Compare commits
18 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 83922f1908 | |||
| c00f6d97dd | |||
| 3c0f82a735 | |||
| c058b82a92 | |||
| 908e5e96aa | |||
| c83e263476 | |||
| 01f06cce1e | |||
| 20ed804d2a | |||
| 80ce6d60d2 | |||
| c998fc26ce | |||
| 81b515197d | |||
| d703a5270c | |||
| caa76c2a5e | |||
| da50d597f9 | |||
| 9f9744a142 | |||
| b101d54049 | |||
| 41b5aea185 | |||
| 3574318552 |
4
.github/workflows/build-nmage.yml
vendored
@ -9,10 +9,10 @@ jobs:
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runs-on: macos-12
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steps:
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- name: Install golang 1.18
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- name: Install golang
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uses: actions/setup-go@v3
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with:
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go-version: '^1.18'
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go-version: '>=1.18'
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- name: Install assimp-go dylib
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run: sudo mkdir -p /usr/local/lib && sudo wget https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp_darwin_amd64.dylib -O /usr/local/lib/libassimp.5.dylib
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@ -4,7 +4,6 @@ import (
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"bytes"
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"fmt"
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"image"
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"image/color"
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"image/jpeg"
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"image/png"
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"io"
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@ -14,6 +13,7 @@ import (
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"unsafe"
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"github.com/go-gl/gl/v4.1-core/gl"
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"github.com/mandykoh/prism"
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)
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type ColorFormat int
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@ -23,11 +23,20 @@ const (
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)
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type Texture struct {
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//Path only exists for textures loaded from disk
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Path string
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TexID uint32
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Width int32
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// Path only exists for textures loaded from disk
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Path string
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TexID uint32
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// Width is the width of the texture in pixels (pixels per row).
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// 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)
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Width int32
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// Height is the height of the texture in pixels (pixels per column).
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// 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)
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Height int32
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|
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// Pixels usually stored in RGBA format
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Pixels []byte
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}
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@ -36,6 +45,7 @@ type TextureLoadOptions struct {
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WriteToCache bool
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GenMipMaps bool
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KeepPixelsInMem bool
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TextureIsSrgba bool
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}
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type Cubemap struct {
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@ -67,16 +77,20 @@ func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, erro
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return Texture{}, err
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}
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img, err := png.Decode(bytes.NewReader(fileBytes))
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bytesReader := bytes.NewReader(fileBytes)
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img, err := png.Decode(bytesReader)
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if err != nil {
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return Texture{}, err
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}
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nrgbaImg := prism.ConvertImageToNRGBA(img, 2)
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tex := Texture{
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Path: file,
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Path: file,
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Pixels: nrgbaImg.Pix,
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Width: int32(nrgbaImg.Bounds().Dx()),
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Height: int32(nrgbaImg.Bounds().Dy()),
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}
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tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
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flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height), 4)
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//Prepare opengl stuff
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gl.GenTextures(1, &tex.TexID)
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@ -89,7 +103,12 @@ func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, erro
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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// load and generate the texture
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
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internalFormat := int32(gl.RGBA8)
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if loadOptions.TextureIsSrgba {
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internalFormat = gl.SRGB_ALPHA
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}
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gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
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if loadOptions.GenMipMaps {
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gl.GenerateMipmap(tex.TexID)
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@ -112,8 +131,14 @@ func LoadTextureInMemPngImg(img image.Image, loadOptions *TextureLoadOptions) (T
|
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loadOptions = &TextureLoadOptions{}
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}
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||||
|
||||
tex := Texture{}
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||||
tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
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nrgbaImg := prism.ConvertImageToNRGBA(img, 2)
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tex := Texture{
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||||
Path: "",
|
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Pixels: nrgbaImg.Pix,
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Height: int32(nrgbaImg.Bounds().Dy()),
|
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Width: int32(nrgbaImg.Bounds().Dx()),
|
||||
}
|
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flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height), 4)
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|
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//Prepare opengl stuff
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gl.GenTextures(1, &tex.TexID)
