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56 Commits

Author SHA1 Message Date
1d71715cb4 Make const value naming upper snake case 2024-05-13 05:35:53 +04:00
581d17d1d9 Frame time graph 2024-05-13 05:18:21 +04:00
3795a7123f Ensure renderer calls aren't virtual 2024-05-13 04:57:16 +04:00
5aa0f41085 Internal material func rename 2024-05-13 04:36:53 +04:00
c782e8c312 Get rid of allocations on SetUniform calls, allowing us to pass ref again 2024-05-13 04:33:54 +04:00
f0a12879f8 Add todo 2024-05-13 03:45:16 +04:00
6ea08e9826 Get rid of more pointers to make allocs predictable 2024-05-13 03:42:52 +04:00
83c6f635e5 Show fps in debug window 2024-05-13 03:21:47 +04:00
cf6b2655e7 After all why not, why shouldn't we have HDR 2024-05-12 06:46:46 +04:00
7b1e3ea7b4 Default textures for diffuse/specular/normal/emission mat slots 2024-05-11 05:11:54 +04:00
c884d2624d Normal mapping 2024-05-07 05:23:36 +04:00
8c6b1d5821 Adjust shadow map texture sizes 2024-05-06 23:23:52 +04:00
dfd1fe9c5e Material settings+normal matrices on CPU 2024-05-06 22:55:57 +04:00
24613823a7 Fix gitignore 2024-05-06 22:18:15 +04:00
0386f441d6 Profiling 2024-05-06 22:16:20 +04:00
57ab851534 Update gglm 2024-05-05 00:34:38 +04:00
d523c0951b Get rid of unneeded pointers+update todos 2024-05-01 01:16:33 +04:00
abd7079e61 Correct modifier keys input to imgui 2024-04-24 19:56:35 +04:00
4d8ccdaf56 Captured/uncaptured mode in input package+comments 2024-04-20 11:53:06 +04:00
a131e1b52d Add todo regarding input package 2024-04-20 11:14:29 +04:00
f35c217d73 Spotlight shadows 2024-04-16 10:34:30 +04:00
fbfcbaa156 Point light shadows+cubemap array fbo+cleanup 2024-04-15 10:49:18 +04:00
c4b1dd1b3d Geometry shader support+omnidirectional depth map shader+improvements 2024-04-15 05:09:07 +04:00
a5bea5a661 Cubemap depth fbo attachments 2024-04-15 04:16:44 +04:00
22ba9ca891 Fix comment 2024-04-15 03:22:25 +04:00
92855c52f9 Shader fixes 2024-04-15 03:19:40 +04:00
594d342bf0 Remove some stuff 2024-04-14 07:59:40 +04:00
bb1946b930 Simple percentage closer filtering for shadows 2024-04-14 07:58:47 +04:00
ef2b01059a Update calcshadow 2024-04-14 06:18:41 +04:00
5fa6a06079 Clamp to border for depth map+rotating cubes 2024-04-14 06:14:10 +04:00
b718611149 Improving shadows 2024-04-14 03:45:48 +04:00
be85e20024 Basic directional shadows 2024-04-14 02:50:40 +04:00
040228319e Depth fbo+renderer work+texture slots enum+optimize shaders+more 2024-04-13 23:55:52 +04:00
ddd8db3cb0 Framebuffers+unlit shader+screen quad shader 2024-04-13 08:03:17 +04:00
692167ada2 Split buffer struct into VAO+VBO+IBO structs 2024-04-13 02:59:31 +04:00
524ef068f0 Add comment 2024-04-12 23:57:24 +04:00
b060dcdbe9 Go 1.22+fix input bug 2024-04-12 23:55:21 +04:00
e22525e2ee Default to srgba textures 2024-04-12 23:38:51 +04:00
ee61373069 Blinn-phong 2024-04-12 23:28:59 +04:00
1f922b6a47 Enable stencil test 2024-04-12 23:02:27 +04:00
9d7bdc0196 Improve error messages 2024-04-12 22:40:08 +04:00
83922f1908 Spot lights 2024-04-12 21:09:14 +04:00
c00f6d97dd Multiple point lights 2024-04-12 08:38:03 +04:00
3c0f82a735 Light maps support (diffuse+specular+normal+emission)+imgui bugs 2024-04-12 03:47:30 +04:00
c058b82a92 Shader cleanup 2024-04-12 02:17:03 +04:00
908e5e96aa Specular lighting 2024-04-12 01:22:05 +04:00
c83e263476 Update todos 2024-04-12 00:23:29 +04:00
01f06cce1e Handle relative mouse mode mouse pos for imgui 2024-04-11 22:12:33 +04:00
20ed804d2a Correctly handle imgui mouse/keyboard capture 2024-04-11 22:07:38 +04:00
80ce6d60d2 Proper support for zero handles 2023-10-09 05:03:48 +04:00
c998fc26ce Avoid deprecated gl funcs+Improve imgui with srgb 2023-10-08 04:03:54 +04:00
81b515197d Properly working MSAA and SRGB :D 2023-10-08 03:20:56 +04:00
d703a5270c x8 MSAA 2023-10-07 11:28:59 +04:00
caa76c2a5e Remove test changes 2023-10-07 10:58:57 +04:00
da50d597f9 Control over srgba textures and srgba framebuffer 2023-10-07 10:58:01 +04:00
9f9744a142 Fixed now? 2023-10-07 09:55:57 +04:00
46 changed files with 3701 additions and 641 deletions

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@ -9,10 +9,10 @@ jobs:
runs-on: macos-12
steps:
- name: Install golang 1.18
- name: Install golang
uses: actions/setup-go@v3
with:
go-version: '^1.18'
go-version: '>=1.22'
- name: Install assimp-go dylib
run: sudo mkdir -p /usr/local/lib && sudo wget https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp_darwin_amd64.dylib -O /usr/local/lib/libassimp.5.dylib

5
.gitignore vendored
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@ -15,4 +15,7 @@
vendor/
.vscode/
imgui.ini
*~
*~
# Custom
*.pprof

