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https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Compare commits
7 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| c998fc26ce | |||
| 81b515197d | |||
| d703a5270c | |||
| caa76c2a5e | |||
| da50d597f9 | |||
| 9f9744a142 | |||
| b101d54049 |
@ -23,11 +23,20 @@ const (
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)
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type Texture struct {
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//Path only exists for textures loaded from disk
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Path string
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TexID uint32
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Width int32
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// Path only exists for textures loaded from disk
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Path string
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TexID uint32
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// Width is the width of the texture in pixels (pixels per row).
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// Note that the number of bytes constituting a row is MORE than this (e.g. for RGBA8, bytesPerRow=width*4, since we have 4 bytes per pixel)
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Width int32
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// Height is the height of the texture in pixels (pixels per column).
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// Note that the number of bytes constituting a column is MORE than this (e.g. for RGBA8, bytesPerColumn=height*4, since we have 4 bytes per pixel)
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Height int32
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// Pixels usually stored in RGBA format
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Pixels []byte
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}
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@ -36,6 +45,7 @@ type TextureLoadOptions struct {
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WriteToCache bool
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GenMipMaps bool
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KeepPixelsInMem bool
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TextureIsSrgba bool
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}
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type Cubemap struct {
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@ -77,9 +87,10 @@ func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, erro
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tex := Texture{
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Path: file,
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Pixels: nrgbaImg.Pix,
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Height: int32(nrgbaImg.Bounds().Dy()),
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Width: int32(nrgbaImg.Bounds().Dx()),
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Height: int32(nrgbaImg.Bounds().Dy()),
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}
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flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height), 4)
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//Prepare opengl stuff
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gl.GenTextures(1, &tex.TexID)
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@ -92,7 +103,12 @@ func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, erro
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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// load and generate the texture
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.SRGB8_ALPHA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
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internalFormat := int32(gl.RGBA8)
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if loadOptions.TextureIsSrgba {
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internalFormat = gl.SRGB_ALPHA
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}
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gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
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if loadOptions.GenMipMaps {
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gl.GenerateMipmap(tex.TexID)
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@ -122,6 +138,7 @@ func LoadTextureInMemPngImg(img image.Image, loadOptions *TextureLoadOptions) (T
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Height: int32(nrgbaImg.Bounds().Dy()),
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Width: int32(nrgbaImg.Bounds().Dx()),
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}
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flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height), 4)
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//Prepare opengl stuff
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gl.GenTextures(1, &tex.TexID)
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@ -134,7 +151,12 @@ func LoadTextureInMemPngImg(img image.Image, loadOptions *TextureLoadOptions) (T
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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// load and generate the texture
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.SRGB8_ALPHA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
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internalFormat := int32(gl.RGBA8)
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if loadOptions.TextureIsSrgba {
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internalFormat = gl.SRGB_ALPHA
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}
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gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
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if loadOptions.GenMipMaps {
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gl.GenerateMipmap(tex.TexID)
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@ -181,6 +203,7 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
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Height: int32(nrgbaImg.Bounds().Dy()),
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Width: int32(nrgbaImg.Bounds().Dx()),
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}
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flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height), 4)
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//Prepare opengl stuff
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gl.GenTextures(1, &tex.TexID)
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@ -193,7 +216,12 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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// load and generate the texture
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.SRGB8_ALPHA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
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internalFormat := int32(gl.RGBA8)
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if loadOptions.TextureIsSrgba {
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internalFormat = gl.SRGB_ALPHA
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}
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gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
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if loadOptions.GenMipMaps {
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gl.GenerateMipmap(tex.TexID)
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@ -210,7 +238,12 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
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return tex, nil
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}
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func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex string) (Cubemap, error) {
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// LoadCubemapTextures only supports the 'TextureIsSrgba' option
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func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex string, loadOptions *TextureLoadOptions) (Cubemap, error) {
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if loadOptions == nil {
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loadOptions = &TextureLoadOptions{}
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}
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var imgDecoder func(r io.Reader) (image.Image, error)
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ext := strings.ToLower(path.Ext(rightTex))
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@ -255,7 +288,12 @@ func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex st
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height := int32(nrgbaImg.Bounds().Dy())
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width := int32(nrgbaImg.Bounds().Dx())
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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(&nrgbaImg.Pix[0]))
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internalFormat := int32(gl.RGBA8)
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if loadOptions.TextureIsSrgba {
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internalFormat = gl.SRGB_ALPHA
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}
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gl.TexImage2D(uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X)+i, 0, internalFormat, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&nrgbaImg.Pix[0]))
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}
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// set the texture wrapping/filtering options (on the currently bound texture object)
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@ -267,3 +305,21 @@ func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex st
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return cmap, nil
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}
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func flipImgPixelsVertically(bytes []byte, width, height, bytesPerPixel int) {
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// Flip the image vertically such that (e.g. in an image of 10 rows) rows 0<->9, 1<->8, 2<->7 etc are swapped.
