png"
"io"
@ -14,6 +13,7 @@ import (
"unsafe"
"github.com/go-gl/gl/v4.1-core/gl"
"github.com/mandykoh/prism"
)
type ColorFormat int
@ -23,11 +23,20 @@ const (
)
type Texture struct {
//Path only exists for textures loaded from disk
Path string
TexID uint32
Width int32
// Path only exists for textures loaded from disk
Path string
TexID uint32
// Width is the width of the texture in pixels (pixels per row).
// Note that the number of bytes constituting a row is MORE than this (e.g. for RGBA8, bytesPerRow=width*4, since we have 4 bytes per pixel)
Width int32
// Height is the height of the texture in pixels (pixels per column).
// Note that the number of bytes constituting a column is MORE than this (e.g. for RGBA8, bytesPerColumn=height*4, since we have 4 bytes per pixel)
Height int32
// Pixels usually stored in RGBA format
Pixels []byte
}
@ -36,6 +45,7 @@ type TextureLoadOptions struct {
WriteToCache bool
GenMipMaps bool
KeepPixelsInMem bool
NoSrgba bool
}
type Cubemap struct {
@ -67,16 +77,20 @@ func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, erro
return Texture{}, err
}
img, err := png.Decode(bytes.NewReader(fileBytes))
bytesReader := bytes.NewReader(fileBytes)
img, err := png.Decode(bytesReader)
if err != nil {
return Texture{}, err
}
nrgbaImg := prism.ConvertImageToNRGBA(img, 2)
tex := Texture{
Path: file,
Path: file,
Pixels: nrgbaImg.Pix,
Width: int32(nrgbaImg.Bounds().Dx()),
Height: int32(nrgbaImg.Bounds().Dy()),
}
tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height), 4)
//Prepare opengl stuff
gl.GenTextures(1, &tex.TexID)
@ -89,7 +103,12 @@ func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, erro
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
// load and generate the texture
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
internalFormat := int32(gl.SRGB_ALPHA)
if loadOptions.NoSrgba {
internalFormat = gl.RGBA8
}
gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
if loadOptions.GenMipMaps {
gl.GenerateMipmap(tex.TexID)
@ -112,8 +131,14 @@ func LoadTextureInMemPngImg(img image.Image, loadOptions *TextureLoadOptions) (T
loadOptions = &TextureLoadOptions{}
}
tex := Texture{}
tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
nrgbaImg := prism.ConvertImageToNRGBA(img, 2)
tex := Texture{
Path: "",
Pixels: nrgbaImg.Pix,
Height: int32(nrgbaImg.Bounds().Dy()),
Width: int32(nrgbaImg.Bounds().Dx()),
}
flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height), 4)
//Prepare opengl stuff
gl.GenTextures(1, &tex.TexID)
@ -126,7 +151,12 @@ func LoadTextureInMemPngImg(img image.Image, loadOptions *TextureLoadOptions) (T
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
// load and generate the texture
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
internalFormat := int32(gl.SRGB_ALPHA)
if loadOptions.NoSrgba {
internalFormat = gl.RGBA8
}
gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
if loadOptions.GenMipMaps {
gl.GenerateMipmap(tex.TexID)
@ -166,11 +196,14 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
return Texture{}, err
}
nrgbaImg := prism.ConvertImageToNRGBA(img, 2)
tex := Texture{
Path: file,
Path: file,
Pixels: nrgbaImg.Pix,
Height: int32(nrgbaImg.Bounds().Dy()),
Width: int32(nrgbaImg.Bounds().Dx()),
}
tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height), 4)
//Prepare opengl stuff
gl.GenTextures(1, &tex.TexID)
@ -183,7 +216,12 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
// load and generate the texture
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
internalFormat := int32(gl.SRGB_ALPHA)
if loadOptions.NoSrgba {
internalFormat = gl.RGBA8
}
gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
if loadOptions.GenMipMaps {
gl.GenerateMipmap(tex.TexID)
@ -200,65 +238,19 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
return tex, nil
}
func pixelsFromNrgbaPng(img image.Image) (pixels []byte, width, height int32) {
// LoadCubemapTextures only supports the 'TextureIsSrgba' option
func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex string, loadOptions *TextureLoadOptions) (Cubemap, error) {
//NOTE: Load bottom left to top right because this is the texture coordinate system used by OpenGL
//NOTE: We only support 8-bit channels (32-bit colors) for now
i := 0
width, height = int32(img.Bounds().Dx()), int32(img.Bounds().Dy())
pixels = make([]byte, img.Bounds().Dx()*img.Bounds().Dy()*4)
for y := img.Bounds().Dy() - 1; y >= 0; y-- {
for x := 0; x < img.Bounds().Dx(); x++ {
c := color.NRGBAModel.Convert(img.At(x, y)).(color.NRGBA)
pixels[i] = c.R
pixels[i+1] = c.G
pixels[i+2] = c.B
pixels[i+3] = c.A
i += 4
}
if loadOptions == nil {
loadOptions = &TextureLoadOptions{}
}
return pixels, width, height
}
func pixelsFromNrgbaJpg(img image.Image) (pixels []byte, width, height int32) {
//NOTE: Load bottom left to top right because this is the texture coordinate system used by OpenGL
//NOTE: We only support 8-bit channels (32-bit colors) for now
i := 0
width, height = int32(img.Bounds().Dx()), int32(img.Bounds().Dy())
pixels = make([]byte, img.Bounds().Dx()*img.Bounds().Dy()*4)
for y := img.Bounds().Dy() - 1; y >= 0; y-- {
for x := 0; x < img.Bounds().Dx(); x++ {
c := color.NRGBAModel.Convert(img.At(x, y)).(color.NRGBA)
pixels[i] = c.R
pixels[i+1] = c.G
pixels[i+2] = c.B
pixels[i+3] = c.A
i += 4
}
}
return pixels, width, height
}
func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex string) (Cubemap, error) {
var imgDecoder func(r io.Reader) (image.Image, error)
var pixelDecoder func(image.Image) ([]byte, int32, int32)
ext := strings.ToLower(path.Ext(rightTex))
if ext == ".jpg" || ext == ".jpeg" {
imgDecoder = jpeg.Decode
pixelDecoder = pixelsFromNrgbaJpg
} else if ext == ".png" {
imgDecoder = png.Decode
pixelDecoder = pixelsFromNrgbaPng
} else {
return Cubemap{}, fmt.Errorf("unknown image extension: %s. Expected one of: .jpg, .jpeg, .png", ext)
}
@ -292,9 +284,16 @@ func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex st
return Cubemap{}, err
}
pixels, width, height := pixelDecoder(img)
nrgbaImg := prism.ConvertImageToNRGBA(img, 2)
height := int32(nrgbaImg.Bounds().Dy())
width := int32(nrgbaImg.Bounds().Dx())
gl.TexImage2D(uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X)+i, 0, gl.RGBA8, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&pixels[0]))
internalFormat := int32(gl.SRGB_ALPHA)
if loadOptions.NoSrgba {
internalFormat = gl.RGBA8
}
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]))
}
// set the texture wrapping/filtering options (on the currently bound texture object)
@ -306,3 +305,21 @@ func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex st
return cmap, nil
}
func flipImgPixelsVertically(bytes []byte, width, height, bytesPerPixel int) {
// Flip the image vertically such that (e.g. in an image of 10 rows) rows 0<->9, 1<->8, 2<->7 etc are swapped.
// We do this because images are usually stored top-left to bottom-right, while opengl stores textures bottom-left to top-right, so if we don't swap
// rows textures will appear inverted
widthInBytes := width * bytesPerPixel
rowData := make([]byte, width*bytesPerPixel)
for rowNum := 0; rowNum < height/2; rowNum++ {
upperRowStartIndex := rowNum * widthInBytes
lowerRowStartIndex := (height - rowNum - 1) * widthInBytes
copy(rowData, bytes[upperRowStartIndex:upperRowStartIndex+widthInBytes])
copy(bytes[upperRowStartIndex:upperRowStartIndex+widthInBytes], bytes[lowerRowStartIndex:lowerRowStartIndex+widthInBytes])
copy(bytes[lowerRowStartIndex:lowerRowStartIndex+widthInBytes], rowData)
}
}