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@ -126,7 +151,12 @@ func LoadTextureInMemPngImg(img image.Image, loadOptions *TextureLoadOptions) (T
|
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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// load and generate the texture
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
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internalFormat := int32(gl.RGBA8)
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if loadOptions.TextureIsSrgba {
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internalFormat = gl.SRGB_ALPHA
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}
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gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
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if loadOptions.GenMipMaps {
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gl.GenerateMipmap(tex.TexID)
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@ -166,11 +196,14 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
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return Texture{}, err
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}
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nrgbaImg := prism.ConvertImageToNRGBA(img, 2)
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tex := Texture{
|
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Path: file,
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||||
Path: file,
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Pixels: nrgbaImg.Pix,
|
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Height: int32(nrgbaImg.Bounds().Dy()),
|
||||
Width: int32(nrgbaImg.Bounds().Dx()),
|
||||
}
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||||
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tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
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flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height), 4)
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||||
|
||||
//Prepare opengl stuff
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||||
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]))
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internalFormat := int32(gl.RGBA8)
|
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if loadOptions.TextureIsSrgba {
|
||||
internalFormat = gl.SRGB_ALPHA
|
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}
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||||
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
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||||
|
||||
if loadOptions.GenMipMaps {
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gl.GenerateMipmap(tex.TexID)
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@ -200,65 +238,19 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
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return tex, nil
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}
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||||
|
||||
func pixelsFromNrgbaPng(img image.Image) (pixels []byte, width, height int32) {
|
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// LoadCubemapTextures only supports the 'TextureIsSrgba' option
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func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex string, loadOptions *TextureLoadOptions) (Cubemap, error) {
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//NOTE: Load bottom left to top right because this is the texture coordinate system used by OpenGL
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//NOTE: We only support 8-bit channels (32-bit colors) for now
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i := 0
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width, height = int32(img.Bounds().Dx()), int32(img.Bounds().Dy())
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pixels = make([]byte, img.Bounds().Dx()*img.Bounds().Dy()*4)
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for y := img.Bounds().Dy() - 1; y >= 0; y-- {
|
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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
|
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pixels[i+2] = c.B
|
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pixels[i+3] = c.A
|
||||
|
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i += 4
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}
|
||||
if loadOptions == nil {
|
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loadOptions = &TextureLoadOptions{}
|
||||
}
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|
||||
return pixels, width, height
|
||||
}
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||||
|
||||
func pixelsFromNrgbaJpg(img image.Image) (pixels []byte, width, height int32) {
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|
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//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
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||||
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.RGBA8)
|
||||
if loadOptions.TextureIsSrgba {
|
||||
internalFormat = gl.SRGB_ALPHA
|
||||
}
|
||||
|
||||
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)
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -15,6 +15,13 @@ import (
|
||||
|
||||
var (
|
||||
isInited = false
|
||||
|
||||
isSdlButtonLeftDown = false
|
||||
isSdlButtonMiddleDown = false
|
||||
isSdlButtonRightDown = false
|
||||
|
||||
ImguiRelativeMouseModePosX float32
|
||||
ImguiRelativeMouseModePosY float32
|
||||
)
|
||||
|
||||
type Window struct {
|
||||
@ -29,7 +36,9 @@ 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()
|
||||
|
||||
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
|
||||
|
||||
//Fire callbacks
|
||||
@ -42,14 +51,18 @@ 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 +86,29 @@ 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 +118,17 @@ 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 +167,21 @@ 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 +192,12 @@ 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 {
|
||||
@ -198,12 +234,23 @@ func initOpenGL() error {
|
||||
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!")
|
||||
|
||||
@ -213,3 +260,12 @@ func SetVSync(enabled bool) {
|
||||
sdl.GLSetSwapInterval(0)
|
||||
}
|
||||
}
|
||||
|
||||
func SetMSAA(isEnabled bool) {
|
||||
|
||||
if isEnabled {
|
||||
gl.Enable(gl.MULTISAMPLE)
|
||||
} else {
|
||||
gl.Disable(gl.MULTISAMPLE)
|
||||
}
|
||||
}
|
||||
|
||||
7
go.mod
@ -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
@ -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=
|
||||
|
||||
@ -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
|
||||
@ -70,29 +70,31 @@ 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 +111,12 @@ 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 +143,7 @@ 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 +155,7 @@ 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 +169,8 @@ 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 +179,8 @@ 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 +189,8 @@ 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 +199,8 @@ 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 +209,8 @@ 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 +219,8 @@ 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 +228,8 @@ 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 +238,8 @@ 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 +248,8 @@ func MouseDown(mb int) bool {
|
||||
|
||||
func MouseUp(mb int) bool {
|
||||
|
||||
btn := mouseBtnMap[mb]
|
||||
if btn == nil {
|
||||
btn, ok := mouseBtnMap[mb]
|
||||
if !ok {
|
||||
return true
|
||||
}
|
||||
|
||||
|
||||
597
main.go
@ -3,6 +3,7 @@ package main
|
||||
import (
|
||||
"fmt"
|
||||
"runtime"
|
||||
"strconv"
|
||||
|
||||
imgui "github.com/AllenDang/cimgui-go"
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
@ -22,16 +23,65 @@ import (
|
||||
"github.com/veandco/go-sdl2/sdl"
|
||||
)
|
||||
|
||||
// @Todo:
|
||||
// Integrate physx
|
||||
// Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
|
||||
// Renderer batching
|
||||
// Scene graph
|
||||
// Separate engine loop from rendering loop? or leave it to the user?