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// 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
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// rows textures will appear inverted
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widthInBytes := width * bytesPerPixel
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rowData := make([]byte, width*bytesPerPixel)
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for rowNum := 0; rowNum < height/2; rowNum++ {
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upperRowStartIndex := rowNum * widthInBytes
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lowerRowStartIndex := (height - rowNum - 1) * widthInBytes
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copy(rowData, bytes[upperRowStartIndex:upperRowStartIndex+widthInBytes])
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copy(bytes[upperRowStartIndex:upperRowStartIndex+widthInBytes], bytes[lowerRowStartIndex:lowerRowStartIndex+widthInBytes])
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copy(bytes[lowerRowStartIndex:lowerRowStartIndex+widthInBytes], rowData)
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}
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}
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@ -133,15 +133,21 @@ func initSDL() error {
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sdl.GLSetAttribute(sdl.MAJOR_VERSION, 4)
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sdl.GLSetAttribute(sdl.MINOR_VERSION, 1)
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// R(0-255) G(0-255) B(0-255)
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sdl.GLSetAttribute(sdl.GL_RED_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_GREEN_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_BLUE_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_ALPHA_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_DOUBLEBUFFER, 1)
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sdl.GLSetAttribute(sdl.GL_DEPTH_SIZE, 24)
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sdl.GLSetAttribute(sdl.GL_STENCIL_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_FRAMEBUFFER_SRGB_CAPABLE, 1)
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// Allows us to do MSAA
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sdl.GLSetAttribute(sdl.GL_MULTISAMPLEBUFFERS, 1)
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sdl.GLSetAttribute(sdl.GL_MULTISAMPLESAMPLES, 4)
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sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
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return nil
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@ -152,16 +158,12 @@ func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFla
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}
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func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
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return createWindow(title, -1, -1, width, height, WindowFlags_OPENGL|flags, rend)
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return createWindow(title, sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, width, height, WindowFlags_OPENGL|flags, rend)
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}
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func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
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assert.T(isInited, "engine.Init was not called!")
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if x == -1 && y == -1 {
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x = sdl.WINDOWPOS_CENTERED
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y = sdl.WINDOWPOS_CENTERED
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}
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assert.T(isInited, "engine.Init() was not called!")
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sdlWin, err := sdl.CreateWindow(title, x, y, width, height, uint32(flags))
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if err != nil {
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@ -198,12 +200,23 @@ func initOpenGL() error {
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gl.FrontFace(gl.CCW)
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gl.Enable(gl.BLEND)
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gl.Enable(gl.MULTISAMPLE)
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gl.Enable(gl.FRAMEBUFFER_SRGB)
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gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
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gl.ClearColor(0, 0, 0, 1)
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return nil
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}
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func SetSrgbFramebuffer(isEnabled bool) {
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if isEnabled {
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gl.Enable(gl.FRAMEBUFFER_SRGB)
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} else {
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gl.Disable(gl.FRAMEBUFFER_SRGB)
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}
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}
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func SetVSync(enabled bool) {
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assert.T(isInited, "engine.Init was not called!")