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@ -1,134 +0,0 @@
package buffers
import (
"github.com/bloeys/nmage/logging"
"github.com/go-gl/gl/v4.1-core/gl"
)
type Buffer struct {
VAOID uint32
// BufID is the ID of the VBO
BufID uint32
// 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)
}
func (b *Buffer) UnBind() {
gl.BindVertexArray(0)
}
func (b *Buffer) SetData(values []float32) {
gl.BindVertexArray(b.VAOID)
gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
sizeInBytes := len(values) * 4
if sizeInBytes == 0 {
gl.BufferData(gl.ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static.ToGL())
} else {
gl.BufferData(gl.ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
}
gl.BindVertexArray(0)
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
}
func (b *Buffer) SetDataWithUsage(values []float32, usage BufUsage) {
gl.BindVertexArray(b.VAOID)
gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
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())
}
gl.BindVertexArray(0)
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
}
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
gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
for i := 0; i < len(layout); i++ {
gl.EnableVertexAttribArray(uint32(i))
gl.VertexAttribPointerWithOffset(uint32(i), layout[i].ElementType.CompCount(), layout[i].ElementType.GLType(), false, b.Stride, uintptr(layout[i].Offset))
}
b.UnBind()
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")
}
gl.GenBuffers(1, &b.BufID)
if b.BufID == 0 {
logging.ErrLog.Println("Failed to create openGL buffer")
}
gl.GenBuffers(1, &b.IndexBufID)
if b.IndexBufID == 0 {
logging.ErrLog.Println("Failed to create openGL buffer")
}
b.SetLayout(layout...)
return b
}

46
buffers/index_buffer.go Executable file
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@ -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
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@ -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
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@ -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
}

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@ -15,6 +15,13 @@ import (
var (
isInited = false
isSdlButtonLeftDown = false
isSdlButtonMiddleDown = false
isSdlButtonRightDown = false
ImguiRelativeMouseModePosX float32
ImguiRelativeMouseModePosY float32
)
type Window struct {
@ -29,7 +36,23 @@ func (w *Window) handleInputs() {
input.EventLoopStart()
imIo := imgui.CurrentIO()
// @TODO: Would be nice to have imgui package process its own events via a callback instead of it being part of engine code
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
@ -42,14 +65,18 @@ func (w *Window) handleInputs() {
case *sdl.MouseWheelEvent:
input.HandleMouseWheelEvent(e)
if !imguiCaptureMouse {
input.HandleMouseWheelEvent(e)
}
xDelta, yDelta := input.GetMouseWheelMotion()
imIo.AddMouseWheelDelta(float32(xDelta), float32(yDelta))
imIo.AddMouseWheelDelta(float32(e.X), float32(e.Y))
case *sdl.KeyboardEvent:
input.HandleKeyboardEvent(e)
if !imguiCaptureKeyboard {
input.HandleKeyboardEvent(e)
}
imIo.AddKeyEvent(nmageimgui.SdlScancodeToImGuiKey(e.Keysym.Scancode), e.Type == sdl.KEYDOWN)
// Send modifier key updates to imgui
@ -73,12 +100,29 @@ func (w *Window) handleInputs() {
imIo.AddInputCharactersUTF8(e.GetText())
case *sdl.MouseButtonEvent:
input.HandleMouseBtnEvent(e)
if !imguiCaptureMouse {
input.HandleMouseBtnEvent(e)
}
isPressed := e.State == sdl.PRESSED
if e.Button == sdl.BUTTON_LEFT {
isSdlButtonLeftDown = isPressed
} else if e.Button == sdl.BUTTON_MIDDLE {
isSdlButtonMiddleDown = isPressed
} else if e.Button == sdl.BUTTON_RIGHT {
isSdlButtonRightDown = isPressed
}
case *sdl.MouseMotionEvent:
input.HandleMouseMotionEvent(e)
if !imguiCaptureMouse {
input.HandleMouseMotionEvent(e)
}
case *sdl.WindowEvent:
if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
w.handleWindowResize()
}
@ -88,13 +132,17 @@ 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.
x, y, _ := sdl.GetMouseState()
imIo.SetMousePos(imgui.Vec2{X: float32(x), Y: float32(y)})
if sdl.GetRelativeMouseMode() {
imIo.SetMousePos(imgui.Vec2{X: ImguiRelativeMouseModePosX, Y: ImguiRelativeMouseModePosY})
} else {
x, y, _ := sdl.GetMouseState()
imIo.SetMousePos(imgui.Vec2{X: float32(x), Y: float32(y)})
}
imIo.SetMouseButtonDown(0, input.MouseDown(sdl.BUTTON_LEFT))
imIo.SetMouseButtonDown(1, input.MouseDown(sdl.BUTTON_RIGHT))
imIo.SetMouseButtonDown(2, input.MouseDown(sdl.BUTTON_MIDDLE))
// 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)
}
func (w *Window) handleWindowResize() {
@ -133,15 +181,21 @@ func initSDL() error {
sdl.GLSetAttribute(sdl.MAJOR_VERSION, 4)
sdl.GLSetAttribute(sdl.MINOR_VERSION, 1)
// R(0-255) G(0-255) B(0-255)
sdl.GLSetAttribute(sdl.GL_RED_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_GREEN_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_BLUE_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_ALPHA_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_DOUBLEBUFFER, 1)
sdl.GLSetAttribute(sdl.GL_DEPTH_SIZE, 24)
sdl.GLSetAttribute(sdl.GL_STENCIL_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_FRAMEBUFFER_SRGB_CAPABLE, 1)
// Allows us to do MSAA
sdl.GLSetAttribute(sdl.GL_MULTISAMPLEBUFFERS, 1)
sdl.GLSetAttribute(sdl.GL_MULTISAMPLESAMPLES, 4)
sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
return nil
@ -152,16 +206,12 @@ func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFla
}
func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
return createWindow(title, -1, -1, width, height, WindowFlags_OPENGL|flags, rend)
return createWindow(title, sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, width, height, WindowFlags_OPENGL|flags, rend)
}
func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
assert.T(isInited, "engine.Init was not called!")
if x == -1 && y == -1 {
x = sdl.WINDOWPOS_CENTERED
y = sdl.WINDOWPOS_CENTERED
}
assert.T(isInited, "engine.Init() was not called!")
sdlWin, err := sdl.CreateWindow(title, x, y, width, height, uint32(flags))
if err != nil {
@ -193,19 +243,30 @@ 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)
gl.Enable(gl.BLEND)
gl.Enable(gl.MULTISAMPLE)
gl.Enable(gl.FRAMEBUFFER_SRGB)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.ClearColor(0, 0, 0, 1)
return nil
}
func SetSrgbFramebuffer(isEnabled bool) {
if isEnabled {
gl.Enable(gl.FRAMEBUFFER_SRGB)
} else {
gl.Disable(gl.FRAMEBUFFER_SRGB)
}
}
func SetVSync(enabled bool) {
assert.T(isInited, "engine.Init was not called!")
if enabled {
sdl.GLSetSwapInterval(1)
@ -213,3 +274,12 @@ func SetVSync(enabled bool) {
sdl.GLSetSwapInterval(0)
}
}
func SetMSAA(isEnabled bool) {
if isEnabled {
gl.Enable(gl.MULTISAMPLE)
} else {
gl.Disable(gl.MULTISAMPLE)
}
}