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@ -19,15 +19,34 @@ import (
type ColorFormat int
const (
ColorFormat_RGBA8 ColorFormat = iota
ColorFormat_Unknown ColorFormat = iota
ColorFormat_RGBA8
)
var (
DefaultBlackTexId Texture
DefaultWhiteTexId Texture
DefaultDiffuseTexId Texture
DefaultSpecularTexId Texture
DefaultNormalTexId Texture
DefaultEmissionTexId Texture
)
type Texture struct {
//Path only exists for textures loaded from disk
Path string
TexID uint32
Width int32
// Path only exists for textures loaded from disk
Path string
TexID uint32
// Width is the width of the texture in pixels (pixels per row).
// Note that the number of bytes constituting a row is MORE than this (e.g. for RGBA8, bytesPerRow=width*4, since we have 4 bytes per pixel)
Width int32
// Height is the height of the texture in pixels (pixels per column).
// Note that the number of bytes constituting a column is MORE than this (e.g. for RGBA8, bytesPerColumn=height*4, since we have 4 bytes per pixel)
Height int32
// Pixels usually stored in RGBA format
Pixels []byte
}
@ -36,6 +55,7 @@ type TextureLoadOptions struct {
WriteToCache bool
GenMipMaps bool
KeepPixelsInMem bool
NoSrgba bool
}
type Cubemap struct {
@ -77,10 +97,10 @@ func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, erro
tex := Texture{
Path: file,
Pixels: nrgbaImg.Pix,
Height: int32(nrgbaImg.Bounds().Dy()),
Width: int32(nrgbaImg.Bounds().Dx()),
Height: int32(nrgbaImg.Bounds().Dy()),
}
flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height))
flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height), 4)
//Prepare opengl stuff
gl.GenTextures(1, &tex.TexID)
@ -93,7 +113,12 @@ func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, erro
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
// load and generate the texture
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.SRGB8_ALPHA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
internalFormat := int32(gl.SRGB_ALPHA)
if loadOptions.NoSrgba {
internalFormat = gl.RGBA8
}
gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
if loadOptions.GenMipMaps {
gl.GenerateMipmap(tex.TexID)
@ -123,7 +148,7 @@ func LoadTextureInMemPngImg(img image.Image, loadOptions *TextureLoadOptions) (T
Height: int32(nrgbaImg.Bounds().Dy()),
Width: int32(nrgbaImg.Bounds().Dx()),
}
flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height))
flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height), 4)
//Prepare opengl stuff
gl.GenTextures(1, &tex.TexID)
@ -136,7 +161,12 @@ func LoadTextureInMemPngImg(img image.Image, loadOptions *TextureLoadOptions) (T
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
// load and generate the texture
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.SRGB8_ALPHA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
internalFormat := int32(gl.SRGB_ALPHA)
if loadOptions.NoSrgba {
internalFormat = gl.RGBA8
}
gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
if loadOptions.GenMipMaps {
gl.GenerateMipmap(tex.TexID)
@ -183,7 +213,7 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
Height: int32(nrgbaImg.Bounds().Dy()),
Width: int32(nrgbaImg.Bounds().Dx()),
}
flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height))
flipImgPixelsVertically(tex.Pixels, int(tex.Width), int(tex.Height), 4)
//Prepare opengl stuff
gl.GenTextures(1, &tex.TexID)
@ -196,7 +226,12 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
// load and generate the texture
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.SRGB8_ALPHA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
internalFormat := int32(gl.SRGB_ALPHA)
if loadOptions.NoSrgba {
internalFormat = gl.RGBA8
}
gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
if loadOptions.GenMipMaps {
gl.GenerateMipmap(tex.TexID)
@ -213,7 +248,12 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
return tex, nil
}
func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex string) (Cubemap, error) {
// LoadCubemapTextures only supports the 'TextureIsSrgba' option
func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex string, loadOptions *TextureLoadOptions) (Cubemap, error) {
if loadOptions == nil {
loadOptions = &TextureLoadOptions{}
}
var imgDecoder func(r io.Reader) (image.Image, error)
ext := strings.ToLower(path.Ext(rightTex))
@ -258,7 +298,12 @@ func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex st
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(&nrgbaImg.Pix[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)
@ -271,19 +316,20 @@ func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex st
return cmap, nil
}
func flipImgPixelsVertically(bytes []byte, width, height int) {
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
rowData := make([]byte, width)
widthInBytes := width * bytesPerPixel
rowData := make([]byte, width*bytesPerPixel)
for rowNum := 0; rowNum < height/2; rowNum++ {
upperRowStartIndex := rowNum * width
lowerRowStartIndex := (height - rowNum - 1) * width
copy(rowData, bytes[upperRowStartIndex:upperRowStartIndex+width])
copy(bytes[upperRowStartIndex:upperRowStartIndex+width], bytes[lowerRowStartIndex:lowerRowStartIndex+width])
copy(bytes[lowerRowStartIndex:lowerRowStartIndex+width], rowData)
upperRowStartIndex := rowNum * widthInBytes
lowerRowStartIndex := (height - rowNum - 1) * widthInBytes
copy(rowData, bytes[upperRowStartIndex:upperRowStartIndex+widthInBytes])
copy(bytes[upperRowStartIndex:upperRowStartIndex+widthInBytes], bytes[lowerRowStartIndex:lowerRowStartIndex+widthInBytes])
copy(bytes[lowerRowStartIndex:lowerRowStartIndex+widthInBytes], rowData)
}
}

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@ -10,8 +10,10 @@ import (
type BufUsage int
const (
BufUsage_Unknown BufUsage = iota
//Buffer is set only once and used many times
BufUsage_Static BufUsage = iota
BufUsage_Static
//Buffer is changed a lot and used many times
BufUsage_Dynamic
//Buffer is set only once and used by the GPU at most a few times

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@ -1,134 +0,0 @@
package buffers
import (
"github.com/bloeys/nmage/logging"
"github.com/go-gl/gl/v4.1-core/gl"
)
type Buffer struct {
VAOID uint32
// BufID is the ID of the VBO
BufID uint32
// IndexBufID is the ID of the index/element buffer
IndexBufID uint32
// IndexBufCount is the number of elements in the index buffer
// Updated on SetIndexBufData
IndexBufCount int32
// IndexBufCount int32
Stride int32
layout []Element
}
func (b *Buffer) Bind() {
gl.BindVertexArray(b.VAOID)
}
func (b *Buffer) UnBind() {
gl.BindVertexArray(0)
}
func (b *Buffer) SetData(values []float32) {
gl.BindVertexArray(b.VAOID)
gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
sizeInBytes := len(values) * 4
if sizeInBytes == 0 {
gl.BufferData(gl.ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static.ToGL())
} else {
gl.BufferData(gl.ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
}
gl.BindVertexArray(0)
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
}
func (b *Buffer) SetDataWithUsage(values []float32, usage BufUsage) {
gl.BindVertexArray(b.VAOID)
gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
sizeInBytes := len(values) * 4
if sizeInBytes == 0 {
gl.BufferData(gl.ARRAY_BUFFER, 0, gl.Ptr(nil), usage.ToGL())
} else {
gl.BufferData(gl.ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), usage.ToGL())
}
gl.BindVertexArray(0)
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
}
func (b *Buffer) SetIndexBufData(values []uint32) {
b.IndexBufCount = int32(len(values))
gl.BindVertexArray(b.VAOID)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b.IndexBufID)
sizeInBytes := len(values) * 4
if sizeInBytes == 0 {
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static.ToGL())
} else {
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
}
gl.BindVertexArray(0)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
}
func (b *Buffer) GetLayout() []Element {
e := make([]Element, len(b.layout))
copy(e, b.layout)
return e
}
// SetLayout updates the layout object and the corresponding vertex attributes.
// Vertex attributes are also enabled.
func (b *Buffer) SetLayout(layout ...Element) {
b.layout = layout
b.Stride = 0
for i := 0; i < len(b.layout); i++ {
b.layout[i].Offset = int(b.Stride)
b.Stride += b.layout[i].Size()
}
//Set opengl stuff
b.Bind()
//NOTE: VBOs are only bound at 'VertexAttribPointer', not BindBUffer, so we need to bind the buffer and vao here
gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
for i := 0; i < len(layout); i++ {
gl.EnableVertexAttribArray(uint32(i))
gl.VertexAttribPointerWithOffset(uint32(i), layout[i].ElementType.CompCount(), layout[i].ElementType.GLType(), false, b.Stride, uintptr(layout[i].Offset))
}
b.UnBind()
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
}
func NewBuffer(layout ...Element) Buffer {
b := Buffer{}
gl.GenVertexArrays(1, &b.VAOID)
if b.VAOID == 0 {
logging.ErrLog.Println("Failed to create openGL vertex array object")
}
gl.GenBuffers(1, &b.BufID)
if b.BufID == 0 {
logging.ErrLog.Println("Failed to create openGL buffer")
}
gl.GenBuffers(1, &b.IndexBufID)
if b.IndexBufID == 0 {
logging.ErrLog.Println("Failed to create openGL buffer")
}
b.SetLayout(layout...)
return b
}