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@ -213,3 +226,12 @@ func SetVSync(enabled bool) {
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sdl.GLSetSwapInterval(0)
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}
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}
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|
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func SetMSAA(isEnabled bool) {
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|
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if isEnabled {
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gl.Enable(gl.MULTISAMPLE)
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} else {
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gl.Disable(gl.MULTISAMPLE)
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}
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}
|
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|
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8
go.mod
8
go.mod
@ -11,9 +11,9 @@ require (
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github.com/bloeys/gglm v0.43.0
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)
|
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|
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require github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2
|
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|
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require (
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github.com/mandykoh/go-parallel v0.1.0 // indirect
|
||||
github.com/mandykoh/prism v0.35.1 // indirect
|
||||
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
|
||||
|
||||
1
go.sum
1
go.sum
@ -15,6 +15,7 @@ github.com/veandco/go-sdl2 v0.4.35/go.mod h1:OROqMhHD43nT4/i9crJukyVecjPNYYuCofe
|
||||
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=
|
||||
|
||||
7
main.go
7
main.go
@ -141,11 +141,13 @@ func main() {
|
||||
}
|
||||
defer window.Destroy()
|
||||
|
||||
engine.SetMSAA(true)
|
||||
engine.SetVSync(false)
|
||||
engine.SetSrgbFramebuffer(true)
|
||||
|
||||
game := &OurGame{
|
||||
Win: window,
|
||||
ImGUIInfo: nmageimgui.NewImGui(),
|
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ImGUIInfo: nmageimgui.NewImGui("./res/shaders/imgui.glsl"),
|
||||
}
|
||||
window.EventCallbacks = append(window.EventCallbacks, game.handleWindowEvents)
|
||||
|
||||
@ -229,7 +231,7 @@ func (g *OurGame) Init() {
|
||||
}
|
||||
|
||||
//Load textures
|
||||
tex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", nil)
|
||||
tex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
@ -238,6 +240,7 @@ func (g *OurGame) Init() {
|
||||
"./res/textures/sb-right.jpg", "./res/textures/sb-left.jpg",
|
||||
"./res/textures/sb-top.jpg", "./res/textures/sb-bottom.jpg",
|
||||
"./res/textures/sb-front.jpg", "./res/textures/sb-back.jpg",
|
||||
&assets.TextureLoadOptions{TextureIsSrgba: true},
|
||||
)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
|
||||
|
||||
BIN
res/models/plane.fbx
Executable file
BIN
res/models/plane.fbx
Executable file
Binary file not shown.
47
res/shaders/imgui.glsl
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);
|
||||
}
|
||||
@ -16,7 +16,8 @@ type ImguiInfo struct {
|
||||
VaoID uint32
|
||||
VboID uint32
|
||||
IndexBufID uint32
|
||||
TexID uint32
|
||||
// This is a pointer so we can send a stable pointer to C code
|
||||
TexID *uint32
|
||||
}
|
||||
|
||||
func (i *ImguiInfo) FrameStart(winWidth, winHeight float32) {
|
||||
@ -67,7 +68,7 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
|
||||
i.Mat.Bind()
|
||||
i.Mat.SetUnifInt32("Texture", 0)
|
||||
|
||||
//PERF: only update the ortho matrix on window resize
|
||||
// @PERF: only update the ortho matrix on window resize
|
||||
orthoMat := gglm.Ortho(0, float32(winWidth), 0, float32(winHeight), 0, 20)
|
||||
i.Mat.SetUnifMat4("ProjMtx", &orthoMat.Mat4)
|
||||
gl.BindSampler(0, 0) // Rely on combined texture/sampler state.