9
go.mod
View File

@ -1,6 +1,6 @@
module github.com/bloeys/nmage
go 1.18
go 1.22
require github.com/veandco/go-sdl2 v0.4.35
@ -11,4 +11,9 @@ require (
github.com/bloeys/gglm v0.43.0
)
require github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2
require (
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2
github.com/mandykoh/prism v0.35.1
)
require github.com/mandykoh/go-parallel v0.1.0 // indirect

30
go.sum
View File

@ -6,5 +6,35 @@ github.com/bloeys/gglm v0.43.0 h1:ZpOghR3PHfpkigTDh+FqxLsF0gN8CD6s/bWoei6LyxI=
github.com/bloeys/gglm v0.43.0/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6 h1:zDw5v7qm4yH7N8C8uWd+8Ii9rROdgWxQuGoJ9WDXxfk=
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6/go.mod h1:9YTyiznxEY1fVinfM7RvRcjRHbw2xLBJ3AAGIT0I4Nw=
github.com/mandykoh/go-parallel v0.1.0 h1:7vJMNMC4dsbgZdkAb2A8tV5ENY1v7VxIO1wzQWZoT8k=
github.com/mandykoh/go-parallel v0.1.0/go.mod h1:lkYHqG1JNTaSS6lG+PgFCnyMd2VDy8pH9jN9pY899ig=
github.com/mandykoh/prism v0.35.1 h1:JbQfQarANxSWlgJEpjv+E7DvtrqBaVP1YgJfZPvo6ME=
github.com/mandykoh/prism v0.35.1/go.mod h1:3miB3EAJ0IggYl/4eBB5MmawRbyJI1gKDtbrVvk8Q9I=
github.com/veandco/go-sdl2 v0.4.35 h1:NohzsfageDWGtCd9nf7Pc3sokMK/MOK+UA2QMJARWzQ=
github.com/veandco/go-sdl2 v0.4.35/go.mod h1:OROqMhHD43nT4/i9crJukyVecjPNYYuCofep6SNiAjY=
github.com/yuin/goldmark v1.4.13/go.mod h1:6yULJ656Px+3vBD8DxQVa3kxgyrAnzto9xy5taEt/CY=
golang.org/x/crypto v0.0.0-20190308221718-c2843e01d9a2/go.mod h1:djNgcEr1/C05ACkg1iLfiJU5Ep61QUkGW8qpdssI0+w=
golang.org/x/crypto v0.0.0-20210921155107-089bfa567519/go.mod h1:GvvjBRRGRdwPK5ydBHafDWAxML/pGHZbMvKqRZ5+Abc=
golang.org/x/image v0.5.0 h1:5JMiNunQeQw++mMOz48/ISeNu3Iweh/JaZU8ZLqHRrI=
golang.org/x/image v0.5.0/go.mod h1:FVC7BI/5Ym8R25iw5OLsgshdUBbT1h5jZTpA+mvAdZ4=
golang.org/x/mod v0.6.0-dev.0.20220419223038-86c51ed26bb4/go.mod h1:jJ57K6gSWd91VN4djpZkiMVwK6gcyfeH4XE8wZrZaV4=
golang.org/x/net v0.0.0-20190620200207-3b0461eec859/go.mod h1:z5CRVTTTmAJ677TzLLGU+0bjPO0LkuOLi4/5GtJWs/s=
golang.org/x/net v0.0.0-20210226172049-e18ecbb05110/go.mod h1:m0MpNAwzfU5UDzcl9v0D8zg8gWTRqZa9RBIspLL5mdg=
golang.org/x/net v0.0.0-20220722155237-a158d28d115b/go.mod h1:XRhObCWvk6IyKnWLug+ECip1KBveYUHfp+8e9klMJ9c=
golang.org/x/sync v0.0.0-20190423024810-112230192c58/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sync v0.0.0-20220722155255-886fb9371eb4/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sys v0.0.0-20190215142949-d0b11bdaac8a/go.mod h1:STP8DvDyc/dI5b8T5hshtkjS+E42TnysNCUPdjciGhY=
golang.org/x/sys v0.0.0-20201119102817-f84b799fce68/go.mod h1:h1NjWce9XRLGQEsW7wpKNCjG9DtNlClVuFLEZdDNbEs=
golang.org/x/sys v0.0.0-20210615035016-665e8c7367d1/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.0.0-20220520151302-bc2c85ada10a/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.0.0-20220722155257-8c9f86f7a55f/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/term v0.0.0-20201126162022-7de9c90e9dd1/go.mod h1:bj7SfCRtBDWHUb9snDiAeCFNEtKQo2Wmx5Cou7ajbmo=
golang.org/x/term v0.0.0-20210927222741-03fcf44c2211/go.mod h1:jbD1KX2456YbFQfuXm/mYQcufACuNUgVhRMnK/tPxf8=
golang.org/x/text v0.3.0/go.mod h1:NqM8EUOU14njkJ3fqMW+pc6Ldnwhi/IjpwHt7yyuwOQ=
golang.org/x/text v0.3.3/go.mod h1:5Zoc/QRtKVWzQhOtBMvqHzDpF6irO9z98xDceosuGiQ=
golang.org/x/text v0.3.7/go.mod h1:u+2+/6zg+i71rQMx5EYifcz6MCKuco9NR6JIITiCfzQ=
golang.org/x/text v0.7.0/go.mod h1:mrYo+phRRbMaCq/xk9113O4dZlRixOauAjOtrjsXDZ8=
golang.org/x/tools v0.0.0-20180917221912-90fa682c2a6e/go.mod h1:n7NCudcB/nEzxVGmLbDWY5pfWTLqBcC2KZ6jyYvM4mQ=
golang.org/x/tools v0.0.0-20191119224855-298f0cb1881e/go.mod h1:b+2E5dAYhXwXZwtnZ6UAqBI28+e2cm9otk0dWdXHAEo=
golang.org/x/tools v0.1.12/go.mod h1:hNGJHUnrk76NpqgfD5Aqm5Crs+Hm0VOH/i9J2+nxYbc=
golang.org/x/xerrors v0.0.0-20190717185122-a985d3407aa7/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=