|
||||
// Abstract keys enum away from sdl
|
||||
// Proper Asset loading
|
||||
// Frustum culling
|
||||
// Material system editor with fields automatically extracted from the shader
|
||||
/*
|
||||
@TODO:
|
||||
- Rendering:
|
||||
- Phong lighting model ✅
|
||||
- Directional lights ✅
|
||||
- Point lights ✅
|
||||
- Spotlights ✅
|
||||
- HDR
|
||||
- Cascaded shadow mapping
|
||||
- Skeletal animations
|
||||
- Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
|
||||
- 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 +95,87 @@ 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 +248,20 @@ 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 +272,7 @@ 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 +312,28 @@ 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 +349,27 @@ 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{TextureIsSrgba: true})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
blackTex, err := assets.LoadTexturePNG("./res/textures/black.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
containerDiffuseTex, err := assets.LoadTexturePNG("./res/textures/container-diffuse.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
containerSpecularTex, err := assets.LoadTexturePNG("./res/textures/container-specular.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
palleteTex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
@ -238,42 +378,142 @@ 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{TextureIsSrgba: true},
|
||||
)
|
||||
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 +522,12 @@ 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 +536,172 @@ 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 +713,12 @@ 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 +727,7 @@ func (g *OurGame) updateCameraLookAround() {
|
||||
updateViewMat()
|
||||
}
|
||||
|
||||
func (g *OurGame) updateCameraPos() {
|
||||
func (g *Game) updateCameraPos() {
|
||||
|
||||
update := false
|
||||
|
||||
@ -373,29 +759,55 @@ 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)
|
||||
@ -415,7 +827,6 @@ 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 +835,17 @@ 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)
|
||||
}
|
||||
|
||||
@ -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 {
|
||||
|
||||
@ -45,9 +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
|
||||
|
||||
@ -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)
|
||||
|
||||
|
||||
@ -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
|
||||
}
|
||||
|
||||
BIN
res/models/cube.fbx
Executable file
BIN
res/models/plane.fbx
Executable file
BIN
res/models/sphere.fbx
Executable file
47
res/shaders/imgui.glsl
Executable file
@ -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);
|
||||
}
|
||||
@ -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 reflectDir = reflect(-lightDir, normalizedVertNorm);
|
||||
float specularAmount = pow(max(dot(viewDir, reflectDir), 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 reflectDir = reflect(-lightDir, normalizedVertNorm);
|
||||
float specularAmount = pow(max(dot(viewDir, reflectDir), 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 reflectDir = reflect(-fragToLightDir, normalizedVertNorm);
|
||||
float specularAmount = pow(max(dot(viewDir, reflectDir), 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);
|
||||
}
|
||||
|
||||
BIN
res/textures/black.png
Executable file
|
After Width: | Height: | Size: 142 B |
BIN
res/textures/container-diffuse.png
Executable file
|
After Width: | Height: | Size: 457 KiB |
BIN
res/textures/container-specular.png
Executable file
|
After Width: | Height: | Size: 141 KiB |
|
Before Width: | Height: | Size: 1008 KiB After Width: | Height: | Size: 1.0 MiB |
|
Before Width: | Height: | Size: 274 KiB After Width: | Height: | Size: 617 KiB |
|
Before Width: | Height: | Size: 1.5 MiB After Width: | Height: | Size: 1.6 MiB |
|
Before Width: | Height: | Size: 1.3 MiB After Width: | Height: | Size: 1.4 MiB |
|
Before Width: | Height: | Size: 1.2 MiB After Width: | Height: | Size: 1.2 MiB |
|
Before Width: | Height: | Size: 338 KiB After Width: | Height: | Size: 770 KiB |
BIN
res/textures/white.png
Executable file
|
After Width: | Height: | Size: 232 B |
@ -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()
|
||||
|
||||