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| 41b5aea185 |
4
.github/workflows/build-nmage.yml
vendored
@ -9,10 +9,10 @@ jobs:
|
|||||||
runs-on: macos-12
|
runs-on: macos-12
|
||||||
steps:
|
steps:
|
||||||
|
|
||||||
- name: Install golang 1.18
|
- name: Install golang
|
||||||
uses: actions/setup-go@v3
|
uses: actions/setup-go@v3
|
||||||
with:
|
with:
|
||||||
go-version: '^1.18'
|
go-version: '>=1.22'
|
||||||
|
|
||||||
- name: Install assimp-go dylib
|
- 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
|
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
|
||||||
|
|||||||
@ -4,7 +4,6 @@ import (
|
|||||||
"bytes"
|
"bytes"
|
||||||
"fmt"
|
"fmt"
|
||||||
"image"
|
"image"
|
||||||
"image/color"
|
|
||||||
"image/jpeg"
|
"image/jpeg"
|
||||||
"image/png"
|
"image/png"
|
||||||
"io"
|
"io"
|
||||||
@ -14,6 +13,7 @@ import (
|
|||||||
"unsafe"
|
"unsafe"
|
||||||
|
|
||||||
"github.com/go-gl/gl/v4.1-core/gl"
|
"github.com/go-gl/gl/v4.1-core/gl"
|
||||||
|
"github.com/mandykoh/prism"
|
||||||
)
|
)
|
||||||
|
|
||||||
type ColorFormat int
|
type ColorFormat int
|
||||||
@ -23,11 +23,20 @@ const (
|
|||||||
)
|
)
|
||||||
|
|
||||||
type Texture struct {
|
type Texture struct {
|
||||||
//Path only exists for textures loaded from disk
|
// Path only exists for textures loaded from disk
|
||||||
Path string
|
Path string
|
||||||
TexID uint32
|
|
||||||
Width int32
|
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
|
Height int32
|
||||||
|
|
||||||
|
// Pixels usually stored in RGBA format
|
||||||
Pixels []byte
|
Pixels []byte
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -36,6 +45,7 @@ type TextureLoadOptions struct {
|
|||||||
WriteToCache bool
|
WriteToCache bool
|
||||||
GenMipMaps bool
|
GenMipMaps bool
|
||||||
KeepPixelsInMem bool
|
KeepPixelsInMem bool
|
||||||
|
NoSrgba bool
|
||||||
}
|
}
|
||||||
|
|
||||||
type Cubemap struct {
|
type Cubemap struct {
|
||||||
@ -67,16 +77,20 @@ func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, erro
|
|||||||
return Texture{}, err
|
return Texture{}, err
|
||||||
}
|
}
|
||||||
|
|
||||||
img, err := png.Decode(bytes.NewReader(fileBytes))
|
bytesReader := bytes.NewReader(fileBytes)
|
||||||
|
img, err := png.Decode(bytesReader)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return Texture{}, err
|
return Texture{}, err
|
||||||
}
|
}
|
||||||
|
|
||||||
|
nrgbaImg := prism.ConvertImageToNRGBA(img, 2)
|
||||||
tex := Texture{
|
tex := Texture{
|
||||||
Path: file,
|
Path: file,
|
||||||
|
Pixels: nrgbaImg.Pix,
|
||||||
|
Width: int32(nrgbaImg.Bounds().Dx()),
|
||||||
|
Height: int32(nrgbaImg.Bounds().Dy()),
|
||||||
}
|
}
|
||||||
|
flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height), 4)
|
||||||
tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
|
|
||||||
|
|
||||||
//Prepare opengl stuff
|
//Prepare opengl stuff
|
||||||
gl.GenTextures(1, &tex.TexID)
|
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)
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||||
|
|
||||||
// load and generate the texture
|
// 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 {
|
if loadOptions.GenMipMaps {
|
||||||
gl.GenerateMipmap(tex.TexID)
|
gl.GenerateMipmap(tex.TexID)
|
||||||
@ -112,8 +131,14 @@ func LoadTextureInMemPngImg(img image.Image, loadOptions *TextureLoadOptions) (T
|
|||||||
loadOptions = &TextureLoadOptions{}
|
loadOptions = &TextureLoadOptions{}
|
||||||
}
|
}
|
||||||
|
|
||||||
tex := Texture{}
|
nrgbaImg := prism.ConvertImageToNRGBA(img, 2)
|
||||||
tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
|
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
|
//Prepare opengl stuff
|
||||||
gl.GenTextures(1, &tex.TexID)
|
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)
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||||
|
|
||||||
// load and generate the texture
|
// 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 {
|
if loadOptions.GenMipMaps {
|
||||||
gl.GenerateMipmap(tex.TexID)
|
gl.GenerateMipmap(tex.TexID)
|
||||||
@ -166,11 +196,14 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
|
|||||||
return Texture{}, err
|
return Texture{}, err
|
||||||
}
|
}
|
||||||
|
|
||||||
|
nrgbaImg := prism.ConvertImageToNRGBA(img, 2)
|
||||||
tex := Texture{
|
tex := Texture{
|
||||||
Path: file,
|
Path: file,
|
||||||
|
Pixels: nrgbaImg.Pix,
|
||||||
|
Height: int32(nrgbaImg.Bounds().Dy()),
|
||||||
|
Width: int32(nrgbaImg.Bounds().Dx()),
|
||||||
}
|
}
|
||||||
|
flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height), 4)
|
||||||
tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
|
|
||||||
|
|
||||||
//Prepare opengl stuff
|
//Prepare opengl stuff
|
||||||
gl.GenTextures(1, &tex.TexID)
|
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)
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||||
|
|
||||||
// load and generate the texture
|
// 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 {
|
if loadOptions.GenMipMaps {
|
||||||
gl.GenerateMipmap(tex.TexID)
|
gl.GenerateMipmap(tex.TexID)
|
||||||
@ -200,65 +238,19 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
|
|||||||
return tex, nil
|
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
|
if loadOptions == nil {
|
||||||
//NOTE: We only support 8-bit channels (32-bit colors) for now
|
loadOptions = &TextureLoadOptions{}
|
||||||
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 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 imgDecoder func(r io.Reader) (image.Image, error)
|
||||||
var pixelDecoder func(image.Image) ([]byte, int32, int32)
|
|
||||||
ext := strings.ToLower(path.Ext(rightTex))
|
ext := strings.ToLower(path.Ext(rightTex))
|
||||||
if ext == ".jpg" || ext == ".jpeg" {
|
if ext == ".jpg" || ext == ".jpeg" {
|
||||||
imgDecoder = jpeg.Decode
|
imgDecoder = jpeg.Decode
|
||||||
pixelDecoder = pixelsFromNrgbaJpg
|
|
||||||
} else if ext == ".png" {
|
} else if ext == ".png" {
|
||||||
imgDecoder = png.Decode
|
imgDecoder = png.Decode
|
||||||
pixelDecoder = pixelsFromNrgbaPng
|
|
||||||
} else {
|
} else {
|
||||||
return Cubemap{}, fmt.Errorf("unknown image extension: %s. Expected one of: .jpg, .jpeg, .png", ext)
|
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
|
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)
|
// 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
|
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)
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@ -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
|
|
||||||
}
|
|
||||||
295
buffers/framebuffer.go
Executable file
@ -0,0 +1,295 @@
|
|||||||
|
package buffers
|
||||||
|
|
||||||
|
import (
|
||||||
|
"github.com/bloeys/nmage/logging"
|
||||||
|
"github.com/go-gl/gl/v4.1-core/gl"
|
||||||
|
)
|
||||||
|
|
||||||
|
type FramebufferAttachmentType int32
|
||||||
|
|
||||||
|
const (
|
||||||
|
FramebufferAttachmentType_Unknown FramebufferAttachmentType = iota
|
||||||
|
FramebufferAttachmentType_Texture
|
||||||
|
FramebufferAttachmentType_Renderbuffer
|
||||||
|
)
|
||||||
|
|
||||||
|
func (f FramebufferAttachmentType) IsValid() bool {
|
||||||
|
|
||||||
|
switch f {
|
||||||
|
case FramebufferAttachmentType_Texture:
|
||||||
|
fallthrough
|
||||||
|
case FramebufferAttachmentType_Renderbuffer:
|
||||||
|
return true
|
||||||
|
|
||||||
|
default:
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
type FramebufferAttachmentDataFormat int32
|
||||||
|
|
||||||
|
const (
|
||||||
|
FramebufferAttachmentDataFormat_Unknown FramebufferAttachmentDataFormat = iota
|
||||||
|
FramebufferAttachmentDataFormat_R32Int
|
||||||
|
FramebufferAttachmentDataFormat_RGBA8
|
||||||
|
FramebufferAttachmentDataFormat_SRGBA
|
||||||
|
FramebufferAttachmentDataFormat_Depth24Stencil8
|
||||||
|
)
|
||||||