667
buffers/framebuffer.go Executable file
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@ -0,0 +1,667 @@
package buffers
import (
"github.com/bloeys/nmage/assert"
"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_Texture_Array
FramebufferAttachmentType_Renderbuffer
FramebufferAttachmentType_Cubemap
FramebufferAttachmentType_Cubemap_Array
)
func (f FramebufferAttachmentType) IsValid() bool {
switch f {
case FramebufferAttachmentType_Texture:
fallthrough
case FramebufferAttachmentType_Texture_Array:
fallthrough
case FramebufferAttachmentType_Renderbuffer:
fallthrough
case FramebufferAttachmentType_Cubemap:
fallthrough
case FramebufferAttachmentType_Cubemap_Array:
return true
default:
return false
}
}
type FramebufferAttachmentDataFormat int32
const (
FramebufferAttachmentDataFormat_Unknown FramebufferAttachmentDataFormat = iota
FramebufferAttachmentDataFormat_R32Int
FramebufferAttachmentDataFormat_RGBA8
FramebufferAttachmentDataFormat_RGBAF16
FramebufferAttachmentDataFormat_SRGBA
FramebufferAttachmentDataFormat_DepthF32
FramebufferAttachmentDataFormat_Depth24Stencil8
)
func (f FramebufferAttachmentDataFormat) IsColorFormat() bool {
return f == FramebufferAttachmentDataFormat_R32Int ||
f == FramebufferAttachmentDataFormat_RGBA8 ||
f == FramebufferAttachmentDataFormat_SRGBA ||
f == FramebufferAttachmentDataFormat_RGBAF16
}
func (f FramebufferAttachmentDataFormat) IsDepthFormat() bool {
return f == FramebufferAttachmentDataFormat_Depth24Stencil8 ||
f == FramebufferAttachmentDataFormat_DepthF32
}
func (f FramebufferAttachmentDataFormat) GlInternalFormat() int32 {
switch f {
case FramebufferAttachmentDataFormat_R32Int:
return gl.R32I
case FramebufferAttachmentDataFormat_RGBA8:
return gl.RGB8
case FramebufferAttachmentDataFormat_RGBAF16:
return gl.RGBA16F
case FramebufferAttachmentDataFormat_SRGBA:
return gl.SRGB_ALPHA
case FramebufferAttachmentDataFormat_DepthF32:
return gl.DEPTH_COMPONENT
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_RGBAF16:
fallthrough
case FramebufferAttachmentDataFormat_SRGBA:
return gl.RGBA
case FramebufferAttachmentDataFormat_DepthF32:
return gl.DEPTH_COMPONENT
case FramebufferAttachmentDataFormat_Depth24Stencil8:
return gl.DEPTH_STENCIL
default:
logging.ErrLog.Fatalf("unknown framebuffer attachment data format. Format=%d\n", f)
return 0
}
}
func (f FramebufferAttachmentDataFormat) GlComponentType() uint32 {
switch f {
case FramebufferAttachmentDataFormat_R32Int:
return gl.INT
case FramebufferAttachmentDataFormat_RGBA8:
fallthrough
case FramebufferAttachmentDataFormat_SRGBA:
return gl.UNSIGNED_BYTE
case FramebufferAttachmentDataFormat_RGBAF16:
// Seems this is fine to be float instead of half float
fallthrough
case FramebufferAttachmentDataFormat_DepthF32:
return gl.FLOAT
case FramebufferAttachmentDataFormat_Depth24Stencil8:
return gl.UNSIGNED_INT_24_8
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
ClearFlags 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))
}
// Clear calls gl.Clear with the fbo's clear flags.
// Note that the fbo must be complete and bound.
// Calling this without a bound fbo will clear something else, like your screen.
func (fbo *Framebuffer) Clear() {
gl.Clear(fbo.ClearFlags)
}
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 attachType == FramebufferAttachmentType_Cubemap || attachType == FramebufferAttachmentType_Cubemap_Array {
logging.ErrLog.Fatalf("failed creating color attachment because cubemaps can not be color attachments (at least in this implementation. You might be able to do it manually)\n")
}
if attachType == FramebufferAttachmentType_Texture_Array {
logging.ErrLog.Fatalf("failed creating color attachment because texture arrays can not be color attachments (implementation can be updated to support it or you can do it manually)\n")
}
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(),
attachFormat.GlComponentType(),
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.ClearFlags |= gl.COLOR_BUFFER_BIT
fbo.Attachments = append(fbo.Attachments, a)
}
// SetNoColorBuffer sets the read and draw buffers of this fbo to 'NONE',
// which tells the graphics driver that we don't want a color buffer for this fbo.
//
// This is required because normally an fbo must have a color buffer to be considered complete, but by
// doing this we get marked as complete even without one.
//
// Usually used when you only care about some other buffer, like a depth buffer.
func (fbo *Framebuffer) SetNoColorBuffer() {
if fbo.HasColorAttachment() {
logging.ErrLog.Fatalf("failed SetNoColorBuffer because framebuffer already has a color attachment\n")
}
fbo.Bind()
gl.DrawBuffer(gl.NONE)
gl.ReadBuffer(gl.NONE)
fbo.UnBind()
}
func (fbo *Framebuffer) NewDepthAttachment(
attachType FramebufferAttachmentType,
attachFormat FramebufferAttachmentDataFormat,
) {
if fbo.HasDepthAttachment() {
logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer because a depth attachment already exists\n")
}
if !attachType.IsValid() {
logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer due to unknown attachment type. Type=%d\n", attachType)
}
if !attachFormat.IsDepthFormat() {
logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer due to attachment data format not being a valid depth-stencil type. Data format=%d\n", attachFormat)
}
if attachType == FramebufferAttachmentType_Cubemap_Array {
logging.ErrLog.Fatalf("failed creating cubemap array depth attachment because 'NewDepthCubemapArrayAttachment' must be used for that\n")
}
if attachType == FramebufferAttachmentType_Texture_Array {
logging.ErrLog.Fatalf("failed creating texture array depth attachment because 'NewDepthTextureArrayAttachment' must be used for that\n")
}
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(),
attachFormat.GlComponentType(),
nil,
)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
// This is so that any sampling outside the depth map gives a full depth value.
// Useful for example when doing shadow maps where we want things outside
// the range of the texture to not show shadow
borderColor := []float32{1, 1, 1, 1}
gl.TexParameterfv(gl.TEXTURE_2D, gl.TEXTURE_BORDER_COLOR, &borderColor[0])
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
gl.BindTexture(gl.TEXTURE_2D, 0)
// Attach to fbo
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_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_ATTACHMENT, gl.RENDERBUFFER, a.Id)
} else if attachType == FramebufferAttachmentType_Cubemap {
// Create cubemap
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_CUBE_MAP, a.Id)
for i := 0; i < 6; i++ {
gl.TexImage2D(
uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X+i),
0,
attachFormat.GlInternalFormat(),
int32(fbo.Width),
int32(fbo.Height),
0,
attachFormat.GlFormat(),
attachFormat.GlComponentType(),
nil,
)
}
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
gl.BindTexture(gl.TEXTURE_2D, 0)
// Attach to fbo
gl.FramebufferTexture(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, a.Id, 0)
}
fbo.UnBind()
fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT
fbo.Attachments = append(fbo.Attachments, a)
}
func (fbo *Framebuffer) NewDepthCubemapArrayAttachment(
attachFormat FramebufferAttachmentDataFormat,
numCubemaps int32,
) {
if fbo.HasDepthAttachment() {
logging.ErrLog.Fatalf("failed creating cubemap array depth attachment for framebuffer because a depth attachment already exists\n")
}
if !attachFormat.IsDepthFormat() {
logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer due to attachment data format not being a valid depth-stencil type. Data format=%d\n", attachFormat)
}
a := FramebufferAttachment{
Type: FramebufferAttachmentType_Cubemap_Array,
Format: attachFormat,
}
fbo.Bind()
// Create cubemap array
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_CUBE_MAP_ARRAY, a.Id)
gl.TexImage3D(
gl.TEXTURE_CUBE_MAP_ARRAY,
0,
attachFormat.GlInternalFormat(),
int32(fbo.Width),
int32(fbo.Height),
6*numCubemaps,
0,
attachFormat.GlFormat(),
attachFormat.GlComponentType(),
nil,
)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
gl.BindTexture(gl.TEXTURE_2D, 0)
// Attach to fbo
gl.FramebufferTexture(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, a.Id, 0)
fbo.UnBind()
fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT
fbo.Attachments = append(fbo.Attachments, a)
}
func (fbo *Framebuffer) NewDepthTextureArrayAttachment(
attachFormat FramebufferAttachmentDataFormat,
numTextures int32,
) {
if fbo.HasDepthAttachment() {
logging.ErrLog.Fatalf("failed creating texture array depth attachment for framebuffer because a depth attachment already exists\n")
}
if !attachFormat.IsDepthFormat() {
logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer due to attachment data format not being a valid depth-stencil type. Data format=%d\n", attachFormat)
}
a := FramebufferAttachment{
Type: FramebufferAttachmentType_Texture_Array,
Format: attachFormat,
}
fbo.Bind()
// Create cubemap array
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_ARRAY, a.Id)
gl.TexImage3D(
gl.TEXTURE_2D_ARRAY,
0,
attachFormat.GlInternalFormat(),
int32(fbo.Width),
int32(fbo.Height),
numTextures,
0,
attachFormat.GlFormat(),
attachFormat.GlComponentType(),
nil,
)
gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
// This is so that any sampling outside the depth map gives a full depth value.
// Useful for example when doing shadow maps where we want things outside
// the range of the texture to not show shadow
borderColor := []float32{1, 1, 1, 1}
gl.TexParameterfv(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_BORDER_COLOR, &borderColor[0])
gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
gl.BindTexture(gl.TEXTURE_2D_ARRAY, 0)
// Attach to fbo
gl.FramebufferTexture(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, a.Id, 0)
fbo.UnBind()
fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT
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(),
attachFormat.GlComponentType(),
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.ClearFlags |= gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT
fbo.Attachments = append(fbo.Attachments, a)
}
// SetCubemapArrayLayerFace 'binds' a single face of a cubemap from the cubemap
// array to the fbo, such that rendering only affects that one face and the others inaccessible.
//
// If this is not called, the default is that the entire cubemap array and all the faces in it
// are bound and available for use when binding the fbo.
func (fbo *Framebuffer) SetCubemapArrayLayerFace(layerFace int32) {
for i := 0; i < len(fbo.Attachments); i++ {
a := &fbo.Attachments[i]
if a.Type != FramebufferAttachmentType_Cubemap_Array {
continue
}
assert.T(a.Format.IsDepthFormat(), "SetCubemapFromArray called but a cubemap array is set on a color attachment, which is not currently handled. Code must be updated!")
gl.FramebufferTextureLayer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, a.Id, 0, layerFace)
return
}
logging.ErrLog.Fatalf("SetCubemapFromArray failed because no cubemap array attachment was found on fbo. Fbo=%+v\n", *fbo)
}
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
View 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
View 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
View 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
}