View File

@ -31,8 +31,8 @@ type mouseWheelState struct {
}
var (
keyMap = make(map[sdl.Keycode]*keyState)
mouseBtnMap = make(map[int]*mouseBtnState)
keyMap = make(map[sdl.Keycode]keyState)
mouseBtnMap = make(map[int]mouseBtnState)
mouseMotion = mouseMotionState{}
mouseWheel = mouseWheelState{}
quitRequested bool
@ -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
}
@ -70,29 +82,31 @@ func IsQuitClicked() bool {
func HandleKeyboardEvent(e *sdl.KeyboardEvent) {
ks := keyMap[e.Keysym.Sym]
if ks == nil {
ks = &keyState{Key: e.Keysym.Sym}
keyMap[ks.Key] = ks
ks, ok := keyMap[e.Keysym.Sym]
if !ok {
ks = keyState{Key: e.Keysym.Sym}
}
ks.State = int(e.State)
ks.IsPressedThisFrame = e.State == sdl.PRESSED && e.Repeat == 0
ks.IsReleasedThisFrame = e.State == sdl.RELEASED && e.Repeat == 0
keyMap[ks.Key] = ks
}
func HandleMouseBtnEvent(e *sdl.MouseButtonEvent) {
mb := mouseBtnMap[int(e.Button)]
if mb == nil {
mb = &mouseBtnState{Btn: int(e.Button)}
mouseBtnMap[int(e.Button)] = mb
mb, ok := mouseBtnMap[int(e.Button)]
if !ok {
mb = mouseBtnState{Btn: int(e.Button)}
}
mb.State = int(e.State)
mb.IsDoubleClicked = e.Clicks == 2 && e.State == sdl.PRESSED
mb.IsPressedThisFrame = e.State == sdl.PRESSED
mb.IsReleasedThisFrame = e.State == sdl.RELEASED
mouseBtnMap[int(e.Button)] = mb
}
func HandleMouseMotionEvent(e *sdl.MouseMotionEvent) {
@ -109,12 +123,12 @@ func HandleMouseWheelEvent(e *sdl.MouseWheelEvent) {
mouseWheel.YDelta = e.Y
}
//GetMousePos returns the window coordinates of the mouse
// GetMousePos returns the window coordinates of the mouse
func GetMousePos() (x, y int32) {
return mouseMotion.XPos, mouseMotion.YPos
}
//GetMouseMotion returns how many pixels were moved last frame
// GetMouseMotion returns how many pixels were moved last frame
func GetMouseMotion() (xDelta, yDelta int32) {
return mouseMotion.XDelta, mouseMotion.YDelta
}
@ -141,7 +155,7 @@ func GetMouseWheelMotion() (xDelta, yDelta int32) {
return mouseWheel.XDelta, mouseWheel.YDelta
}
//GetMouseWheelXNorm returns 1 if mouse wheel xDelta > 0, -1 if xDelta < 0, and 0 otherwise
// GetMouseWheelXNorm returns 1 if mouse wheel xDelta > 0, -1 if xDelta < 0, and 0 otherwise
func GetMouseWheelXNorm() int32 {
if mouseWheel.XDelta > 0 {
@ -153,7 +167,7 @@ func GetMouseWheelXNorm() int32 {
return 0
}
//returns 1 if mouse wheel yDelta > 0, -1 if yDelta < 0, and 0 otherwise
// returns 1 if mouse wheel yDelta > 0, -1 if yDelta < 0, and 0 otherwise
func GetMouseWheelYNorm() int32 {
if mouseWheel.YDelta > 0 {
@ -167,8 +181,8 @@ func GetMouseWheelYNorm() int32 {
func KeyClicked(kc sdl.Keycode) bool {
ks := keyMap[kc]
if ks == nil {
ks, ok := keyMap[kc]
if !ok {
return false
}
@ -177,8 +191,8 @@ func KeyClicked(kc sdl.Keycode) bool {
func KeyReleased(kc sdl.Keycode) bool {
ks := keyMap[kc]
if ks == nil {
ks, ok := keyMap[kc]
if !ok {
return false
}
@ -187,8 +201,8 @@ func KeyReleased(kc sdl.Keycode) bool {
func KeyDown(kc sdl.Keycode) bool {
ks := keyMap[kc]
if ks == nil {
ks, ok := keyMap[kc]
if !ok {
return false
}
@ -197,8 +211,8 @@ func KeyDown(kc sdl.Keycode) bool {
func KeyUp(kc sdl.Keycode) bool {
ks := keyMap[kc]
if ks == nil {
ks, ok := keyMap[kc]
if !ok {
return true
}
@ -207,8 +221,8 @@ func KeyUp(kc sdl.Keycode) bool {
func MouseClicked(mb int) bool {
btn := mouseBtnMap[mb]
if btn == nil {
btn, ok := mouseBtnMap[mb]
if !ok {
return false
}
@ -217,8 +231,8 @@ func MouseClicked(mb int) bool {
func MouseDoubleClicked(mb int) bool {
btn := mouseBtnMap[mb]
if btn == nil {
btn, ok := mouseBtnMap[mb]
if !ok {
return false
}
@ -226,8 +240,8 @@ func MouseDoubleClicked(mb int) bool {
}
func MouseReleased(mb int) bool {
btn := mouseBtnMap[mb]
if btn == nil {
btn, ok := mouseBtnMap[mb]
if !ok {
return false
}
@ -236,8 +250,8 @@ func MouseReleased(mb int) bool {
func MouseDown(mb int) bool {
btn := mouseBtnMap[mb]
if btn == nil {
btn, ok := mouseBtnMap[mb]
if !ok {
return false
}
@ -246,8 +260,8 @@ func MouseDown(mb int) bool {
func MouseUp(mb int) bool {
btn := mouseBtnMap[mb]
if btn == nil {
btn, ok := mouseBtnMap[mb]
if !ok {
return true
}