|
|
||||||
|
func (f FramebufferAttachmentDataFormat) IsColorFormat() bool {
|
||||||
|
return f == FramebufferAttachmentDataFormat_R32Int ||
|
||||||
|
f == FramebufferAttachmentDataFormat_RGBA8 ||
|
||||||
|
f == FramebufferAttachmentDataFormat_SRGBA
|
||||||
|
}
|
||||||
|
|
||||||
|
func (f FramebufferAttachmentDataFormat) IsDepthFormat() bool {
|
||||||
|
return f == FramebufferAttachmentDataFormat_Depth24Stencil8
|
||||||
|
}
|
||||||
|
|
||||||
|
func (f FramebufferAttachmentDataFormat) GlInternalFormat() int32 {
|
||||||
|
|
||||||
|
switch f {
|
||||||
|
case FramebufferAttachmentDataFormat_R32Int:
|
||||||
|
return gl.R32I
|
||||||
|
case FramebufferAttachmentDataFormat_RGBA8:
|
||||||
|
return gl.RGB8
|
||||||
|
case FramebufferAttachmentDataFormat_SRGBA:
|
||||||
|
return gl.SRGB_ALPHA
|
||||||
|
case FramebufferAttachmentDataFormat_Depth24Stencil8:
|
||||||
|
return gl.DEPTH24_STENCIL8
|
||||||
|
default:
|
||||||
|
logging.ErrLog.Fatalf("unknown framebuffer attachment data format. Format=%d\n", f)
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (f FramebufferAttachmentDataFormat) GlFormat() uint32 {
|
||||||
|
|
||||||
|
switch f {
|
||||||
|
case FramebufferAttachmentDataFormat_R32Int:
|
||||||
|
return gl.RED_INTEGER
|
||||||
|
|
||||||
|
case FramebufferAttachmentDataFormat_RGBA8:
|
||||||
|
fallthrough
|
||||||
|
case FramebufferAttachmentDataFormat_SRGBA:
|
||||||
|
return gl.RGBA
|
||||||
|
|
||||||
|
case FramebufferAttachmentDataFormat_Depth24Stencil8:
|
||||||
|
return gl.DEPTH_STENCIL
|
||||||
|
|
||||||
|
default:
|
||||||
|
logging.ErrLog.Fatalf("unknown framebuffer attachment data format. Format=%d\n", f)
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
type FramebufferAttachment struct {
|
||||||
|
Id uint32
|
||||||
|
Type FramebufferAttachmentType
|
||||||
|
Format FramebufferAttachmentDataFormat
|
||||||
|
}
|
||||||
|
|
||||||
|
type Framebuffer struct {
|
||||||
|
Id uint32
|
||||||
|
Attachments []FramebufferAttachment
|
||||||
|
ColorAttachmentsCount uint32
|
||||||
|
Width uint32
|
||||||
|
Height uint32
|
||||||
|
}
|
||||||
|
|
||||||
|
func (fbo *Framebuffer) Bind() {
|
||||||
|
gl.BindFramebuffer(gl.FRAMEBUFFER, fbo.Id)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (fbo *Framebuffer) BindWithViewport() {
|
||||||
|
gl.BindFramebuffer(gl.FRAMEBUFFER, fbo.Id)
|
||||||
|
gl.Viewport(0, 0, int32(fbo.Width), int32(fbo.Height))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (fbo *Framebuffer) UnBind() {
|
||||||
|
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (fbo *Framebuffer) UnBindWithViewport(width, height uint32) {
|
||||||
|
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
|
||||||
|
gl.Viewport(0, 0, int32(width), int32(height))
|
||||||
|
}
|
||||||
|
|
||||||
|
// IsComplete returns true if OpenGL reports that the fbo is complete/usable.
|
||||||
|
// Note that this function binds and then unbinds the fbo
|
||||||
|
func (fbo *Framebuffer) IsComplete() bool {
|
||||||
|
fbo.Bind()
|
||||||
|
isComplete := gl.CheckFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE
|
||||||
|
fbo.UnBind()
|
||||||
|
return isComplete
|
||||||
|
}
|
||||||
|
|
||||||
|
func (fbo *Framebuffer) HasColorAttachment() bool {
|
||||||
|
return fbo.ColorAttachmentsCount > 0
|
||||||
|
}
|
||||||
|
|
||||||
|
func (fbo *Framebuffer) HasDepthAttachment() bool {
|
||||||
|
|
||||||
|
for i := 0; i < len(fbo.Attachments); i++ {
|
||||||
|
|
||||||
|
a := &fbo.Attachments[i]
|
||||||
|
if a.Format.IsDepthFormat() {
|
||||||
|
return true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
|
||||||
|
func (fbo *Framebuffer) NewColorAttachment(
|
||||||
|
attachType FramebufferAttachmentType,
|
||||||
|
attachFormat FramebufferAttachmentDataFormat,
|
||||||
|
) {
|
||||||
|
|
||||||
|
if fbo.ColorAttachmentsCount == 8 {
|
||||||
|
logging.ErrLog.Fatalf("failed creating color attachment for framebuffer due it already having %d attached\n", fbo.ColorAttachmentsCount)
|
||||||
|
}
|
||||||
|
|
||||||
|
if !attachType.IsValid() {
|
||||||
|
logging.ErrLog.Fatalf("failed creating color attachment for framebuffer due to unknown attachment type. Type=%d\n", attachType)
|
||||||
|
}
|
||||||
|
|
||||||
|
if !attachFormat.IsColorFormat() {
|
||||||
|
logging.ErrLog.Fatalf("failed creating color attachment for framebuffer due to attachment data format not being a valid color type. Data format=%d\n", attachFormat)
|
||||||
|
}
|
||||||
|
|
||||||
|
a := FramebufferAttachment{
|
||||||
|
Type: attachType,
|
||||||
|
Format: attachFormat,
|
||||||
|
}
|
||||||
|
|
||||||
|
fbo.Bind()
|
||||||
|
|
||||||
|
if attachType == FramebufferAttachmentType_Texture {
|
||||||
|
|
||||||
|
// Create texture
|
||||||
|
gl.GenTextures(1, &a.Id)
|
||||||
|
if a.Id == 0 {
|
||||||
|
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, a.Id)
|
||||||
|
gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.UNSIGNED_BYTE, nil)
|
||||||
|
|
||||||
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||||
|
|
||||||
|
// Attach to fbo
|
||||||
|
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0+fbo.ColorAttachmentsCount, gl.TEXTURE_2D, a.Id, 0)
|
||||||
|
|
||||||
|
} else if attachType == FramebufferAttachmentType_Renderbuffer {
|
||||||
|
|
||||||
|
// Create rbo
|
||||||
|
gl.GenRenderbuffers(1, &a.Id)
|
||||||
|
if a.Id == 0 {
|
||||||
|
logging.ErrLog.Fatalf("failed to generate render buffer for framebuffer. GlError=%d\n", gl.GetError())
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.BindRenderbuffer(gl.RENDERBUFFER, a.Id)
|
||||||
|
gl.RenderbufferStorage(gl.RENDERBUFFER, uint32(attachFormat.GlInternalFormat()), int32(fbo.Width), int32(fbo.Height))
|
||||||
|
gl.BindRenderbuffer(gl.RENDERBUFFER, 0)
|
||||||
|
|
||||||
|
// Attach to fbo
|
||||||
|
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0+fbo.ColorAttachmentsCount, gl.RENDERBUFFER, a.Id)
|
||||||
|
}
|
||||||
|
|
||||||
|
fbo.UnBind()
|
||||||
|
fbo.ColorAttachmentsCount++
|
||||||
|
fbo.Attachments = append(fbo.Attachments, a)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (fbo *Framebuffer) NewDepthStencilAttachment(
|
||||||
|
attachType FramebufferAttachmentType,
|
||||||
|
attachFormat FramebufferAttachmentDataFormat,
|
||||||
|
) {
|
||||||
|
|
||||||
|
if fbo.HasDepthAttachment() {
|
||||||
|
logging.ErrLog.Fatalf("failed creating depth-stencil attachment for framebuffer because a depth-stencil attachment already exists\n")
|
||||||
|
}
|
||||||
|
|
||||||
|
if !attachType.IsValid() {
|
||||||
|
logging.ErrLog.Fatalf("failed creating depth-stencil attachment for framebuffer due to unknown attachment type. Type=%d\n", attachType)
|
||||||
|
}
|
||||||
|
|
||||||
|
if !attachFormat.IsDepthFormat() {
|
||||||
|
logging.ErrLog.Fatalf("failed creating depth-stencil attachment for framebuffer due to attachment data format not being a valid depth-stencil type. Data format=%d\n", attachFormat)
|
||||||
|
}
|
||||||
|
|
||||||
|
a := FramebufferAttachment{
|
||||||
|
Type: attachType,
|
||||||
|
Format: attachFormat,
|
||||||
|
}
|
||||||
|
|
||||||
|
fbo.Bind()
|
||||||
|
|
||||||
|
if attachType == FramebufferAttachmentType_Texture {
|
||||||
|
|
||||||
|
// Create texture
|
||||||
|
gl.GenTextures(1, &a.Id)
|
||||||
|
if a.Id == 0 {
|
||||||
|
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, a.Id)
|
||||||
|
gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.UNSIGNED_INT_24_8, nil)
|
||||||
|
|
||||||
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||||
|
|
||||||
|
// Attach to fbo
|
||||||
|
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, a.Id, 0)
|
||||||
|
|
||||||
|
} else if attachType == FramebufferAttachmentType_Renderbuffer {
|
||||||
|
|
||||||
|
// Create rbo
|
||||||
|