View File

@ -41,7 +41,7 @@ func (c *Camera) Update() {
c.ViewMat = gglm.LookAtRH(&c.Pos, c.Pos.Clone().Add(&c.Forward), &c.WorldUp).Mat4
if c.Type == Type_Perspective {
c.ProjMat = *gglm.Perspective(c.Fov, c.AspectRatio, c.NearClip, c.FarClip)
c.ProjMat = gglm.Perspective(c.Fov, c.AspectRatio, c.NearClip, c.FarClip)
} else {
c.ProjMat = gglm.Ortho(c.Left, c.Right, c.Top, c.Bottom, c.NearClip, c.FarClip).Mat4
}
@ -59,9 +59,9 @@ func (c *Camera) UpdateRotation(pitch, yaw float32) {
c.Update()
}
func NewPerspective(pos, forward, worldUp *gglm.Vec3, nearClip, farClip, fovRadians, aspectRatio float32) *Camera {
func NewPerspective(pos, forward, worldUp *gglm.Vec3, nearClip, farClip, fovRadians, aspectRatio float32) Camera {
cam := &Camera{
cam := Camera{
Type: Type_Perspective,
Pos: *pos,
Forward: *forward,
@ -78,9 +78,9 @@ func NewPerspective(pos, forward, worldUp *gglm.Vec3, nearClip, farClip, fovRadi
return cam
}
func NewOrthographic(pos, forward, worldUp *gglm.Vec3, nearClip, farClip, left, right, top, bottom float32) *Camera {
func NewOrthographic(pos, forward, worldUp *gglm.Vec3, nearClip, farClip, left, right, top, bottom float32) Camera {
cam := &Camera{
cam := Camera{
Type: Type_Orthographic,
Pos: *pos,
Forward: *forward,