600
main.go
View File

@ -3,6 +3,7 @@ package main
import (
"fmt"
"runtime"
"strconv"
imgui "github.com/AllenDang/cimgui-go"
"github.com/bloeys/gglm/gglm"
@ -22,16 +23,66 @@ import (
"github.com/veandco/go-sdl2/sdl"
)
// @Todo:
// Integrate physx
// Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
// Renderer batching
// Scene graph
// Separate engine loop from rendering loop? or leave it to the user?
// Abstract keys enum away from sdl
// Proper Asset loading
// Frustum culling
// Material system editor with fields automatically extracted from the shader
/*
@TODO:
- Rendering:
- Blinn-Phong lighting model ✅
- Directional lights ✅
- Point lights ✅
- Spotlights ✅
- HDR
- Cascaded shadow mapping
- Skeletal animations
- Proper model loading (i.e. load model by reading all its meshes, textures, and so on together)
- Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing) ✅
- Renderer batching
- Scene graph
- Separate engine loop from rendering loop? or leave it to the user?
- Abstract keys enum away from sdl
- Proper Asset loading
- Frustum culling
- Material system editor with fields automatically extracted from the shader
*/
type DirLight struct {
Dir gglm.Vec3
DiffuseColor gglm.Vec3
SpecularColor gglm.Vec3
}
// Check https://wiki.ogre3d.org/tiki-index.php?page=-Point+Light+Attenuation for values
type PointLight struct {
Pos gglm.Vec3
DiffuseColor gglm.Vec3
SpecularColor gglm.Vec3
Radius float32
Constant float32
Linear float32
Quadratic float32
}
type SpotLight struct {
Pos gglm.Vec3
Dir gglm.Vec3
DiffuseColor gglm.Vec3
SpecularColor gglm.Vec3
InnerCutoff float32
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
@ -45,30 +96,87 @@ var (
window *engine.Window
pitch float32 = 0
yaw float32 = -90
yaw float32 = -1.5
cam *camera.Camera
simpleMat *materials.Material
skyboxMat *materials.Material
whiteMat *materials.Material
containerMat *materials.Material
palleteMat *materials.Material
skyboxMat *materials.Material
debugDepthMat *materials.Material
chairMesh *meshes.Mesh
cubeMesh *meshes.Mesh
sphereMesh *meshes.Mesh
chairMesh *meshes.Mesh
skyboxMesh *meshes.Mesh
cubeModelMat = gglm.NewTrMatId()
lightPos1 = gglm.NewVec3(-2, 0, 2)
lightColor1 = gglm.NewVec3(1, 1, 1)
debugDepthMat *materials.Material
drawSkybox = true
debugDrawDepthBuffer bool
skyboxCmap assets.Cubemap
dpiScaling float32
// Light settings
ambientColor = gglm.NewVec3(0, 0, 0)
// Lights
dirLight = DirLight{
Dir: *gglm.NewVec3(0, -0.8, 0.2).Normalize(),
DiffuseColor: *gglm.NewVec3(0, 0, 0),
SpecularColor: *gglm.NewVec3(0, 0, 0),
}
pointLights = [...]PointLight{
{
Pos: *gglm.NewVec3(0, 5, 0),
DiffuseColor: *gglm.NewVec3(1, 0, 0),
SpecularColor: *gglm.NewVec3(1, 1, 1),
// These values are for 50m range
Constant: 1.0,
Linear: 0.09,
Quadratic: 0.032,
},
{
Pos: *gglm.NewVec3(0, -5, 0),
DiffuseColor: *gglm.NewVec3(0, 1, 0),
SpecularColor: *gglm.NewVec3(1, 1, 1),
Constant: 1.0,
Linear: 0.09,
Quadratic: 0.032,
},
{
Pos: *gglm.NewVec3(5, 0, 0),
DiffuseColor: *gglm.NewVec3(1, 1, 1),
SpecularColor: *gglm.NewVec3(1, 1, 1),
Constant: 1.0,
Linear: 0.09,
Quadratic: 0.032,
},
{
Pos: *gglm.NewVec3(-4, 0, 0),
DiffuseColor: *gglm.NewVec3(0, 0, 1),
SpecularColor: *gglm.NewVec3(1, 1, 1),
Constant: 1.0,
Linear: 0.09,
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 OurGame struct {
type Game struct {
Win *engine.Window
ImGUIInfo nmageimgui.ImguiInfo
}
@ -141,18 +249,20 @@ func main() {
}
defer window.Destroy()
engine.SetMSAA(true)
engine.SetVSync(false)
engine.SetSrgbFramebuffer(true)
game := &OurGame{
game := &Game{
Win: window,
ImGUIInfo: nmageimgui.NewImGui(),
ImGUIInfo: nmageimgui.NewImGui("./res/shaders/imgui.glsl"),
}
window.EventCallbacks = append(window.EventCallbacks, game.handleWindowEvents)
engine.Run(game, window, game.ImGUIInfo)
}
func (g *OurGame) handleWindowEvents(e sdl.Event) {
func (g *Game) handleWindowEvents(e sdl.Event) {
switch e := e.(type) {
case *sdl.WindowEvent:
@ -163,7 +273,7 @@ func (g *OurGame) handleWindowEvents(e sdl.Event) {
cam.AspectRatio = float32(width) / float32(height)
cam.Update()
simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
palleteMat.SetUnifMat4("projMat", &cam.ProjMat)
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
}
}
@ -203,17 +313,28 @@ func getDpiScaling(unscaledWindowWidth, unscaledWindowHeight int32) float32 {
return dpiScaling
}
func (g *OurGame) Init() {
func (g *Game) Init() {
var err error
//Create materials
simpleMat = materials.NewMaterial("Simple mat", "./res/shaders/simple.glsl")
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
// Camera
winWidth, winHeight := g.Win.SDLWin.GetSize()
cam = camera.NewPerspective(
gglm.NewVec3(0, 0, 10),
gglm.NewVec3(0, 0, -1),
gglm.NewVec3(0, 1, 0),
0.1, 200,
45*gglm.Deg2Rad,
float32(winWidth)/float32(winHeight),
)
//Load meshes
cubeMesh, err = meshes.NewMesh("Cube", "./res/models/tex-cube.fbx", 0)
cubeMesh, err = meshes.NewMesh("Cube", "./res/models/cube.fbx", 0)
if err != nil {
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
}
sphereMesh, err = meshes.NewMesh("Sphere", "./res/models/sphere.fbx", 0)
if err != nil {
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
}
@ -229,7 +350,27 @@ func (g *OurGame) Init() {
}
//Load textures
tex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", nil)
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{})
if err != nil {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
}
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{})
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{})
if err != nil {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
}
@ -238,42 +379,142 @@ func (g *OurGame) 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{},
)
if err != nil {
logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
}
// Configure materials
simpleMat.DiffuseTex = tex.TexID
// Create materials and assign any unused texture slots to black
whiteMat = materials.NewMaterial("White mat", "./res/shaders/simple.glsl")
whiteMat.Shininess = 64
whiteMat.DiffuseTex = whiteTex.TexID
whiteMat.SpecularTex = blackTex.TexID
whiteMat.NormalTex = blackTex.TexID
whiteMat.EmissionTex = blackTex.TexID
whiteMat.SetUnifInt32("material.diffuse", 0)
whiteMat.SetUnifInt32("material.specular", 1)
// whiteMat.SetUnifInt32("material.normal", 2)
whiteMat.SetUnifInt32("material.emission", 3)
whiteMat.SetUnifMat4("projMat", &cam.ProjMat)
whiteMat.SetUnifVec3("ambientColor", ambientColor)
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
//Movement, scale and rotation
containerMat = materials.NewMaterial("Container mat", "./res/shaders/simple.glsl")
containerMat.Shininess = 64
containerMat.DiffuseTex = containerDiffuseTex.TexID
containerMat.SpecularTex = containerSpecularTex.TexID
containerMat.NormalTex = blackTex.TexID
containerMat.EmissionTex = blackTex.TexID
containerMat.SetUnifInt32("material.diffuse", 0)
containerMat.SetUnifInt32("material.specular", 1)
// containerMat.SetUnifInt32("material.normal", 2)
containerMat.SetUnifInt32("material.emission", 3)
containerMat.SetUnifMat4("projMat", &cam.ProjMat)
containerMat.SetUnifVec3("ambientColor", ambientColor)
containerMat.SetUnifFloat32("material.shininess", containerMat.Shininess)
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
containerMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
palleteMat = materials.NewMaterial("Pallete mat", "./res/shaders/simple.glsl")
palleteMat.Shininess = 64
palleteMat.DiffuseTex = palleteTex.TexID
palleteMat.SpecularTex = blackTex.TexID
palleteMat.NormalTex = blackTex.TexID
palleteMat.EmissionTex = blackTex.TexID
palleteMat.SetUnifInt32("material.diffuse", 0)
palleteMat.SetUnifInt32("material.specular", 1)
// palleteMat.SetUnifInt32("material.normal", 2)
palleteMat.SetUnifInt32("material.emission", 3)
palleteMat.SetUnifMat4("projMat", &cam.ProjMat)
palleteMat.SetUnifVec3("ambientColor", ambientColor)
palleteMat.SetUnifFloat32("material.shininess", palleteMat.Shininess)
palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
// Movement, scale and rotation
translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
scaleMat := gglm.NewScaleMat(gglm.NewVec3(1, 1, 1))
rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(-90, -90, 0).AsRad()))
cubeModelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
// Camera
winWidth, winHeight := g.Win.SDLWin.GetSize()
cam = camera.NewPerspective(
gglm.NewVec3(0, 0, 10),
gglm.NewVec3(0, 0, -1),
gglm.NewVec3(0, 1, 0),
0.1, 200,
45*gglm.Deg2Rad,
float32(winWidth)/float32(winHeight),
)
simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
g.updateLights()
updateViewMat()
//Lights
simpleMat.SetUnifVec3("lightPos1", lightPos1)
simpleMat.SetUnifVec3("lightColor1", lightColor1)
}
func (g *OurGame) Update() {
func (g *Game) updateLights() {
for i := 0; i < len(pointLights); i++ {
pl := &pointLights[i]
indexString := "pointLights[" + strconv.Itoa(i) + "]"
whiteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
containerMat.SetUnifVec3(indexString+".pos", &pl.Pos)
palleteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
whiteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
containerMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
palleteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
whiteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
containerMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
palleteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
whiteMat.SetUnifFloat32(indexString+".constant", pl.Constant)
containerMat.SetUnifFloat32(indexString+".constant", pl.Constant)
palleteMat.SetUnifFloat32(indexString+".constant", pl.Constant)
whiteMat.SetUnifFloat32(indexString+".linear", pl.Linear)
containerMat.SetUnifFloat32(indexString+".linear", pl.Linear)
palleteMat.SetUnifFloat32(indexString+".linear", pl.Linear)
whiteMat.SetUnifFloat32(indexString+".quadratic", pl.Quadratic)
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() {
if input.IsQuitClicked() || input.KeyClicked(sdl.K_ESCAPE) {
engine.Quit()
@ -282,31 +523,12 @@ func (g *OurGame) Update() {
g.updateCameraLookAround()
g.updateCameraPos()
imgui.ShowDemoWindow()
//Rotating cubes
if input.KeyDown(sdl.K_SPACE) {
cubeModelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
}
imgui.Begin("Debug controls")
if imgui.DragFloat3("Cam Pos", &cam.Pos.Data) {
updateViewMat()
}
if imgui.DragFloat3("Cam Forward", &cam.Forward.Data) {
updateViewMat()
}
if imgui.DragFloat3("Light Pos 1", &lightPos1.Data) {
simpleMat.SetUnifVec3("lightPos1", lightPos1)
}
if imgui.DragFloat3("Light Color 1", &lightColor1.Data) {
simpleMat.SetUnifVec3("lightColor1", lightColor1)
}
imgui.Checkbox("Debug depth buffer", &debugDrawDepthBuffer)
imgui.End()
g.showDebugWindow()
if input.KeyClicked(sdl.K_F4) {
fmt.Printf("Pos: %s; Forward: %s; |Forward|: %f\n", cam.Pos.String(), cam.Forward.String(), cam.Forward.Mag())
@ -315,7 +537,172 @@ func (g *OurGame) Update() {
g.Win.SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
}
func (g *OurGame) updateCameraLookAround() {
func (g *Game) showDebugWindow() {
imgui.ShowDemoWindow()
imgui.Begin("Debug controls")
// Camera
imgui.Text("Camera")
if imgui.DragFloat3("Cam Pos", &cam.Pos.Data) {
updateViewMat()
}
if imgui.DragFloat3("Cam Forward", &cam.Forward.Data) {
updateViewMat()
}
imgui.Spacing()
// Ambient light
imgui.Text("Ambient Light")
if imgui.DragFloat3("Ambient Color", &ambientColor.Data) {
whiteMat.SetUnifVec3("ambientColor", ambientColor)
containerMat.SetUnifVec3("ambientColor", ambientColor)
palleteMat.SetUnifVec3("ambientColor", ambientColor)
}
imgui.Spacing()
// Specular
imgui.Text("Specular Settings")
if imgui.DragFloat("Specular Shininess", &whiteMat.Shininess) {
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
containerMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
palleteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
}
imgui.Spacing()
// Directional light
imgui.Text("Directional Light")
if imgui.DragFloat3("Direction", &dirLight.Dir.Data) {
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
palleteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
}
if imgui.DragFloat3("Diffuse Color", &dirLight.DiffuseColor.Data) {
whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
}
if imgui.DragFloat3("Specular Color", &dirLight.SpecularColor.Data) {
whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
containerMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
}
imgui.Spacing()
// Point lights
if imgui.BeginListBoxV("Point Lights", imgui.Vec2{Y: 200}) {
for i := 0; i < len(pointLights); i++ {
pl := &pointLights[i]
indexNumString := strconv.Itoa(i)
if !imgui.TreeNodeExStrV("Point Light "+indexNumString, imgui.TreeNodeFlagsSpanAvailWidth) {
continue
}
indexString := "pointLights[" + indexNumString + "]"
if imgui.DragFloat3("Pos", &pl.Pos.Data) {
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(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(indexString+".specularColor", &pl.SpecularColor)
containerMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
palleteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
}
imgui.TreePop()
}
imgui.EndListBox()
}
// Spot lights
if imgui.BeginListBoxV("Spot Lights", imgui.Vec2{Y: 200}) {
for i := 0; i < len(spotLights); i++ {
l := &spotLights[i]
indexNumString := strconv.Itoa(i)
if !imgui.TreeNodeExStrV("Spot Light "+indexNumString, imgui.TreeNodeFlagsSpanAvailWidth) {
continue
}
indexString := "spotLights[" + indexNumString + "]"
if imgui.DragFloat3("Pos", &l.Pos.Data) {
whiteMat.SetUnifVec3(indexString+".pos", &l.Pos)
containerMat.SetUnifVec3(indexString+".pos", &l.Pos)
palleteMat.SetUnifVec3(indexString+".pos", &l.Pos)
}
if imgui.DragFloat3("Dir", &l.Dir.Data) {
whiteMat.SetUnifVec3(indexString+".dir", &l.Dir)
containerMat.SetUnifVec3(indexString+".dir", &l.Dir)
palleteMat.SetUnifVec3(indexString+".dir", &l.Dir)
}
if imgui.DragFloat3("Diffuse Color", &l.DiffuseColor.Data) {
whiteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
containerMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
palleteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
}
if imgui.DragFloat3("Specular Color", &l.SpecularColor.Data) {
whiteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
}
if imgui.DragFloat("Inner Cutoff", &l.InnerCutoff) {
whiteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
containerMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
palleteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
}
if imgui.DragFloat("Outer Cutoff", &l.OuterCutoff) {
whiteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
containerMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
palleteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
}
imgui.TreePop()
}
imgui.EndListBox()
}
// Other
imgui.Text("Other Settings")
imgui.Checkbox("Draw Skybox", &drawSkybox)
imgui.Checkbox("Debug depth buffer", &debugDrawDepthBuffer)
imgui.End()
}
func (g *Game) updateCameraLookAround() {
mouseX, mouseY := input.GetMouseMotion()
if (mouseX == 0 && mouseY == 0) || !input.MouseDown(sdl.BUTTON_RIGHT) {
@ -327,12 +714,12 @@ func (g *OurGame) updateCameraLookAround() {
// Pitch
pitch += float32(-mouseY) * mouseSensitivity * timing.DT()
if pitch > 89.0 {
pitch = 89.0
if pitch > 1.5 {
pitch = 1.5
}
if pitch < -89.0 {
pitch = -89.0
if pitch < -1.5 {
pitch = -1.5
}
// Update cam forward
@ -341,7 +728,7 @@ func (g *OurGame) updateCameraLookAround() {
updateViewMat()
}
func (g *OurGame) updateCameraPos() {
func (g *Game) updateCameraPos() {
update := false
@ -373,33 +760,59 @@ func (g *OurGame) updateCameraPos() {
}
}
func (g *OurGame) Render() {
matToUse := simpleMat
if debugDrawDepthBuffer {
matToUse = debugDepthMat
}
func (g *Game) Render() {
tempModelMatrix := cubeModelMat.Clone()
window.Rend.Draw(chairMesh, tempModelMatrix, matToUse)
whiteMat.SetUnifVec3("camPos", &cam.Pos)
containerMat.SetUnifVec3("camPos", &cam.Pos)
palleteMat.SetUnifVec3("camPos", &cam.Pos)
sunMat := palleteMat
chairMat := palleteMat
cubeMat := containerMat
if debugDrawDepthBuffer {
sunMat = debugDepthMat
chairMat = debugDepthMat
cubeMat = debugDepthMat
}
// Draw dir light
window.Rend.Draw(sphereMesh, gglm.NewTrMatId().Translate(gglm.NewVec3(0, 10, 0)).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), sunMat)
// Draw point lights
for i := 0; i < len(pointLights); i++ {
pl := &pointLights[i]
window.Rend.Draw(cubeMesh, gglm.NewTrMatId().Translate(&pl.Pos).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), sunMat)
}
// Chair
window.Rend.Draw(chairMesh, tempModelMatrix, chairMat)
// Ground
window.Rend.Draw(cubeMesh, gglm.NewTrMatId().Translate(gglm.NewVec3(0, -3, 0)).Scale(gglm.NewVec3(20, 1, 20)), cubeMat)
// Cubes
rowSize := 1
for y := 0; y < rowSize; y++ {
for x := 0; x < rowSize; x++ {
tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
window.Rend.Draw(cubeMesh, tempModelMatrix, matToUse)
window.Rend.Draw(cubeMesh, tempModelMatrix, cubeMat)
}
tempModelMatrix.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
}
g.DrawSkybox()
if drawSkybox {
g.DrawSkybox()
}
}
func (g *OurGame) DrawSkybox() {
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)
@ -415,7 +828,6 @@ func (g *OurGame) DrawSkybox() {
skyboxMat.SetUnifMat4("viewMat", viewMat)
skyboxMat.SetUnifMat4("projMat", &cam.ProjMat)
// window.Rend.Draw(cubeMesh, gglm.NewTrMatId(), skyboxMat)
for i := 0; i < len(skyboxMesh.SubMeshes); i++ {
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, skyboxMesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(skyboxMesh.SubMeshes[i].BaseIndex), skyboxMesh.SubMeshes[i].BaseVertex)
}
@ -424,15 +836,17 @@ func (g *OurGame) DrawSkybox() {
gl.Enable(gl.CULL_FACE)
}
func (g *OurGame) FrameEnd() {
func (g *Game) FrameEnd() {
}
func (g *OurGame) DeInit() {
func (g *Game) DeInit() {
g.Win.Destroy()
}
func updateViewMat() {
cam.Update()
simpleMat.SetUnifMat4("viewMat", &cam.ViewMat)
whiteMat.SetUnifMat4("viewMat", &cam.ViewMat)
containerMat.SetUnifMat4("viewMat", &cam.ViewMat)
palleteMat.SetUnifMat4("viewMat", &cam.ViewMat)
debugDepthMat.SetUnifMat4("viewMat", &cam.ViewMat)
}