gl.GenRenderbuffers(1, &a.Id)
|
||||||
|
if a.Id == 0 {
|
||||||
|
logging.ErrLog.Fatalf("failed to generate render buffer for framebuffer. GlError=%d\n", gl.GetError())
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.BindRenderbuffer(gl.RENDERBUFFER, a.Id)
|
||||||
|
gl.RenderbufferStorage(gl.RENDERBUFFER, uint32(attachFormat.GlInternalFormat()), int32(fbo.Width), int32(fbo.Height))
|
||||||
|
gl.BindRenderbuffer(gl.RENDERBUFFER, 0)
|
||||||
|
|
||||||
|
// Attach to fbo
|
||||||
|
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, a.Id)
|
||||||
|
}
|
||||||
|
|
||||||
|
fbo.UnBind()
|
||||||
|
fbo.Attachments = append(fbo.Attachments, a)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (fbo *Framebuffer) Delete() {
|
||||||
|
|
||||||
|
if fbo.Id == 0 {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.DeleteFramebuffers(1, &fbo.Id)
|
||||||
|
fbo.Id = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
func NewFramebuffer(width, height uint32) Framebuffer {
|
||||||
|
|
||||||
|
// It is allowed to have attachments of differnt sizes in one FBO,
|
||||||
|
// but that complicates things (e.g. which size to use for gl.viewport) and I don't see much use
|
||||||
|
// for it now, so we will have all attachments share size
|
||||||
|
fbo := Framebuffer{
|
||||||
|
Width: width,
|
||||||
|
Height: height,
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.GenFramebuffers(1, &fbo.Id)
|
||||||
|
if fbo.Id == 0 {
|
||||||
|
logging.ErrLog.Fatalf("failed to generate framebuffer. GlError=%d\n", gl.GetError())
|
||||||
|
}
|
||||||
|
|
||||||
|
return fbo
|
||||||
|
}
|
||||||
46
buffers/index_buffer.go
Executable file
@ -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
@ -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
@ -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
|
||||||
|
}
|
||||||
112
engine/engine.go
@ -15,6 +15,13 @@ import (
|
|||||||
|
|
||||||
var (
|
var (
|
||||||
isInited = false
|
isInited = false
|
||||||
|
|
||||||
|
isSdlButtonLeftDown = false
|
||||||
|
isSdlButtonMiddleDown = false
|
||||||
|
isSdlButtonRightDown = false
|
||||||
|
|
||||||
|
ImguiRelativeMouseModePosX float32
|
||||||
|
ImguiRelativeMouseModePosY float32
|
||||||
)
|
)
|
||||||
|
|
||||||
type Window struct {
|
type Window struct {
|
||||||
@ -29,7 +36,23 @@ func (w *Window) handleInputs() {
|
|||||||
input.EventLoopStart()
|
input.EventLoopStart()
|
||||||
imIo := imgui.CurrentIO()
|
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() {
|
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
|
||||||
|
|
||||||
//Fire callbacks
|
//Fire callbacks
|
||||||
@ -42,14 +65,18 @@ func (w *Window) handleInputs() {
|
|||||||
|
|
||||||
case *sdl.MouseWheelEvent:
|
case *sdl.MouseWheelEvent:
|
||||||
|
|
||||||
input.HandleMouseWheelEvent(e)
|
if !imguiCaptureMouse {
|
||||||
|
input.HandleMouseWheelEvent(e)
|
||||||
|
}
|
||||||
|
|
||||||
xDelta, yDelta := input.GetMouseWheelMotion()
|
imIo.AddMouseWheelDelta(float32(e.X), float32(e.Y))
|
||||||
imIo.AddMouseWheelDelta(float32(xDelta), float32(yDelta))
|
|
||||||
|
|
||||||
case *sdl.KeyboardEvent:
|
case *sdl.KeyboardEvent:
|
||||||
|
|
||||||
input.HandleKeyboardEvent(e)
|
if !imguiCaptureKeyboard {
|
||||||
|
input.HandleKeyboardEvent(e)
|
||||||
|
}
|
||||||
|
|
||||||
imIo.AddKeyEvent(nmageimgui.SdlScancodeToImGuiKey(e.Keysym.Scancode), e.Type == sdl.KEYDOWN)
|
imIo.AddKeyEvent(nmageimgui.SdlScancodeToImGuiKey(e.Keysym.Scancode), e.Type == sdl.KEYDOWN)
|
||||||
|
|
||||||
// Send modifier key updates to imgui
|
// Send modifier key updates to imgui
|
||||||
@ -73,12 +100,29 @@ func (w *Window) handleInputs() {
|
|||||||
imIo.AddInputCharactersUTF8(e.GetText())
|
imIo.AddInputCharactersUTF8(e.GetText())
|
||||||
|
|
||||||
case *sdl.MouseButtonEvent:
|
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:
|
case *sdl.MouseMotionEvent:
|
||||||
input.HandleMouseMotionEvent(e)
|
|
||||||
|
if !imguiCaptureMouse {
|
||||||
|
input.HandleMouseMotionEvent(e)
|
||||||
|
}
|
||||||
|
|
||||||
case *sdl.WindowEvent:
|
case *sdl.WindowEvent:
|
||||||
|
|
||||||
if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
|
if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
|
||||||
w.handleWindowResize()
|
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.
|
if sdl.GetRelativeMouseMode() {
|
||||||
x, y, _ := sdl.GetMouseState()
|
imIo.SetMousePos(imgui.Vec2{X: ImguiRelativeMouseModePosX, Y: ImguiRelativeMouseModePosY})
|
||||||
imIo.SetMousePos(imgui.Vec2{X: float32(x), Y: float32(y)})
|
} else {
|
||||||
|
x, y, _ := sdl.GetMouseState()
|
||||||
|
imIo.SetMousePos(imgui.Vec2{X: float32(x), Y: float32(y)})
|
||||||
|
}
|
||||||
|
|
||||||
imIo.SetMouseButtonDown(0, input.MouseDown(sdl.BUTTON_LEFT))
|
// 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(1, input.MouseDown(sdl.BUTTON_RIGHT))
|
imIo.SetMouseButtonDown(imgui.MouseButtonLeft, isSdlButtonLeftDown)
|
||||||
imIo.SetMouseButtonDown(2, input.MouseDown(sdl.BUTTON_MIDDLE))
|
imIo.SetMouseButtonDown(imgui.MouseButtonRight, isSdlButtonRightDown)
|
||||||
|
imIo.SetMouseButtonDown(imgui.MouseButtonMiddle, isSdlButtonMiddleDown)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (w *Window) handleWindowResize() {
|
func (w *Window) handleWindowResize() {
|
||||||
@ -133,15 +181,21 @@ func initSDL() error {
|
|||||||
sdl.GLSetAttribute(sdl.MAJOR_VERSION, 4)
|
sdl.GLSetAttribute(sdl.MAJOR_VERSION, 4)
|
||||||
sdl.GLSetAttribute(sdl.MINOR_VERSION, 1)
|
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_RED_SIZE, 8)
|
||||||
sdl.GLSetAttribute(sdl.GL_GREEN_SIZE, 8)
|
sdl.GLSetAttribute(sdl.GL_GREEN_SIZE, 8)
|
||||||
sdl.GLSetAttribute(sdl.GL_BLUE_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_DOUBLEBUFFER, 1)
|
||||||
sdl.GLSetAttribute(sdl.GL_DEPTH_SIZE, 24)
|
sdl.GLSetAttribute(sdl.GL_DEPTH_SIZE, 24)
|
||||||
sdl.GLSetAttribute(sdl.GL_STENCIL_SIZE, 8)
|
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)
|
sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
|
||||||
|
|
||||||
return nil
|
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) {
|
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) {
|
func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
|
||||||
|
|
||||||
assert.T(isInited, "engine.Init was not called!")
|
assert.T(isInited, "engine.Init() was not called!")
|
||||||
if x == -1 && y == -1 {
|
|
||||||
x = sdl.WINDOWPOS_CENTERED
|
|
||||||
y = sdl.WINDOWPOS_CENTERED
|
|
||||||
}
|
|
||||||
|
|
||||||
sdlWin, err := sdl.CreateWindow(title, x, y, width, height, uint32(flags))
|
sdlWin, err := sdl.CreateWindow(title, x, y, width, height, uint32(flags))
|
||||||
if err != nil {
|
if err != nil {
|
||||||
@ -193,19 +243,30 @@ func initOpenGL() error {
|
|||||||
}
|
}
|
||||||
|
|
||||||
gl.Enable(gl.DEPTH_TEST)
|
gl.Enable(gl.DEPTH_TEST)
|
||||||
|
gl.Enable(gl.STENCIL_TEST)
|
||||||
gl.Enable(gl.CULL_FACE)
|
gl.Enable(gl.CULL_FACE)
|
||||||
gl.CullFace(gl.BACK)
|
gl.CullFace(gl.BACK)
|
||||||
gl.FrontFace(gl.CCW)
|
gl.FrontFace(gl.CCW)
|
||||||
|
|
||||||
gl.Enable(gl.BLEND)
|
gl.Enable(gl.BLEND)
|
||||||
|
gl.Enable(gl.MULTISAMPLE)
|
||||||
|
gl.Enable(gl.FRAMEBUFFER_SRGB)
|
||||||
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
|
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
|
||||||
|
|
||||||
gl.ClearColor(0, 0, 0, 1)
|
gl.ClearColor(0, 0, 0, 1)
|
||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func SetSrgbFramebuffer(isEnabled bool) {
|
||||||
|
|
||||||
|
if isEnabled {
|
||||||
|
gl.Enable(gl.FRAMEBUFFER_SRGB)
|
||||||
|
} else {
|
||||||
|
gl.Disable(gl.FRAMEBUFFER_SRGB)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
func SetVSync(enabled bool) {
|
func SetVSync(enabled bool) {
|
||||||
assert.T(isInited, "engine.Init was not called!")