View File

@ -1,12 +1,14 @@
package engine
import (
"image"
"image/color"
"runtime"
imgui "github.com/AllenDang/cimgui-go"
"github.com/bloeys/nmage/assert"
"github.com/bloeys/nmage/assets"
"github.com/bloeys/nmage/input"
"github.com/bloeys/nmage/renderer"
"github.com/bloeys/nmage/timing"
nmageimgui "github.com/bloeys/nmage/ui/imgui"
"github.com/go-gl/gl/v4.1-core/gl"
@ -15,21 +17,30 @@ import (
var (
isInited = false
isSdlButtonLeftDown = false
isSdlButtonMiddleDown = false
isSdlButtonRightDown = false
ImguiRelativeMouseModePosX float32
ImguiRelativeMouseModePosY float32
)
type Window struct {
SDLWin *sdl.Window
GlCtx sdl.GLContext
EventCallbacks []func(sdl.Event)
Rend renderer.Render
}
func (w *Window) handleInputs() {
input.EventLoopStart()
imIo := imgui.CurrentIO()
// @TODO: Would be nice to have imgui package process its own events via a callback instead of it being part of engine code
imguiCaptureMouse := imIo.WantCaptureMouse()
imguiCaptureKeyboard := imIo.WantCaptureKeyboard()
input.EventLoopStart(imguiCaptureMouse, imguiCaptureKeyboard)
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
//Fire callbacks
@ -43,42 +54,42 @@ func (w *Window) handleInputs() {
case *sdl.MouseWheelEvent:
input.HandleMouseWheelEvent(e)
xDelta, yDelta := input.GetMouseWheelMotion()
imIo.AddMouseWheelDelta(float32(xDelta), float32(yDelta))
imIo.AddMouseWheelDelta(float32(e.X), float32(e.Y))
case *sdl.KeyboardEvent:
input.HandleKeyboardEvent(e)
// Send modifier key updates to imgui (based on the imgui SDL backend)
imIo.AddKeyEvent(imgui.ModCtrl, e.Keysym.Mod&sdl.KMOD_CTRL != 0)
imIo.AddKeyEvent(imgui.ModShift, e.Keysym.Mod&sdl.KMOD_SHIFT != 0)
imIo.AddKeyEvent(imgui.ModAlt, e.Keysym.Mod&sdl.KMOD_ALT != 0)
imIo.AddKeyEvent(imgui.ModSuper, e.Keysym.Mod&sdl.KMOD_GUI != 0)
imIo.AddKeyEvent(nmageimgui.SdlScancodeToImGuiKey(e.Keysym.Scancode), e.Type == sdl.KEYDOWN)
// Send modifier key updates to imgui
if e.Keysym.Sym == sdl.K_LCTRL || e.Keysym.Sym == sdl.K_RCTRL {
imIo.SetKeyCtrl(e.Type == sdl.KEYDOWN)
}
if e.Keysym.Sym == sdl.K_LSHIFT || e.Keysym.Sym == sdl.K_RSHIFT {
imIo.SetKeyShift(e.Type == sdl.KEYDOWN)
}
if e.Keysym.Sym == sdl.K_LALT || e.Keysym.Sym == sdl.K_RALT {
imIo.SetKeyAlt(e.Type == sdl.KEYDOWN)
}
if e.Keysym.Sym == sdl.K_LGUI || e.Keysym.Sym == sdl.K_RGUI {
imIo.SetKeySuper(e.Type == sdl.KEYDOWN)
}
case *sdl.TextInputEvent:
imIo.AddInputCharactersUTF8(e.GetText())
case *sdl.MouseButtonEvent:
input.HandleMouseBtnEvent(e)
isPressed := e.State == sdl.PRESSED
if e.Button == sdl.BUTTON_LEFT {
isSdlButtonLeftDown = isPressed
} else if e.Button == sdl.BUTTON_MIDDLE {
isSdlButtonMiddleDown = isPressed
} else if e.Button == sdl.BUTTON_RIGHT {
isSdlButtonRightDown = isPressed
}
case *sdl.MouseMotionEvent:
input.HandleMouseMotionEvent(e)
case *sdl.WindowEvent:
if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
w.handleWindowResize()
}
@ -88,13 +99,17 @@ func (w *Window) handleInputs() {
}
}
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
x, y, _ := sdl.GetMouseState()
imIo.SetMousePos(imgui.Vec2{X: float32(x), Y: float32(y)})
if sdl.GetRelativeMouseMode() {
imIo.SetMousePos(imgui.Vec2{X: ImguiRelativeMouseModePosX, Y: ImguiRelativeMouseModePosY})
} else {
x, y, _ := sdl.GetMouseState()
imIo.SetMousePos(imgui.Vec2{X: float32(x), Y: float32(y)})
}
imIo.SetMouseButtonDown(0, input.MouseDown(sdl.BUTTON_LEFT))
imIo.SetMouseButtonDown(1, input.MouseDown(sdl.BUTTON_RIGHT))
imIo.SetMouseButtonDown(2, input.MouseDown(sdl.BUTTON_MIDDLE))
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
imIo.SetMouseButtonDown(imgui.MouseButtonLeft, isSdlButtonLeftDown)
imIo.SetMouseButtonDown(imgui.MouseButtonRight, isSdlButtonRightDown)
imIo.SetMouseButtonDown(imgui.MouseButtonMiddle, isSdlButtonMiddleDown)
}
func (w *Window) handleWindowResize() {
@ -133,56 +148,66 @@ func initSDL() error {
sdl.GLSetAttribute(sdl.MAJOR_VERSION, 4)
sdl.GLSetAttribute(sdl.MINOR_VERSION, 1)
// R(0-255) G(0-255) B(0-255)
sdl.GLSetAttribute(sdl.GL_RED_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_GREEN_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_BLUE_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_ALPHA_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_DOUBLEBUFFER, 1)
sdl.GLSetAttribute(sdl.GL_DEPTH_SIZE, 24)
sdl.GLSetAttribute(sdl.GL_STENCIL_SIZE, 8)
sdl.GLSetAttribute(sdl.GL_FRAMEBUFFER_SRGB_CAPABLE, 1)
// Allows us to do MSAA
sdl.GLSetAttribute(sdl.GL_MULTISAMPLEBUFFERS, 1)
sdl.GLSetAttribute(sdl.GL_MULTISAMPLESAMPLES, 4)
sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
return nil
}
func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
return createWindow(title, x, y, width, height, WindowFlags_OPENGL|flags, rend)
func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFlags) (Window, error) {
return createWindow(title, x, y, width, height, WindowFlags_OPENGL|flags)
}
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)
func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags) (Window, error) {