|
||||
@ -108,11 +109,11 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
|
||||
cmd.CallUserCallback(list)
|
||||
} else {
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, i.TexID)
|
||||
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
|
||||
clipRect := cmd.ClipRect()
|
||||
gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
|
||||
|
||||
gl.DrawElementsBaseVertex(gl.TRIANGLES, int32(cmd.ElemCount()), uint32(drawType), gl.PtrOffset(int(cmd.IdxOffset())*indexSize), int32(cmd.VtxOffset()))
|
||||
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, int32(cmd.ElemCount()), uint32(drawType), uintptr(int(cmd.IdxOffset())*indexSize), int32(cmd.VtxOffset()))
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -141,13 +142,13 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
|
||||
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
|
||||
pixels, width, height, _ := a.GetTextureDataAsAlpha8()
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, i.TexID)
|
||||
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
||||
|
||||
return f
|
||||
}
|
||||
|
||||
const imguiShdrSrc = `
|
||||
const DefaultImguiShader = `
|
||||
//shader:vertex
|
||||
#version 410
|
||||
|
||||
@ -160,10 +161,24 @@ in vec4 Color;
|
||||
out vec2 Frag_UV;
|
||||
out vec4 Frag_Color;
|
||||
|
||||
// Imgui doesn't handle srgb correctly, and looks too bright and wrong in srgb buffers (see: https://github.com/ocornut/imgui/issues/578).
|
||||
// While not a complete fix (that would require changes in imgui itself), moving incoming srgba colors to linear in the vertex shader helps make things look better.
|
||||
vec4 srgba_to_linear(vec4 srgbaColor){
|
||||
|
||||
#define gamma_correction 2.2
|
||||
|
||||
return vec4(
|
||||
pow(srgbaColor.r, gamma_correction),
|
||||
pow(srgbaColor.g, gamma_correction),
|
||||
pow(srgbaColor.b, gamma_correction),
|
||||
srgbaColor.a
|
||||
);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
Frag_Color = srgba_to_linear(Color);
|
||||
gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
|
||||
}
|
||||
|
||||
@ -183,11 +198,21 @@ void main()
|
||||
}
|
||||
`
|
||||
|
||||
func NewImGui() ImguiInfo {
|
||||
// NewImGui setups imgui using the passed shader.
|
||||
// If the path is empty a default nMage shader is used
|
||||
func NewImGui(shaderPath string) ImguiInfo {
|
||||
|
||||
var imguiMat *materials.Material
|
||||
if shaderPath == "" {
|
||||
imguiMat = materials.NewMaterialSrc("ImGUI Mat", []byte(DefaultImguiShader))
|
||||
} else {
|
||||
imguiMat = materials.NewMaterial("ImGUI Mat", shaderPath)
|
||||
}
|
||||
|
||||
imguiInfo := ImguiInfo{
|
||||
ImCtx: imgui.CreateContext(),
|
||||
Mat: materials.NewMaterialSrc("ImGUI Mat", []byte(imguiShdrSrc)),
|
||||
Mat: imguiMat,
|
||||
TexID: new(uint32),
|
||||
}
|
||||
|
||||
io := imgui.CurrentIO()
|
||||
@ -197,10 +222,10 @@ func NewImGui() ImguiInfo {
|
||||
gl.GenVertexArrays(1, &imguiInfo.VaoID)
|
||||
gl.GenBuffers(1, &imguiInfo.VboID)
|
||||
gl.GenBuffers(1, &imguiInfo.IndexBufID)
|
||||
gl.GenTextures(1, &imguiInfo.TexID)
|
||||
gl.GenTextures(1, imguiInfo.TexID)
|
||||
|
||||
// Upload font to gpu
|
||||
gl.BindTexture(gl.TEXTURE_2D, imguiInfo.TexID)
|
||||
gl.BindTexture(gl.TEXTURE_2D, *imguiInfo.TexID)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
|
||||
@ -209,7 +234,7 @@ func NewImGui() ImguiInfo {
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts().SetTexID(imgui.TextureID(uintptr(imguiInfo.TexID)))
|
||||
io.Fonts().SetTexID(imgui.TextureID(imguiInfo.TexID))
|
||||
|
||||
//Shader attributes
|
||||
imguiInfo.Mat.Bind()
|
||||
|
||||
Reference in New Issue
Block a user