|
|
||||||
|
|
||||||
if enabled {
|
if enabled {
|
||||||
sdl.GLSetSwapInterval(1)
|
sdl.GLSetSwapInterval(1)
|
||||||
@ -213,3 +274,12 @@ func SetVSync(enabled bool) {
|
|||||||
sdl.GLSetSwapInterval(0)
|
sdl.GLSetSwapInterval(0)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func SetMSAA(isEnabled bool) {
|
||||||
|
|
||||||
|
if isEnabled {
|
||||||
|
gl.Enable(gl.MULTISAMPLE)
|
||||||
|
} else {
|
||||||
|
gl.Disable(gl.MULTISAMPLE)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
9
go.mod
@ -1,6 +1,6 @@
|
|||||||
module github.com/bloeys/nmage
|
module github.com/bloeys/nmage
|
||||||
|
|
||||||
go 1.18
|
go 1.22
|
||||||
|
|
||||||
require github.com/veandco/go-sdl2 v0.4.35
|
require github.com/veandco/go-sdl2 v0.4.35
|
||||||
|
|
||||||
@ -11,4 +11,9 @@ require (
|
|||||||
github.com/bloeys/gglm v0.43.0
|
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/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 h1:zDw5v7qm4yH7N8C8uWd+8Ii9rROdgWxQuGoJ9WDXxfk=
|
||||||
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6/go.mod h1:9YTyiznxEY1fVinfM7RvRcjRHbw2xLBJ3AAGIT0I4Nw=
|
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 h1:NohzsfageDWGtCd9nf7Pc3sokMK/MOK+UA2QMJARWzQ=
|
||||||
github.com/veandco/go-sdl2 v0.4.35/go.mod h1:OROqMhHD43nT4/i9crJukyVecjPNYYuCofep6SNiAjY=
|
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 (
|
var (
|
||||||
keyMap = make(map[sdl.Keycode]*keyState)
|
keyMap = make(map[sdl.Keycode]keyState)
|
||||||
mouseBtnMap = make(map[int]*mouseBtnState)
|
mouseBtnMap = make(map[int]mouseBtnState)
|
||||||
mouseMotion = mouseMotionState{}
|
mouseMotion = mouseMotionState{}
|
||||||
mouseWheel = mouseWheelState{}
|
mouseWheel = mouseWheelState{}
|
||||||
quitRequested bool
|
quitRequested bool
|
||||||
@ -40,15 +40,17 @@ var (
|
|||||||
|
|
||||||
func EventLoopStart() {
|
func EventLoopStart() {
|
||||||
|
|
||||||
for _, v := range keyMap {
|
for k, v := range keyMap {
|
||||||
v.IsPressedThisFrame = false
|
v.IsPressedThisFrame = false
|
||||||
v.IsReleasedThisFrame = false
|
v.IsReleasedThisFrame = false
|
||||||
|
keyMap[k] = v
|
||||||
}
|
}
|
||||||
|
|
||||||
for _, v := range mouseBtnMap {
|
for k, v := range mouseBtnMap {
|
||||||
v.IsPressedThisFrame = false
|
v.IsPressedThisFrame = false
|
||||||
v.IsReleasedThisFrame = false
|
v.IsReleasedThisFrame = false
|
||||||
v.IsDoubleClicked = false
|
v.IsDoubleClicked = false
|
||||||
|
mouseBtnMap[k] = v
|
||||||
}
|
}
|
||||||
|
|
||||||
mouseMotion.XDelta = 0
|
mouseMotion.XDelta = 0
|
||||||
@ -60,6 +62,16 @@ func EventLoopStart() {
|
|||||||
quitRequested = false
|
quitRequested = false
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func ClearKeyboardState() {
|
||||||
|
clear(keyMap)
|
||||||
|
}
|
||||||
|
|
||||||
|
func ClearMouseState() {
|
||||||
|
clear(mouseBtnMap)
|
||||||
|
mouseMotion = mouseMotionState{}
|
||||||
|
mouseWheel = mouseWheelState{}
|
||||||
|
}
|
||||||
|
|
||||||
func HandleQuitEvent(e *sdl.QuitEvent) {
|
func HandleQuitEvent(e *sdl.QuitEvent) {
|
||||||
quitRequested = true
|
quitRequested = true
|
||||||
}
|
}
|
||||||
@ -70,29 +82,31 @@ func IsQuitClicked() bool {
|
|||||||
|
|
||||||
func HandleKeyboardEvent(e *sdl.KeyboardEvent) {
|
func HandleKeyboardEvent(e *sdl.KeyboardEvent) {
|
||||||
|
|
||||||
ks := keyMap[e.Keysym.Sym]
|
ks, ok := keyMap[e.Keysym.Sym]
|
||||||
if ks == nil {
|
if !ok {
|
||||||
ks = &keyState{Key: e.Keysym.Sym}
|
ks = keyState{Key: e.Keysym.Sym}
|
||||||
keyMap[ks.Key] = ks
|
|
||||||
}
|
}
|
||||||
|
|
||||||
ks.State = int(e.State)
|
ks.State = int(e.State)
|
||||||
ks.IsPressedThisFrame = e.State == sdl.PRESSED && e.Repeat == 0
|
ks.IsPressedThisFrame = e.State == sdl.PRESSED && e.Repeat == 0
|
||||||
ks.IsReleasedThisFrame = e.State == sdl.RELEASED && e.Repeat == 0
|
ks.IsReleasedThisFrame = e.State == sdl.RELEASED && e.Repeat == 0
|
||||||
|
|
||||||
|
keyMap[ks.Key] = ks
|
||||||
}
|
}
|
||||||
|
|
||||||
func HandleMouseBtnEvent(e *sdl.MouseButtonEvent) {
|
func HandleMouseBtnEvent(e *sdl.MouseButtonEvent) {
|
||||||
|
|
||||||
mb := mouseBtnMap[int(e.Button)]
|
mb, ok := mouseBtnMap[int(e.Button)]
|
||||||
if mb == nil {
|
if !ok {
|
||||||
mb = &mouseBtnState{Btn: int(e.Button)}
|
mb = mouseBtnState{Btn: int(e.Button)}
|
||||||
mouseBtnMap[int(e.Button)] = mb
|
|
||||||
}
|
}
|
||||||
|
|
||||||
mb.State = int(e.State)
|
mb.State = int(e.State)
|
||||||
mb.IsDoubleClicked = e.Clicks == 2 && e.State == sdl.PRESSED
|
mb.IsDoubleClicked = e.Clicks == 2 && e.State == sdl.PRESSED
|
||||||
mb.IsPressedThisFrame = e.State == sdl.PRESSED
|
mb.IsPressedThisFrame = e.State == sdl.PRESSED
|
||||||
mb.IsReleasedThisFrame = e.State == sdl.RELEASED
|
mb.IsReleasedThisFrame = e.State == sdl.RELEASED
|
||||||
|
|
||||||
|
mouseBtnMap[int(e.Button)] = mb
|
||||||
}
|
}
|
||||||
|
|
||||||
func HandleMouseMotionEvent(e *sdl.MouseMotionEvent) {
|
func HandleMouseMotionEvent(e *sdl.MouseMotionEvent) {
|
||||||
@ -109,12 +123,12 @@ func HandleMouseWheelEvent(e *sdl.MouseWheelEvent) {
|
|||||||
mouseWheel.YDelta = e.Y
|
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) {
|
func GetMousePos() (x, y int32) {
|
||||||
return mouseMotion.XPos, mouseMotion.YPos
|
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) {
|
func GetMouseMotion() (xDelta, yDelta int32) {
|
||||||
return mouseMotion.XDelta, mouseMotion.YDelta
|
return mouseMotion.XDelta, mouseMotion.YDelta
|
||||||
}
|
}
|
||||||
@ -141,7 +155,7 @@ func GetMouseWheelMotion() (xDelta, yDelta int32) {
|
|||||||
return mouseWheel.XDelta, mouseWheel.YDelta
|
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 {
|
func GetMouseWheelXNorm() int32 {
|
||||||
|
|
||||||
if mouseWheel.XDelta > 0 {
|
if mouseWheel.XDelta > 0 {
|
||||||
@ -153,7 +167,7 @@ func GetMouseWheelXNorm() int32 {
|
|||||||
return 0
|
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 {
|
func GetMouseWheelYNorm() int32 {
|
||||||
|
|
||||||
if mouseWheel.YDelta > 0 {
|
if mouseWheel.YDelta > 0 {
|
||||||
@ -167,8 +181,8 @@ func GetMouseWheelYNorm() int32 {
|
|||||||
|
|
||||||
func KeyClicked(kc sdl.Keycode) bool {
|
func KeyClicked(kc sdl.Keycode) bool {
|
||||||
|
|
||||||
ks := keyMap[kc]
|
ks, ok := keyMap[kc]
|
||||||
if ks == nil {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -177,8 +191,8 @@ func KeyClicked(kc sdl.Keycode) bool {
|
|||||||
|
|
||||||
func KeyReleased(kc sdl.Keycode) bool {
|
func KeyReleased(kc sdl.Keycode) bool {
|
||||||
|
|
||||||
ks := keyMap[kc]
|
ks, ok := keyMap[kc]
|
||||||
if ks == nil {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -187,8 +201,8 @@ func KeyReleased(kc sdl.Keycode) bool {
|
|||||||
|
|
||||||
func KeyDown(kc sdl.Keycode) bool {
|
func KeyDown(kc sdl.Keycode) bool {
|
||||||
|
|
||||||
ks := keyMap[kc]
|
ks, ok := keyMap[kc]
|
||||||
if ks == nil {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -197,8 +211,8 @@ func KeyDown(kc sdl.Keycode) bool {
|
|||||||
|
|
||||||
func KeyUp(kc sdl.Keycode) bool {
|
func KeyUp(kc sdl.Keycode) bool {
|
||||||
|
|
||||||
ks := keyMap[kc]
|
ks, ok := keyMap[kc]
|
||||||
if ks == nil {
|
if !ok {
|
||||||
return true
|
return true
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -207,8 +221,8 @@ func KeyUp(kc sdl.Keycode) bool {
|
|||||||
|
|
||||||
func MouseClicked(mb int) bool {
|
func MouseClicked(mb int) bool {
|
||||||
|
|
||||||
btn := mouseBtnMap[mb]
|
btn, ok := mouseBtnMap[mb]
|
||||||
if btn == nil {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -217,8 +231,8 @@ func MouseClicked(mb int) bool {
|
|||||||
|
|
||||||
func MouseDoubleClicked(mb int) bool {
|
func MouseDoubleClicked(mb int) bool {
|
||||||
|
|
||||||
btn := mouseBtnMap[mb]
|
btn, ok := mouseBtnMap[mb]
|
||||||
if btn == nil {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -226,8 +240,8 @@ func MouseDoubleClicked(mb int) bool {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func MouseReleased(mb int) bool {
|
func MouseReleased(mb int) bool {
|
||||||
btn := mouseBtnMap[mb]
|
btn, ok := mouseBtnMap[mb]
|
||||||
if btn == nil {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -236,8 +250,8 @@ func MouseReleased(mb int) bool {
|
|||||||
|
|
||||||
func MouseDown(mb int) bool {
|
func MouseDown(mb int) bool {
|
||||||
|
|
||||||
btn := mouseBtnMap[mb]
|
btn, ok := mouseBtnMap[mb]
|
||||||
if btn == nil {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -246,8 +260,8 @@ func MouseDown(mb int) bool {
|
|||||||
|
|
||||||
func MouseUp(mb int) bool {
|
func MouseUp(mb int) bool {
|
||||||
|
|
||||||
btn := mouseBtnMap[mb]
|
btn, ok := mouseBtnMap[mb]
|
||||||
if btn == nil {
|