return createWindow(title, sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, width, height, WindowFlags_OPENGL|flags)
}
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) (Window, error) {
assert.T(isInited, "engine.Init was not called!")
if x == -1 && y == -1 {
x = sdl.WINDOWPOS_CENTERED
y = sdl.WINDOWPOS_CENTERED
}
assert.T(isInited, "engine.Init() was not called!")
sdlWin, err := sdl.CreateWindow(title, x, y, width, height, uint32(flags))
if err != nil {
return nil, err
}
win := &Window{
SDLWin: sdlWin,
win := Window{
SDLWin: nil,
EventCallbacks: make([]func(sdl.Event), 0),
Rend: rend,
}
win.GlCtx, err = sdlWin.GLCreateContext()
var err error
win.SDLWin, err = sdl.CreateWindow(title, x, y, width, height, uint32(flags))
if err != nil {
return nil, err
return win, err
}
win.GlCtx, err = win.SDLWin.GLCreateContext()
if err != nil {
return win, err
}
err = initOpenGL()
if err != nil {
return nil, err
return win, err
}
setupDefaultTextures()
// Get rid of the blinding white startup screen (unfortunately there is still one frame of white)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
win.SDLWin.GLSwap()
return win, err
}
@ -193,19 +218,82 @@ func initOpenGL() error {
}
gl.Enable(gl.DEPTH_TEST)
gl.Enable(gl.STENCIL_TEST)
gl.Enable(gl.CULL_FACE)
gl.CullFace(gl.BACK)
gl.FrontFace(gl.CCW)
gl.Enable(gl.BLEND)
gl.Enable(gl.MULTISAMPLE)
gl.Enable(gl.FRAMEBUFFER_SRGB)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.ClearColor(0, 0, 0, 1)
return nil
}
func setupDefaultTextures() error {
// 1x1 black texture
defaultBlackImg := image.NewNRGBA(image.Rect(0, 0, 1, 1))
defaultBlackImg.Set(0, 0, color.NRGBA{R: 0, G: 0, B: 0, A: 1})
defaultBlackImgTex, err := assets.LoadTextureInMemPngImg(defaultBlackImg, &assets.TextureLoadOptions{NoSrgba: true})
if err != nil {
return err
}
assets.DefaultBlackTexId = defaultBlackImgTex
// 1x1 white texture
defaultWhiteImg := image.NewNRGBA(image.Rect(0, 0, 1, 1))
defaultWhiteImg.Set(0, 0, color.NRGBA{R: 255, G: 255, B: 255, A: 1})
defaultWhiteImgTex, err := assets.LoadTextureInMemPngImg(defaultWhiteImg, &assets.TextureLoadOptions{NoSrgba: true})
if err != nil {
return err
}
assets.DefaultWhiteTexId = defaultWhiteImgTex
// Default diffuse
assets.DefaultDiffuseTexId = defaultWhiteImgTex
// Default specular
assets.DefaultSpecularTexId = defaultBlackImgTex
// Default Normal map which is created to be RGB(0.5,0.5,1), which when multiplied by TBN matrix gives the vertex normal.
// 128 is better than 127 for normal maps. See 'Flat Color' section here: http://wiki.polycount.com/wiki/Normal_map
// Basically, 127 can create seams while 128 looks correct
defaultNormalMapImg := image.NewNRGBA(image.Rect(0, 0, 1, 1))
defaultNormalMapImg.Set(0, 0, color.NRGBA{R: 128, G: 128, B: 255, A: 1})
defaultNormalMapTex, err := assets.LoadTextureInMemPngImg(defaultNormalMapImg, &assets.TextureLoadOptions{NoSrgba: true})
if err != nil {
return err
}
assets.DefaultNormalTexId = defaultNormalMapTex
// Default emission
assets.DefaultEmissionTexId = defaultBlackImgTex
assert.T(assets.DefaultBlackTexId.TexID != 0, "The default black texture handle is zero. Either texture wasn't created or handle wasn't updated")
assert.T(assets.DefaultWhiteTexId.TexID != 0, "The default white texture handle is zero. Either texture wasn't created or handle wasn't updated")
assert.T(assets.DefaultDiffuseTexId.TexID != 0, "The default diffuse texture handle is zero. Either texture wasn't created or handle wasn't updated")
assert.T(assets.DefaultSpecularTexId.TexID != 0, "The default specular texture handle is zero. Either texture wasn't created or handle wasn't updated")
assert.T(assets.DefaultNormalTexId.TexID != 0, "The default normal texture handle is zero. Either texture wasn't created or handle wasn't updated")
assert.T(assets.DefaultEmissionTexId.TexID != 0, "The default emission texture handle is zero. Either texture wasn't created or handle wasn't updated")
return nil
}
func SetSrgbFramebuffer(isEnabled bool) {
if isEnabled {
gl.Enable(gl.FRAMEBUFFER_SRGB)
} else {
gl.Disable(gl.FRAMEBUFFER_SRGB)
}
}
func SetVSync(enabled bool) {
assert.T(isInited, "engine.Init was not called!")
if enabled {
sdl.GLSetSwapInterval(1)
@ -213,3 +301,12 @@ func SetVSync(enabled bool) {
sdl.GLSetSwapInterval(0)
}
}
func SetMSAA(isEnabled bool) {
if isEnabled {
gl.Enable(gl.MULTISAMPLE)
} else {
gl.Disable(gl.MULTISAMPLE)
}
}

View File

@ -1,6 +1,7 @@
package engine
import (
"github.com/bloeys/nmage/renderer"
"github.com/bloeys/nmage/timing"
nmageimgui "github.com/bloeys/nmage/ui/imgui"
"github.com/go-gl/gl/v4.1-core/gl"
@ -20,7 +21,7 @@ type Game interface {
DeInit()
}
func Run(g Game, w *Window, ui nmageimgui.ImguiInfo) {
func Run(g Game, w *Window, rend renderer.Render, ui nmageimgui.ImguiInfo) {
isRunning = true
@ -56,7 +57,7 @@ func Run(g Game, w *Window, ui nmageimgui.ImguiInfo) {
w.SDLWin.GLSwap()
g.FrameEnd()
w.Rend.FrameEnd()
rend.FrameEnd()
timing.FrameEnded()
}