View File

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

View File

@ -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++ {

View File

@ -29,12 +29,10 @@ func (it *Iterator[T]) Next() (*T, Handle) {
return nil, 0
}
// This does two things:
//
// First is if IsDone() only checked 'remainingItems', then when Next() returns the last item IsDone() will immediately be true which will cause loops to exit before processing that last item!
// If IsDone() only checked 'remainingItems', then when Next() returns the last item IsDone() will immediately be true which will cause loops to exit before processing the last item!
// However, with this check IsDone will remain false until Next() is called at least one more time after returning the last item which ensures the last item is processed in the loop.
//
// Secondly, if the iterator is created on an empty registry, the IsDone() check above won't pass, however the check here will correctly handle the case and make IsDone start returning true
// In cases where iterator is created on an empty registry, IsDone() will report true and the above check will return early
if it.remainingItems == 0 {
it.currIndex = -1
return nil, 0
@ -47,9 +45,10 @@ func (it *Iterator[T]) Next() (*T, Handle) {
continue
}
it.remainingItems--
item := &it.registry.Items[it.currIndex]
it.currIndex++
return &it.registry.Items[it.currIndex], handle
it.remainingItems--
return item, handle
}
// If we reached here means we iterated to the end and didn't find anything, which probably
@ -62,5 +61,13 @@ func (it *Iterator[T]) Next() (*T, Handle) {
}
func (it *Iterator[T]) IsDone() bool {
return it.currIndex == -1 && it.remainingItems == 0
if it.remainingItems != 0 {
return false
}
// We have two cases here:
// 1. Index of zero means Next() never returned an item. Remaining items of zero without returning anything means we have an empty registry and so its safe to report done
// 2. Negative index means Next() has detected we reached the end and that its safe to report being done
return it.currIndex <= 0
}

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@ -77,6 +77,10 @@ func (r *Registry[T]) New() (*T, Handle) {
func (r *Registry[T]) Get(id Handle) *T {
if id.IsZero() {
return nil
}
index := id.Index()
assert.T(index < uint64(len(r.Handles)), "Failed to get entity because of invalid entity handle. Handle index is %d while registry only has %d slots. Handle: %+v", index, r.ItemCount, id)

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@ -16,6 +16,12 @@ const (
// Byte 1: Generation; Byte 2: Flags; Bytes 3-8: Index
type Handle uint64
// IsZero reports whether the handle is in its default 'zero' state.
// A zero handle is an invalid handle that does NOT point to any entity
func (h Handle) IsZero() bool {
return h == 0
}
func (h Handle) HasFlag(ef HandleFlag) bool {
return h.Flags()&ef > 0
}

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@ -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
}

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res/shaders/imgui.glsl Executable file
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@ -0,0 +1,47 @@
//shader:vertex
#version 410
uniform mat4 ProjMtx;
in vec2 Position;
in vec2 UV;
in vec4 Color;
out vec2 Frag_UV;
out vec4 Frag_Color;
// Imgui doesn't handle srgb correctly, and looks too bright and wrong in srgb buffers (see: https://github.com/ocornut/imgui/issues/578).
// While not a complete fix (that would require changes in imgui itself), moving incoming srgba colors to linear in the vertex shader helps make things look better.
vec4 srgba_to_linear(vec4 srgbaColor){
#define gamma_correction 2.2
return vec4(
pow(srgbaColor.r, gamma_correction),
pow(srgbaColor.g, gamma_correction),
pow(srgbaColor.b, gamma_correction),
srgbaColor.a
);
}
void main()
{
Frag_UV = UV;
Frag_Color = srgba_to_linear(Color);
gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
}
//shader:fragment
#version 410
uniform sampler2D Texture;
in vec2 Frag_UV;
in vec4 Frag_Color;
out vec4 Out_Color;
void main()
{
Out_Color = vec4(Frag_Color.rgb, Frag_Color.a * texture(Texture, Frag_UV.st).r);
}