if !ok {
|
||||||
return true
|
return true
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
669
main.go
@ -3,10 +3,12 @@ package main
|
|||||||
import (
|
import (
|
||||||
"fmt"
|
"fmt"
|
||||||
"runtime"
|
"runtime"
|
||||||
|
"strconv"
|
||||||
|
|
||||||
imgui "github.com/AllenDang/cimgui-go"
|
imgui "github.com/AllenDang/cimgui-go"
|
||||||
"github.com/bloeys/gglm/gglm"
|
"github.com/bloeys/gglm/gglm"
|
||||||
"github.com/bloeys/nmage/assets"
|
"github.com/bloeys/nmage/assets"
|
||||||
|
"github.com/bloeys/nmage/buffers"
|
||||||
"github.com/bloeys/nmage/camera"
|
"github.com/bloeys/nmage/camera"
|
||||||
"github.com/bloeys/nmage/engine"
|
"github.com/bloeys/nmage/engine"
|
||||||
"github.com/bloeys/nmage/entity"
|
"github.com/bloeys/nmage/entity"
|
||||||
@ -22,16 +24,66 @@ import (
|
|||||||
"github.com/veandco/go-sdl2/sdl"
|
"github.com/veandco/go-sdl2/sdl"
|
||||||
)
|
)
|
||||||
|
|
||||||
// @Todo:
|
/*
|
||||||
// Integrate physx
|
@TODO:
|
||||||
// Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
|
- Rendering:
|
||||||
// Renderer batching
|
- Blinn-Phong lighting model ✅
|
||||||
// Scene graph
|
- Directional lights ✅
|
||||||
// Separate engine loop from rendering loop? or leave it to the user?
|
- Point lights ✅
|
||||||
// Abstract keys enum away from sdl
|
- Spotlights ✅
|
||||||
// Proper Asset loading
|
- HDR
|
||||||
// Frustum culling
|
- Cascaded shadow mapping
|
||||||
// Material system editor with fields automatically extracted from the shader
|
- 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 (
|
const (
|
||||||
camSpeed = 15
|
camSpeed = 15
|
||||||
@ -45,30 +97,95 @@ var (
|
|||||||
window *engine.Window
|
window *engine.Window
|
||||||
|
|
||||||
pitch float32 = 0
|
pitch float32 = 0
|
||||||
yaw float32 = -90
|
yaw float32 = -1.5
|
||||||
cam *camera.Camera
|
cam *camera.Camera
|
||||||
|
|
||||||
simpleMat *materials.Material
|
renderToFbo = true
|
||||||
skyboxMat *materials.Material
|
fboRenderDirectly = true
|
||||||
|
fboScale = gglm.NewVec2(0.25, 0.25)
|
||||||
|
fboOffset = gglm.NewVec2(0.75, -0.75)
|
||||||
|
fbo buffers.Framebuffer
|
||||||
|
|
||||||
|
screenQuadMat *materials.Material
|
||||||
|
unlitMat *materials.Material
|
||||||
|
whiteMat *materials.Material
|
||||||
|
containerMat *materials.Material
|
||||||
|
palleteMat *materials.Material
|
||||||
|
skyboxMat *materials.Material
|
||||||
|
debugDepthMat *materials.Material
|
||||||
|
|
||||||
chairMesh *meshes.Mesh
|
|
||||||
cubeMesh *meshes.Mesh
|
cubeMesh *meshes.Mesh
|
||||||
|
sphereMesh *meshes.Mesh
|
||||||
|
chairMesh *meshes.Mesh
|
||||||
skyboxMesh *meshes.Mesh
|
skyboxMesh *meshes.Mesh
|
||||||
|
|
||||||
cubeModelMat = gglm.NewTrMatId()
|
cubeModelMat = gglm.NewTrMatId()
|
||||||
|
|
||||||
lightPos1 = gglm.NewVec3(-2, 0, 2)
|
drawSkybox = true
|
||||||
lightColor1 = gglm.NewVec3(1, 1, 1)
|
|
||||||
|
|
||||||
debugDepthMat *materials.Material
|
|
||||||
debugDrawDepthBuffer bool
|
debugDrawDepthBuffer bool
|
||||||
|
|
||||||
skyboxCmap assets.Cubemap
|
skyboxCmap assets.Cubemap
|
||||||
|
|
||||||
dpiScaling float32
|
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
|
Win *engine.Window
|
||||||
ImGUIInfo nmageimgui.ImguiInfo
|
ImGUIInfo nmageimgui.ImguiInfo
|
||||||
}
|
}
|
||||||
@ -141,18 +258,20 @@ func main() {
|
|||||||
}
|
}
|
||||||
defer window.Destroy()
|
defer window.Destroy()
|
||||||
|
|
||||||
|
engine.SetMSAA(true)
|
||||||
engine.SetVSync(false)
|
engine.SetVSync(false)
|
||||||
|
engine.SetSrgbFramebuffer(true)
|
||||||
|
|
||||||
game := &OurGame{
|
game := &Game{
|
||||||
Win: window,
|
Win: window,
|
||||||
ImGUIInfo: nmageimgui.NewImGui(),
|
ImGUIInfo: nmageimgui.NewImGui("./res/shaders/imgui.glsl"),
|
||||||
}
|
}
|
||||||
window.EventCallbacks = append(window.EventCallbacks, game.handleWindowEvents)
|
window.EventCallbacks = append(window.EventCallbacks, game.handleWindowEvents)
|
||||||
|
|
||||||
engine.Run(game, window, game.ImGUIInfo)
|
engine.Run(game, window, game.ImGUIInfo)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *OurGame) handleWindowEvents(e sdl.Event) {
|
func (g *Game) handleWindowEvents(e sdl.Event) {
|
||||||
|
|
||||||
switch e := e.(type) {
|
switch e := e.(type) {
|
||||||
case *sdl.WindowEvent:
|
case *sdl.WindowEvent:
|
||||||
@ -163,7 +282,7 @@ func (g *OurGame) handleWindowEvents(e sdl.Event) {
|
|||||||
cam.AspectRatio = float32(width) / float32(height)
|
cam.AspectRatio = float32(width) / float32(height)
|
||||||
cam.Update()
|
cam.Update()
|
||||||
|
|
||||||
simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
|
palleteMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||||
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
|
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -203,17 +322,28 @@ func getDpiScaling(unscaledWindowWidth, unscaledWindowHeight int32) float32 {
|
|||||||
return dpiScaling
|
return dpiScaling
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *OurGame) Init() {
|
func (g *Game) Init() {
|
||||||
|
|
||||||
var err error
|
var err error
|
||||||
|
|
||||||
//Create materials
|
// Camera
|
||||||
simpleMat = materials.NewMaterial("Simple mat", "./res/shaders/simple.glsl")
|
winWidth, winHeight := g.Win.SDLWin.GetSize()
|
||||||
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
|
cam = camera.NewPerspective(
|
||||||
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
|
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
|
//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 {
|
if err != nil {
|
||||||
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
|
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
|
||||||
}
|
}
|
||||||
@ -229,7 +359,27 @@ func (g *OurGame) Init() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
//Load textures
|
//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 {
|
if err != nil {
|
||||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||||
}
|
}
|
||||||
@ -238,42 +388,173 @@ func (g *OurGame) Init() {
|
|||||||
"./res/textures/sb-right.jpg", "./res/textures/sb-left.jpg",
|
"./res/textures/sb-right.jpg", "./res/textures/sb-left.jpg",
|
||||||
"./res/textures/sb-top.jpg", "./res/textures/sb-bottom.jpg",
|
"./res/textures/sb-top.jpg", "./res/textures/sb-bottom.jpg",
|
||||||
"./res/textures/sb-front.jpg", "./res/textures/sb-back.jpg",
|
"./res/textures/sb-front.jpg", "./res/textures/sb-back.jpg",
|
||||||
|
&assets.TextureLoadOptions{},
|
||||||
)
|
)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
|
logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Configure materials
|
// Create materials and assign any unused texture slots to black
|
||||||
simpleMat.DiffuseTex = tex.TexID
|
screenQuadMat = materials.NewMaterial("Screen Quad Mat", "./res/shaders/screen-quad.glsl")
|
||||||
|
screenQuadMat.SetUnifVec2("scale", fboScale)
|
||||||
|
screenQuadMat.SetUnifVec2("offset", fboOffset)
|
||||||
|
screenQuadMat.SetUnifInt32("material.diffuse", 0)
|
||||||
|
|
||||||
//Movement, scale and rotation
|
unlitMat = materials.NewMaterial("Unlit mat", "./res/shaders/simple-unlit.glsl")
|
||||||
|
unlitMat.SetUnifInt32("material.diffuse", 0)
|
||||||
|
unlitMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||||
|
|
||||||
|
whiteMat = materials.NewMaterial("White mat", "./res/shaders/simple.glsl")
|
||||||
|
whiteMat.Shininess = 64
|
||||||
|
whiteMat.DiffuseTex = whiteTex.TexID
|
||||||
|
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)
|
||||||
|
|
||||||
|
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))
|
translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
|
||||||
scaleMat := gglm.NewScaleMat(gglm.NewVec3(1, 1, 1))
|
scaleMat := gglm.NewScaleMat(gglm.NewVec3(1, 1, 1))
|
||||||
rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(-90, -90, 0).AsRad()))
|
rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(-90, -90, 0).AsRad()))
|
||||||
|
|
||||||
cubeModelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
|
cubeModelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
|
||||||
|
|
||||||
// Camera
|
g.updateLights()
|
||||||
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)
|
|
||||||
|
|
||||||
updateViewMat()
|
updateViewMat()
|
||||||
|
|
||||||
//Lights
|
g.initFbo()
|
||||||
simpleMat.SetUnifVec3("lightPos1", lightPos1)
|
|
||||||
simpleMat.SetUnifVec3("lightColor1", lightColor1)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *OurGame) Update() {
|
func (g *Game) initFbo() {
|
||||||
|
|
||||||
|
fbWidth, fbHeight := g.Win.SDLWin.GLGetDrawableSize()
|
||||||
|
if fbWidth <= 0 || fbHeight <= 0 {
|
||||||
|
panic("what?")