12
go.mod
View File

@ -1,6 +1,6 @@
module github.com/bloeys/nmage
go 1.18
go 1.22
require github.com/veandco/go-sdl2 v0.4.35
@ -8,12 +8,12 @@ require github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6
require (
github.com/bloeys/assimp-go v0.4.4
github.com/bloeys/gglm v0.43.0
github.com/bloeys/gglm v0.49.0
)
require github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2
require (
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

5
go.sum
View File

@ -2,8 +2,8 @@ github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2 h1:3HA/5qD8Rim
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2/go.mod h1:iNfbIyOBN8k3XScMxULbrwYbPsXEAUD0Jb6UwrspQb8=
github.com/bloeys/assimp-go v0.4.4 h1:Yn5e/RpE0Oes0YMBy8O7KkwAO4R/RpgrZPJCt08dVIU=
github.com/bloeys/assimp-go v0.4.4/go.mod h1:my3yRxT7CfOztmvi+0svmwbaqw0KFrxaHxncoyaEIP0=
github.com/bloeys/gglm v0.43.0 h1:ZpOghR3PHfpkigTDh+FqxLsF0gN8CD6s/bWoei6LyxI=
github.com/bloeys/gglm v0.43.0/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
github.com/bloeys/gglm v0.49.0 h1:YtbyHpszYhjnxw7KVV0LaCdBktRMqfGx/i37EMomxsE=
github.com/bloeys/gglm v0.49.0/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6 h1:zDw5v7qm4yH7N8C8uWd+8Ii9rROdgWxQuGoJ9WDXxfk=
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6/go.mod h1:9YTyiznxEY1fVinfM7RvRcjRHbw2xLBJ3AAGIT0I4Nw=
github.com/mandykoh/go-parallel v0.1.0 h1:7vJMNMC4dsbgZdkAb2A8tV5ENY1v7VxIO1wzQWZoT8k=
@ -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=