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@ -18,7 +18,12 @@ uniform mat4 projMat;
void main()
{
// @TODO: Calculate this on the CPU and send it as a uniform
// This produces the normal matrix that multiplies with the model normal to produce the
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
vertUV0 = vertUV0In;
vertColor = vertColorIn;
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
@ -29,13 +34,50 @@ void main()
//shader:fragment
#version 410
uniform float ambientStrength = 0;
uniform vec3 ambientLightColor = vec3(1, 1, 1);
struct Material {
sampler2D diffuse;
sampler2D specular;
// sampler2D normal;
sampler2D emission;
float shininess;
};
uniform vec3 lightPos1;
uniform vec3 lightColor1;
uniform Material material;
uniform sampler2D diffTex;
struct DirLight {
vec3 dir;
vec3 diffuseColor;
vec3 specularColor;
};
uniform DirLight dirLight;
struct PointLight {
vec3 pos;
vec3 diffuseColor;
vec3 specularColor;
float constant;
float linear;
float quadratic;
};
#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);
in vec3 vertColor;
in vec3 vertNormal;
@ -44,12 +86,108 @@ in vec3 fragPos;
out vec4 fragColor;
// Global variables used as cache for lighting calculations
vec4 diffuseTexColor;
vec4 specularTexColor;
vec4 emissionTexColor;
vec3 normalizedVertNorm;
vec3 viewDir;
vec3 CalcDirLight()
{
vec3 lightDir = normalize(-dirLight.dir);
// Diffuse
float diffuseAmount = max(0.0, dot(normalizedVertNorm, lightDir));
vec3 finalDiffuse = diffuseAmount * dirLight.diffuseColor * diffuseTexColor.rgb;
// Specular
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;
}
vec3 CalcPointLight(PointLight pointLight)
{
// Ignore unset lights
if (pointLight.constant == 0){
return vec3(0);
}
vec3 lightDir = normalize(pointLight.pos - fragPos);
// Diffuse
float diffuseAmount = max(0.0, dot(normalizedVertNorm, lightDir));
vec3 finalDiffuse = diffuseAmount * pointLight.diffuseColor * diffuseTexColor.rgb;
// Specular
vec3 halfwayDir = normalize(lightDir + viewDir);
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
vec3 finalSpecular = specularAmount * pointLight.specularColor * specularTexColor.rgb;
// attenuation
float distToLight = length(pointLight.pos - fragPos);
float attenuation = 1.0 / (pointLight.constant + pointLight.linear * distToLight + pointLight.quadratic * (distToLight * distToLight));
return (finalDiffuse + finalSpecular) * attenuation;
}
vec3 CalcSpotLight(SpotLight light)
{
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()
{
vec3 lightDir = normalize(lightPos1 - fragPos);
float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
// Shared values
diffuseTexColor = texture(material.diffuse, vertUV0);
specularTexColor = texture(material.specular, vertUV0);
emissionTexColor = texture(material.emission, vertUV0);
vec3 finalAmbientColor = ambientLightColor * ambientStrength;
vec4 texColor = texture(diffTex, vertUV0);
fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
}
normalizedVertNorm = normalize(vertNormal);
viewDir = normalize(camPos - fragPos);
// Light contributions
vec3 finalColor = CalcDirLight();
for (int i = 0; i < NUM_POINT_LIGHTS; i++)
{
finalColor += CalcPointLight(pointLights[i]);
}
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
{
finalColor += CalcSpotLight(spotLights[i]);
}
vec3 finalEmission = emissionTexColor.rgb;
vec3 finalAmbient = ambientColor * diffuseTexColor.rgb;
fragColor = vec4(finalColor + finalAmbient + finalEmission, 1);
}

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@ -16,7 +16,8 @@ type ImguiInfo struct {
VaoID uint32
VboID uint32
IndexBufID uint32
TexID uint32
// This is a pointer so we can send a stable pointer to C code
TexID *uint32
}
func (i *ImguiInfo) FrameStart(winWidth, winHeight float32) {
@ -67,7 +68,7 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
i.Mat.Bind()
i.Mat.SetUnifInt32("Texture", 0)
//PERF: only update the ortho matrix on window resize
// @PERF: only update the ortho matrix on window resize
orthoMat := gglm.Ortho(0, float32(winWidth), 0, float32(winHeight), 0, 20)
i.Mat.SetUnifMat4("ProjMtx", &orthoMat.Mat4)
gl.BindSampler(0, 0) // Rely on combined texture/sampler state.
@ -108,11 +109,12 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
cmd.CallUserCallback(list)
} else {
gl.BindTexture(gl.TEXTURE_2D, i.TexID)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
clipRect := cmd.ClipRect()
gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
gl.DrawElementsBaseVertex(gl.TRIANGLES, int32(cmd.ElemCount()), uint32(drawType), gl.PtrOffset(int(cmd.IdxOffset())*indexSize), int32(cmd.VtxOffset()))
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, int32(cmd.ElemCount()), uint32(drawType), uintptr(int(cmd.IdxOffset())*indexSize), int32(cmd.VtxOffset()))
}
}
}
@ -141,13 +143,14 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
pixels, width, height, _ := a.GetTextureDataAsAlpha8()
gl.BindTexture(gl.TEXTURE_2D, i.TexID)
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
}
const imguiShdrSrc = `
const DefaultImguiShader = `
//shader:vertex
#version 410
@ -160,10 +163,24 @@ in vec4 Color;
out vec2 Frag_UV;
out vec4 Frag_Color;
// Imgui doesn't handle srgb correctly, and looks too bright and wrong in srgb buffers (see: https://github.com/ocornut/imgui/issues/578).
// While not a complete fix (that would require changes in imgui itself), moving incoming srgba colors to linear in the vertex shader helps make things look better.
vec4 srgba_to_linear(vec4 srgbaColor){
#define gamma_correction 2.2
return vec4(
pow(srgbaColor.r, gamma_correction),
pow(srgbaColor.g, gamma_correction),
pow(srgbaColor.b, gamma_correction),
srgbaColor.a
);
}
void main()
{
Frag_UV = UV;
Frag_Color = Color;
Frag_Color = srgba_to_linear(Color);
gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
}
@ -183,11 +200,21 @@ void main()
}
`
func NewImGui() ImguiInfo {
// NewImGui setups imgui using the passed shader.
// If the path is empty a default nMage shader is used
func NewImGui(shaderPath string) ImguiInfo {
var imguiMat *materials.Material
if shaderPath == "" {
imguiMat = materials.NewMaterialSrc("ImGUI Mat", []byte(DefaultImguiShader))
} else {
imguiMat = materials.NewMaterial("ImGUI Mat", shaderPath)
}
imguiInfo := ImguiInfo{
ImCtx: imgui.CreateContext(),
Mat: materials.NewMaterialSrc("ImGUI Mat", []byte(imguiShdrSrc)),
Mat: imguiMat,
TexID: new(uint32),
}
io := imgui.CurrentIO()
@ -197,10 +224,11 @@ func NewImGui() ImguiInfo {
gl.GenVertexArrays(1, &imguiInfo.VaoID)
gl.GenBuffers(1, &imguiInfo.VboID)
gl.GenBuffers(1, &imguiInfo.IndexBufID)
gl.GenTextures(1, &imguiInfo.TexID)
gl.GenTextures(1, imguiInfo.TexID)
// Upload font to gpu
gl.BindTexture(gl.TEXTURE_2D, imguiInfo.TexID)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, *imguiInfo.TexID)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
@ -209,7 +237,7 @@ func NewImGui() ImguiInfo {
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(uintptr(imguiInfo.TexID)))
io.Fonts().SetTexID(imgui.TextureID(imguiInfo.TexID))
//Shader attributes
imguiInfo.Mat.Bind()