|
||||||
|
}
|
||||||
|
|
||||||
|
fbo = buffers.NewFramebuffer(uint32(fbWidth), uint32(fbHeight))
|
||||||
|
|
||||||
|
fbo.NewColorAttachment(
|
||||||
|
buffers.FramebufferAttachmentType_Texture,
|
||||||
|
buffers.FramebufferAttachmentDataFormat_SRGBA,
|
||||||
|
)
|
||||||
|
|
||||||
|
fbo.NewDepthStencilAttachment(
|
||||||
|
buffers.FramebufferAttachmentType_Renderbuffer,
|
||||||
|
buffers.FramebufferAttachmentDataFormat_Depth24Stencil8,
|
||||||
|
)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (g *Game) updateLights() {
|
||||||
|
|
||||||
|
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) {
|
if input.IsQuitClicked() || input.KeyClicked(sdl.K_ESCAPE) {
|
||||||
engine.Quit()
|
engine.Quit()
|
||||||
@ -282,31 +563,12 @@ func (g *OurGame) Update() {
|
|||||||
g.updateCameraLookAround()
|
g.updateCameraLookAround()
|
||||||
g.updateCameraPos()
|
g.updateCameraPos()
|
||||||
|
|
||||||
imgui.ShowDemoWindow()
|
|
||||||
|
|
||||||
//Rotating cubes
|
//Rotating cubes
|
||||||
if input.KeyDown(sdl.K_SPACE) {
|
if input.KeyDown(sdl.K_SPACE) {
|
||||||
cubeModelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
|
cubeModelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
|
||||||
}
|
}
|
||||||
|
|
||||||
imgui.Begin("Debug controls")
|
g.showDebugWindow()
|
||||||
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()
|
|
||||||
|
|
||||||
if input.KeyClicked(sdl.K_F4) {
|
if input.KeyClicked(sdl.K_F4) {
|
||||||
fmt.Printf("Pos: %s; Forward: %s; |Forward|: %f\n", cam.Pos.String(), cam.Forward.String(), cam.Forward.Mag())
|
fmt.Printf("Pos: %s; Forward: %s; |Forward|: %f\n", cam.Pos.String(), cam.Forward.String(), cam.Forward.Mag())
|
||||||
@ -315,7 +577,186 @@ func (g *OurGame) Update() {
|
|||||||
g.Win.SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
|
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()
|
||||||
|
}
|
||||||
|
|
||||||
|
// Fbo
|
||||||
|
imgui.Text("Framebuffer")
|
||||||
|
|
||||||
|
imgui.Checkbox("Render to FBO", &renderToFbo)
|
||||||
|
imgui.Checkbox("Render Directly", &fboRenderDirectly)
|
||||||
|
|
||||||
|
if imgui.DragFloat2("Scale", &fboScale.Data) {
|
||||||
|
screenQuadMat.SetUnifVec2("scale", fboScale)
|
||||||
|
}
|
||||||
|
|
||||||
|
if imgui.DragFloat2("Offset", &fboOffset.Data) {
|
||||||
|
screenQuadMat.SetUnifVec2("offset", fboOffset)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Other
|
||||||
|
imgui.Text("Other Settings")
|
||||||
|
|
||||||
|
imgui.Checkbox("Draw Skybox", &drawSkybox)
|
||||||
|
imgui.Checkbox("Debug depth buffer", &debugDrawDepthBuffer)
|
||||||
|
|
||||||
|
imgui.End()
|
||||||
|
}
|
||||||
|
|
||||||
|
func (g *Game) updateCameraLookAround() {
|
||||||
|
|
||||||
mouseX, mouseY := input.GetMouseMotion()
|
mouseX, mouseY := input.GetMouseMotion()
|
||||||
if (mouseX == 0 && mouseY == 0) || !input.MouseDown(sdl.BUTTON_RIGHT) {
|
if (mouseX == 0 && mouseY == 0) || !input.MouseDown(sdl.BUTTON_RIGHT) {
|
||||||
@ -327,12 +768,12 @@ func (g *OurGame) updateCameraLookAround() {
|
|||||||
|
|
||||||
// Pitch
|
// Pitch
|
||||||
pitch += float32(-mouseY) * mouseSensitivity * timing.DT()
|
pitch += float32(-mouseY) * mouseSensitivity * timing.DT()
|
||||||
if pitch > 89.0 {
|
if pitch > 1.5 {
|
||||||
pitch = 89.0
|
pitch = 1.5
|
||||||
}
|
}
|
||||||
|
|
||||||
if pitch < -89.0 {
|
if pitch < -1.5 {
|
||||||
pitch = -89.0
|
pitch = -1.5
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update cam forward
|
// Update cam forward
|
||||||
@ -341,7 +782,7 @@ func (g *OurGame) updateCameraLookAround() {
|
|||||||
updateViewMat()
|
updateViewMat()
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *OurGame) updateCameraPos() {
|
func (g *Game) updateCameraPos() {
|
||||||
|
|
||||||
update := false
|
update := false
|
||||||
|
|
||||||
@ -373,33 +814,79 @@ func (g *OurGame) updateCameraPos() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *OurGame) Render() {
|
func (g *Game) Render() {
|
||||||
|
|
||||||
matToUse := simpleMat
|
if renderToFbo {
|
||||||
if debugDrawDepthBuffer {
|
fbo.Bind()
|
||||||
matToUse = debugDepthMat
|
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
|
||||||
}
|
}
|
||||||
|
|
||||||
tempModelMatrix := cubeModelMat.Clone()
|
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
|
rowSize := 1
|
||||||
for y := 0; y < rowSize; y++ {
|
for y := 0; y < rowSize; y++ {
|
||||||
for x := 0; x < rowSize; x++ {
|
for x := 0; x < rowSize; x++ {
|
||||||
tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
|
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))
|
tempModelMatrix.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
|
||||||
}
|
}
|
||||||
|
|
||||||
g.DrawSkybox()
|
if drawSkybox {
|
||||||
|
g.DrawSkybox()
|
||||||
|
}
|
||||||
|
|
||||||
|
if renderToFbo {
|
||||||
|
|
||||||
|
fbo.UnBind()
|
||||||
|
|
||||||
|
if fboRenderDirectly {
|
||||||
|
renderToFbo = false
|
||||||
|
g.Render()
|
||||||
|
renderToFbo = true
|
||||||
|
}
|
||||||
|
|
||||||
|
screenQuadMat.DiffuseTex = fbo.Attachments[0].Id
|
||||||
|
screenQuadMat.Bind()
|
||||||
|
gl.DrawArrays(gl.TRIANGLES, 0, 6)
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *OurGame) DrawSkybox() {
|
func (g *Game) DrawSkybox() {
|
||||||
|
|
||||||
gl.Disable(gl.CULL_FACE)
|
gl.Disable(gl.CULL_FACE)
|
||||||
gl.DepthFunc(gl.LEQUAL)
|
gl.DepthFunc(gl.LEQUAL)
|
||||||
skyboxMesh.Buf.Bind()
|
skyboxMesh.Vao.Bind()
|
||||||
skyboxMat.Bind()
|
skyboxMat.Bind()
|
||||||
gl.ActiveTexture(gl.TEXTURE0)
|
gl.ActiveTexture(gl.TEXTURE0)
|
||||||
gl.BindTexture(gl.TEXTURE_CUBE_MAP, skyboxCmap.TexID)
|
gl.BindTexture(gl.TEXTURE_CUBE_MAP, skyboxCmap.TexID)
|
||||||
@ -415,7 +902,6 @@ func (g *OurGame) DrawSkybox() {
|
|||||||
|
|
||||||
skyboxMat.SetUnifMat4("viewMat", viewMat)
|
skyboxMat.SetUnifMat4("viewMat", viewMat)
|
||||||
skyboxMat.SetUnifMat4("projMat", &cam.ProjMat)
|
skyboxMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||||
// window.Rend.Draw(cubeMesh, gglm.NewTrMatId(), skyboxMat)
|
|
||||||
for i := 0; i < len(skyboxMesh.SubMeshes); i++ {
|
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)
|
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, skyboxMesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(skyboxMesh.SubMeshes[i].BaseIndex), skyboxMesh.SubMeshes[i].BaseVertex)
|
||||||
}
|
}
|
||||||
@ -424,15 +910,18 @@ func (g *OurGame) DrawSkybox() {
|
|||||||
gl.Enable(gl.CULL_FACE)
|
gl.Enable(gl.CULL_FACE)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *OurGame) FrameEnd() {
|
func (g *Game) FrameEnd() {
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *OurGame) DeInit() {
|
func (g *Game) DeInit() {
|
||||||
g.Win.Destroy()
|
g.Win.Destroy()
|
||||||
}
|
}
|
||||||
|
|
||||||
func updateViewMat() {
|
func updateViewMat() {
|
||||||
cam.Update()
|
cam.Update()
|
||||||
simpleMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
unlitMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||||
|
whiteMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||||
|
containerMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||||
|
palleteMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||||
debugDepthMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
debugDepthMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||||
}
|
}
|
||||||
|
|||||||
@ -12,10 +12,16 @@ type Material struct {
|
|||||||
Name string
|
Name string
|
||||||
ShaderProg shaders.ShaderProgram
|
ShaderProg shaders.ShaderProgram
|
||||||
|
|
||||||
DiffuseTex uint32
|
|
||||||
|
|
||||||
UnifLocs map[string]int32
|
UnifLocs map[string]int32
|
||||||
AttribLocs map[string]int32
|
AttribLocs map[string]int32
|
||||||
|
|
||||||
|
// Phong shading
|
||||||
|
DiffuseTex uint32
|
||||||
|
SpecularTex uint32
|
||||||
|
NormalTex uint32
|
||||||
|
EmissionTex uint32
|
||||||
|
|
||||||
|
Shininess float32
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) Bind() {
|
func (m *Material) Bind() {
|
||||||
@ -24,6 +30,15 @@ func (m *Material) Bind() {
|
|||||||
|
|
||||||
gl.ActiveTexture(gl.TEXTURE0)
|
gl.ActiveTexture(gl.TEXTURE0)
|
||||||
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
|
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() {
|
func (m *Material) UnBind() {
|
||||||
@ -32,6 +47,15 @@ func (m *Material) UnBind() {
|
|||||||
//TODO: Should we unbind textures here? Are these two lines needed?
|
//TODO: Should we unbind textures here? Are these two lines needed?
|
||||||
// gl.ActiveTexture(gl.TEXTURE0)
|
// gl.ActiveTexture(gl.TEXTURE0)
|
||||||
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
// 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 {
|
func (m *Material) GetAttribLoc(attribName string) int32 {
|
||||||
|
|||||||
@ -2,7 +2,6 @@ package meshes
|
|||||||
|
|
||||||
import (
|
import (
|
||||||
"errors"
|
"errors"
|
||||||
"fmt"
|
|
||||||
|
|
||||||
"github.com/bloeys/assimp-go/asig"
|
"github.com/bloeys/assimp-go/asig"
|
||||||
"github.com/bloeys/gglm/gglm"
|
"github.com/bloeys/gglm/gglm"
|
||||||
@ -18,7 +17,7 @@ type SubMesh struct {
|
|||||||
|
|
||||||
type Mesh struct {
|
type Mesh struct {
|
||||||
Name string
|
Name string
|
||||||
Buf buffers.Buffer
|
Vao buffers.VertexArray
|
||||||
SubMeshes []SubMesh
|
SubMeshes []SubMesh
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -36,21 +35,25 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
|||||||
|
|
||||||
mesh := &Mesh{
|
mesh := &Mesh{
|
||||||
Name: name,
|
Name: name,
|
||||||
Buf: buffers.NewBuffer(),
|
Vao: buffers.NewVertexArray(),
|
||||||
SubMeshes: make([]SubMesh, 0, 1),
|
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
|
// 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 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)
|
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++ {
|
for i := 0; i < len(scene.Meshes); i++ {
|
||||||
|
|
||||||
sceneMesh := scene.Meshes[i]
|
sceneMesh := scene.Meshes[i]
|
||||||
|
|
||||||
if len(sceneMesh.TexCoords[0]) == 0 {
|
if len(sceneMesh.TexCoords[0]) == 0 {
|
||||||
sceneMesh.TexCoords[0] = make([]gglm.Vec3, len(sceneMesh.Vertices))
|
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}}
|
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 {
|
if i == 0 {
|
||||||
mesh.Buf.SetLayout(layoutToUse...)
|
vbo.SetLayout(layoutToUse...)
|
||||||
} else {
|
} else {
|
||||||
|
|
||||||
// @NOTE: Require that all submeshes have the same vertex buffer layout
|
// @TODO @NOTE: This requirement is because we are using one VAO+VBO for all
|
||||||
firstSubmeshLayout := mesh.Buf.GetLayout()
|
// the meshes and so the buffer must have one format.
|
||||||
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))
|
//
|
||||||
|
// 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++ {
|
for i := 0; i < len(firstSubmeshLayout); i++ {
|
||||||
if firstSubmeshLayout[i].ElementType != layoutToUse[i].ElementType {
|
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)
|
||||||
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))
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -82,7 +88,7 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
|||||||
mesh.SubMeshes = append(mesh.SubMeshes, SubMesh{
|
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)
|
// 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
|
// Which index (in the index buffer) to start from
|
||||||
BaseIndex: uint32(len(indexBufData)),
|
BaseIndex: uint32(len(indexBufData)),
|
||||||
// How many indices in this submesh
|
// How many indices in this submesh
|
||||||
@ -93,9 +99,16 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
|||||||
indexBufData = append(indexBufData, indices...)
|
indexBufData = append(indexBufData, indices...)
|
||||||
}
|
}
|
||||||
|
|
||||||
// fmt.Printf("!!! Vertex count: %d; Submeshes: %+v\n", len(vertexBufData)*4/int(mesh.Buf.Stride), mesh.SubMeshes)
|
vbo.SetData(vertexBufData, buffers.BufUsage_Static)
|
||||||
mesh.Buf.SetData(vertexBufData)
|
ibo.SetData(indexBufData)
|
||||||
mesh.Buf.SetIndexBufData(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
|
return mesh, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -119,9 +132,9 @@ type arrToInterleave struct {
|
|||||||
|
|
||||||
func (a *arrToInterleave) get(i int) []float32 {
|
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.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 both 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 both 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 {
|
if len(a.V2s) > 0 {
|
||||||
return a.V2s[i].Data[:]
|
return a.V2s[i].Data[:]
|
||||||
@ -173,7 +186,7 @@ func interleave(arrs ...arrToInterleave) []float32 {
|
|||||||
|
|
||||||
func flattenFaces(faces []asig.Face) []uint32 {
|
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)
|
uints := make([]uint32, len(faces)*3)
|
||||||
for i := 0; i < len(faces); i++ {
|
for i := 0; i < len(faces); i++ {
|
||||||
|
|||||||
@ -77,6 +77,10 @@ func (r *Registry[T]) New() (*T, Handle) {
|
|||||||
|
|
||||||
func (r *Registry[T]) Get(id Handle) *T {
|
func (r *Registry[T]) Get(id Handle) *T {
|
||||||
|
|
||||||
|
if id.IsZero() {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
index := id.Index()
|
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)
|
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
|
// Byte 1: Generation; Byte 2: Flags; Bytes 3-8: Index
|
||||||
type Handle uint64
|
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 {
|
func (h Handle) HasFlag(ef HandleFlag) bool {
|
||||||
return h.Flags()&ef > 0
|
return h.Flags()&ef > 0
|
||||||
}
|
}
|
||||||
|
|||||||
@ -18,7 +18,7 @@ type Rend3DGL struct {
|
|||||||
func (r3d *Rend3DGL) Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material) {
|
func (r3d *Rend3DGL) Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material) {
|
||||||
|
|
||||||
if mesh != r3d.BoundMesh {
|
if mesh != r3d.BoundMesh {
|
||||||
mesh.Buf.Bind()
|
mesh.Vao.Bind()
|
||||||
r3d.BoundMesh = mesh
|
r3d.BoundMesh = mesh
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
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);
|
||||||
|
}
|
||||||
45
res/shaders/screen-quad.glsl
Executable file
@ -0,0 +1,45 @@
|
|||||||
|
//shader:vertex
|
||||||
|
#version 410
|
||||||
|
|
||||||
|
out vec2 vertUV0;
|
||||||
|
|
||||||
|
// Hardcoded vertex positions for a fullscreen quad.
|
||||||
|
// Format: vec4(pos.x, pos.y, uv0.x, uv0.y)
|
||||||
|
vec4 quadData[6] = vec4[](
|
||||||
|
vec4(-1.0, 1.0, 0.0, 1.0),
|
||||||
|
vec4(-1.0, -1.0, 0.0, 0.0),
|
||||||
|
vec4(1.0, -1.0, 1.0, 0.0),
|
||||||
|
vec4(-1.0, 1.0, 0.0, 1.0),
|
||||||
|
vec4(1.0, -1.0, 1.0, 0.0),
|
||||||
|
vec4(1.0, 1.0, 1.0, 1.0)
|
||||||
|
);
|
||||||
|
|
||||||
|
uniform vec2 scale = vec2(1, 1);
|
||||||
|
uniform vec2 offset = vec2(0, 0);
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 vertData = quadData[gl_VertexID];
|
||||||
|
|
||||||
|
vertUV0 = vertData.zw;
|
||||||
|
gl_Position = vec4((vertData.xy * scale) + offset, 0.0, 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
//shader:fragment
|
||||||
|
#version 410
|
||||||
|
|
||||||
|
struct Material {
|
||||||
|
sampler2D diffuse;
|
||||||
|
};
|
||||||
|
|
||||||
|
uniform Material material;
|
||||||
|
|
||||||
|
in vec2 vertUV0;
|
||||||
|
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 diffuseTexColor = texture(material.diffuse, vertUV0);
|
||||||
|
fragColor = vec4(diffuseTexColor.rgb, 1);
|
||||||
|
}
|
||||||
54
res/shaders/simple-unlit.glsl
Executable file
@ -0,0 +1,54 @@
|
|||||||
|
//shader:vertex
|
||||||
|
#version 410
|
||||||
|
|
||||||
|
layout(location=0) in vec3 vertPosIn;
|
||||||
|
layout(location=1) in vec3 vertNormalIn;
|
||||||
|
layout(location=2) in vec2 vertUV0In;
|
||||||
|
layout(location=3) in vec3 vertColorIn;
|
||||||
|
|
||||||
|
out vec3 vertNormal;
|
||||||
|
out vec2 vertUV0;
|
||||||
|
out vec3 vertColor;
|
||||||
|
out vec3 fragPos;
|
||||||
|
|
||||||
|
//MVP = Model View Projection
|
||||||
|
uniform mat4 modelMat;
|
||||||
|
uniform mat4 viewMat;
|
||||||
|
uniform mat4 projMat;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// @TODO: Calculate this on the CPU and send it as a uniform
|
||||||
|
|
||||||
|
// This produces the normal matrix that multiplies with the model normal to produce the
|
||||||
|
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
|
||||||
|
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||||
|
|
||||||
|
vertUV0 = vertUV0In;
|
||||||
|
vertColor = vertColorIn;
|
||||||
|
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
||||||
|
|
||||||
|
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
//shader:fragment
|
||||||
|
#version 410
|
||||||
|
|
||||||
|
struct Material {
|
||||||
|
sampler2D diffuse;
|
||||||
|
};
|
||||||
|
|
||||||
|
uniform Material material;
|
||||||
|
|
||||||
|
in vec3 vertColor;
|
||||||
|
in vec3 vertNormal;
|
||||||
|
in vec2 vertUV0;
|
||||||
|
in vec3 fragPos;
|
||||||
|
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 diffuseTexColor = texture(material.diffuse, vertUV0);
|
||||||
|
fragColor = vec4(diffuseTexColor.rgb, 1);
|
||||||
|
}
|
||||||
@ -18,7 +18,12 @@ uniform mat4 projMat;
|
|||||||
|
|
||||||
void main()
|
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;
|
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||||
|
|
||||||
vertUV0 = vertUV0In;
|
vertUV0 = vertUV0In;
|
||||||
vertColor = vertColorIn;
|
vertColor = vertColorIn;
|
||||||
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
||||||
@ -29,13 +34,50 @@ void main()
|
|||||||
//shader:fragment
|
//shader:fragment
|
||||||
#version 410
|
#version 410
|
||||||
|
|
||||||
uniform float ambientStrength = 0;
|
struct Material {
|
||||||
uniform vec3 ambientLightColor = vec3(1, 1, 1);
|
sampler2D diffuse;
|
||||||
|
sampler2D specular;
|
||||||
|
// sampler2D normal;
|
||||||
|
sampler2D emission;
|
||||||
|
float shininess;
|
||||||
|
};
|
||||||
|
|
||||||
uniform vec3 lightPos1;
|
uniform Material material;
|
||||||
uniform vec3 lightColor1;
|
|
||||||
|
|
||||||
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 vertColor;
|
||||||
in vec3 vertNormal;
|
in vec3 vertNormal;
|
||||||
@ -44,12 +86,108 @@ in vec3 fragPos;
|
|||||||
|
|
||||||
out vec4 fragColor;
|
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()
|
void main()
|
||||||
{
|
{
|
||||||
vec3 lightDir = normalize(lightPos1 - fragPos);
|
// Shared values
|
||||||
float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
|
diffuseTexColor = texture(material.diffuse, vertUV0);
|
||||||
|
specularTexColor = texture(material.specular, vertUV0);
|
||||||
|
emissionTexColor = texture(material.emission, vertUV0);
|
||||||
|
|
||||||
vec3 finalAmbientColor = ambientLightColor * ambientStrength;
|
normalizedVertNorm = normalize(vertNormal);
|
||||||
vec4 texColor = texture(diffTex, vertUV0);
|
viewDir = normalize(camPos - fragPos);
|
||||||
fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
|
|
||||||
}
|
// 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
|
VaoID uint32
|
||||||
VboID uint32
|
VboID uint32
|
||||||
IndexBufID 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) {
|
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.Bind()
|
||||||
i.Mat.SetUnifInt32("Texture", 0)
|
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)
|
orthoMat := gglm.Ortho(0, float32(winWidth), 0, float32(winHeight), 0, 20)
|
||||||
i.Mat.SetUnifMat4("ProjMtx", &orthoMat.Mat4)
|
i.Mat.SetUnifMat4("ProjMtx", &orthoMat.Mat4)
|
||||||
gl.BindSampler(0, 0) // Rely on combined texture/sampler state.
|
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)
|
cmd.CallUserCallback(list)
|
||||||
} else {
|
} else {
|
||||||
|
|
||||||
gl.BindTexture(gl.TEXTURE_2D, i.TexID)
|
gl.ActiveTexture(gl.TEXTURE0)
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
|
||||||
clipRect := cmd.ClipRect()
|
clipRect := cmd.ClipRect()
|
||||||
gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
|
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())
|
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
|
||||||
pixels, width, height, _ := a.GetTextureDataAsAlpha8()
|
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)
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
||||||
|
|
||||||
return f
|
return f
|
||||||
}
|
}
|
||||||
|
|
||||||
const imguiShdrSrc = `
|
const DefaultImguiShader = `
|
||||||
//shader:vertex
|
//shader:vertex
|
||||||
#version 410
|
#version 410
|
||||||
|
|
||||||
@ -160,10 +163,24 @@ in vec4 Color;
|
|||||||
out vec2 Frag_UV;
|
out vec2 Frag_UV;
|
||||||
out vec4 Frag_Color;
|
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()
|
void main()
|
||||||
{
|
{
|
||||||
Frag_UV = UV;
|
Frag_UV = UV;
|
||||||
Frag_Color = Color;
|
Frag_Color = srgba_to_linear(Color);
|
||||||
gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
|
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{
|
imguiInfo := ImguiInfo{
|
||||||
ImCtx: imgui.CreateContext(),
|
ImCtx: imgui.CreateContext(),
|
||||||
Mat: materials.NewMaterialSrc("ImGUI Mat", []byte(imguiShdrSrc)),
|
Mat: imguiMat,
|
||||||
|
TexID: new(uint32),
|
||||||
}
|
}
|
||||||
|
|
||||||
io := imgui.CurrentIO()
|
io := imgui.CurrentIO()
|
||||||
@ -197,10 +224,11 @@ func NewImGui() ImguiInfo {
|
|||||||
gl.GenVertexArrays(1, &imguiInfo.VaoID)
|
gl.GenVertexArrays(1, &imguiInfo.VaoID)
|
||||||
gl.GenBuffers(1, &imguiInfo.VboID)
|
gl.GenBuffers(1, &imguiInfo.VboID)
|
||||||
gl.GenBuffers(1, &imguiInfo.IndexBufID)
|
gl.GenBuffers(1, &imguiInfo.IndexBufID)
|
||||||
gl.GenTextures(1, &imguiInfo.TexID)
|
gl.GenTextures(1, imguiInfo.TexID)
|
||||||
|
|
||||||
// Upload font to gpu
|
// 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_MIN_FILTER, gl.LINEAR)
|
||||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||||
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
|
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)
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
||||||
|
|
||||||
// Store our identifier
|
// Store our identifier
|
||||||
io.Fonts().SetTexID(imgui.TextureID(uintptr(imguiInfo.TexID)))
|
io.Fonts().SetTexID(imgui.TextureID(imguiInfo.TexID))
|
||||||
|
|
||||||
//Shader attributes
|
//Shader attributes
|
||||||
imguiInfo.Mat.Bind()
|
imguiInfo.Mat.Bind()
|
||||||
|
|||||||