View File

@ -1,6 +1,23 @@
// The input package provides an interface to mouse and keyboard inputs
// like key clicks and releases, along with some higher level constructs like
// pressed/released this frames, double clicks, and normalized inputs.
//
// The input package has two sets of functions for most cases, where one
// is in the form 'xy' and the other 'xyCaptured'. The captured form
// always returns normal events even if the mouse or keyboard are captured
// by the UI system. The 'xy' form however will return zero/false if the
// respective input device is currently captured (with the exception of mouse position, that is always correctly returned).
//
// For most cases, you want to use the 'xy' form. For example, you only want to receive
// key down events for game character movement when the UI isn't capturing the keyboard,
// because otherwise the character will move while typing in a UI textbox.
//
// The functions IsMouseCaptured and IsKeyboardCaptured are also available.
package input
import "github.com/veandco/go-sdl2/sdl"
import (
"github.com/veandco/go-sdl2/sdl"
)
type keyState struct {
Key sdl.Keycode
@ -31,24 +48,33 @@ type mouseWheelState struct {
}
var (
keyMap = make(map[sdl.Keycode]*keyState)
mouseBtnMap = make(map[int]*mouseBtnState)
mouseMotion = mouseMotionState{}
mouseWheel = mouseWheelState{}
quitRequested bool
mouseWheel = mouseWheelState{}
mouseMotion = mouseMotionState{}
mouseBtnMap = make(map[int]mouseBtnState)
keyMap = make(map[sdl.Keycode]keyState)
isQuitRequested bool
isMouseCaptured bool
isKeyboardCaptured bool
)
func EventLoopStart() {
func EventLoopStart(mouseGotCaptured, keyboardGotCaptured bool) {
for _, v := range keyMap {
isMouseCaptured = mouseGotCaptured
isKeyboardCaptured = keyboardGotCaptured
// Update per-frame state
for k, v := range keyMap {
v.IsPressedThisFrame = false
v.IsReleasedThisFrame = false
keyMap[k] = v
}
for _, v := range mouseBtnMap {
for k, v := range mouseBtnMap {
v.IsPressedThisFrame = false
v.IsReleasedThisFrame = false
v.IsDoubleClicked = false
mouseBtnMap[k] = v
}
mouseMotion.XDelta = 0
@ -57,42 +83,62 @@ func EventLoopStart() {
mouseWheel.XDelta = 0
mouseWheel.YDelta = 0
quitRequested = false
isQuitRequested = false
}
func ClearKeyboardState() {
clear(keyMap)
}
func ClearMouseState() {
clear(mouseBtnMap)
mouseMotion = mouseMotionState{}
mouseWheel = mouseWheelState{}
}
func HandleQuitEvent(e *sdl.QuitEvent) {
quitRequested = true
isQuitRequested = true
}
func IsMouseCaptured() bool {
return isMouseCaptured
}
func IsKeyboardCaptured() bool {
return isKeyboardCaptured
}
func IsQuitClicked() bool {
return quitRequested
return isQuitRequested
}
func HandleKeyboardEvent(e *sdl.KeyboardEvent) {
ks := keyMap[e.Keysym.Sym]
if ks == nil {
ks = &keyState{Key: e.Keysym.Sym}
keyMap[ks.Key] = ks
ks, ok := keyMap[e.Keysym.Sym]
if !ok {
ks = keyState{Key: e.Keysym.Sym}
}
ks.State = int(e.State)
ks.IsPressedThisFrame = e.State == sdl.PRESSED && e.Repeat == 0
ks.IsReleasedThisFrame = e.State == sdl.RELEASED && e.Repeat == 0
keyMap[ks.Key] = ks
}
func HandleMouseBtnEvent(e *sdl.MouseButtonEvent) {
mb := mouseBtnMap[int(e.Button)]
if mb == nil {
mb = &mouseBtnState{Btn: int(e.Button)}
mouseBtnMap[int(e.Button)] = mb
mb, ok := mouseBtnMap[int(e.Button)]
if !ok {
mb = mouseBtnState{Btn: int(e.Button)}
}
mb.State = int(e.State)
mb.IsDoubleClicked = e.Clicks == 2 && e.State == sdl.PRESSED
mb.IsPressedThisFrame = e.State == sdl.PRESSED
mb.IsReleasedThisFrame = e.State == sdl.RELEASED
mouseBtnMap[int(e.Button)] = mb
}
func HandleMouseMotionEvent(e *sdl.MouseMotionEvent) {
@ -109,18 +155,36 @@ func HandleMouseWheelEvent(e *sdl.MouseWheelEvent) {
mouseWheel.YDelta = e.Y
}
//GetMousePos returns the window coordinates of the mouse
// GetMousePos returns the window coordinates of the mouse regardless of whether the mouse is captured or not
func GetMousePos() (x, y int32) {
return mouseMotion.XPos, mouseMotion.YPos
}
//GetMouseMotion returns how many pixels were moved last frame
// GetMouseMotion returns how many pixels were moved last frame
func GetMouseMotion() (xDelta, yDelta int32) {
if isMouseCaptured {
return 0, 0
}
return GetMouseMotionCaptured()
}
func GetMouseMotionCaptured() (xDelta, yDelta int32) {
return mouseMotion.XDelta, mouseMotion.YDelta
}
func GetMouseMotionNorm() (xDelta, yDelta int32) {
if isMouseCaptured {
return 0, 0
}
return GetMouseMotionNormCaptured()
}
func GetMouseMotionNormCaptured() (xDelta, yDelta int32) {
x, y := mouseMotion.XDelta, mouseMotion.YDelta
if x > 0 {
x = 1
@ -138,12 +202,31 @@ func GetMouseMotionNorm() (xDelta, yDelta int32) {
}
func GetMouseWheelMotion() (xDelta, yDelta int32) {
if isMouseCaptured {
return 0, 0
}
return GetMouseWheelMotionCaptured()
}
func GetMouseWheelMotionCaptured() (xDelta, yDelta int32) {
return mouseWheel.XDelta, mouseWheel.YDelta
}
//GetMouseWheelXNorm returns 1 if mouse wheel xDelta > 0, -1 if xDelta < 0, and 0 otherwise
// GetMouseWheelXNorm returns 1 if mouse wheel xDelta > 0, -1 if xDelta < 0, and 0 otherwise
func GetMouseWheelXNorm() int32 {
if isMouseCaptured {
return 0
}
return GetMouseWheelXNormCaptured()
}
// GetMouseWheelXNormCaptured returns 1 if mouse wheel xDelta > 0, -1 if xDelta < 0, and 0 otherwise
func GetMouseWheelXNormCaptured() int32 {
if mouseWheel.XDelta > 0 {
return 1
} else if mouseWheel.XDelta < 0 {
@ -153,9 +236,19 @@ func GetMouseWheelXNorm() int32 {
return 0
}
//returns 1 if mouse wheel yDelta > 0, -1 if yDelta < 0, and 0 otherwise
// GetMouseWheelYNorm returns 1 if mouse wheel yDelta > 0, -1 if yDelta < 0, and 0 otherwise
func GetMouseWheelYNorm() int32 {
if isMouseCaptured {
return 0
}
return GetMouseWheelYNormCaptured()
}
// GetMouseWheelYNormCaptured returns 1 if mouse wheel yDelta > 0, -1 if yDelta < 0, and 0 otherwise
func GetMouseWheelYNormCaptured() int32 {
if mouseWheel.YDelta > 0 {
return 1
} else if mouseWheel.YDelta < 0 {
@ -167,8 +260,17 @@ func GetMouseWheelYNorm() int32 {
func KeyClicked(kc sdl.Keycode) bool {
ks := keyMap[kc]
if ks == nil {
if isKeyboardCaptured {
return false
}
return KeyClickedCaptured(kc)
}
func KeyClickedCaptured(kc sdl.Keycode) bool {
ks, ok := keyMap[kc]
if !ok {
return false
}
@ -177,8 +279,17 @@ func KeyClicked(kc sdl.Keycode) bool {
func KeyReleased(kc sdl.Keycode) bool {
ks := keyMap[kc]
if ks == nil {
if isKeyboardCaptured {
return false
}
return KeyReleasedCaptured(kc)
}
func KeyReleasedCaptured(kc sdl.Keycode) bool {
ks, ok := keyMap[kc]
if !ok {
return false
}
@ -187,8 +298,17 @@ func KeyReleased(kc sdl.Keycode) bool {
func KeyDown(kc sdl.Keycode) bool {
ks := keyMap[kc]
if ks == nil {
if isKeyboardCaptured {
return false
}
return KeyDownCaptured(kc)
}
func KeyDownCaptured(kc sdl.Keycode) bool {
ks, ok := keyMap[kc]
if !ok {
return false
}
@ -197,8 +317,17 @@ func KeyDown(kc sdl.Keycode) bool {
func KeyUp(kc sdl.Keycode) bool {
ks := keyMap[kc]
if ks == nil {
if isKeyboardCaptured {
return false
}
return KeyUpCaptured(kc)
}
func KeyUpCaptured(kc sdl.Keycode) bool {
ks, ok := keyMap[kc]
if !ok {
return true
}
@ -207,8 +336,17 @@ func KeyUp(kc sdl.Keycode) bool {
func MouseClicked(mb int) bool {
btn := mouseBtnMap[mb]
if btn == nil {
if isMouseCaptured {
return false
}
return MouseClickedCaptued(mb)
}
func MouseClickedCaptued(mb int) bool {
btn, ok := mouseBtnMap[mb]
if !ok {
return false
}
@ -217,8 +355,17 @@ func MouseClicked(mb int) bool {
func MouseDoubleClicked(mb int) bool {
btn := mouseBtnMap[mb]
if btn == nil {
if isMouseCaptured {
return false
}
return MouseDoubleClickedCaptured(mb)
}
func MouseDoubleClickedCaptured(mb int) bool {
btn, ok := mouseBtnMap[mb]
if !ok {
return false
}
@ -226,8 +373,18 @@ func MouseDoubleClicked(mb int) bool {
}
func MouseReleased(mb int) bool {
btn := mouseBtnMap[mb]
if btn == nil {
if isMouseCaptured {
return false
}
return MouseReleasedCaptured(mb)
}
func MouseReleasedCaptured(mb int) bool {
btn, ok := mouseBtnMap[mb]
if !ok {
return false
}
@ -236,8 +393,17 @@ func MouseReleased(mb int) bool {
func MouseDown(mb int) bool {
btn := mouseBtnMap[mb]
if btn == nil {
if isMouseCaptured {
return false
}
return MouseDownCaptued(mb)
}
func MouseDownCaptued(mb int) bool {
btn, ok := mouseBtnMap[mb]
if !ok {
return false
}
@ -246,8 +412,17 @@ func MouseDown(mb int) bool {
func MouseUp(mb int) bool {
btn := mouseBtnMap[mb]
if btn == nil {
if isMouseCaptured {
return false
}
return MouseUpCaptured(mb)
}
func MouseUpCaptured(mb int) bool {
btn, ok := mouseBtnMap[mb]
if !ok {
return true
}

1402
main.go

File diff suppressed because it is too large Load Diff

View File

@ -1,37 +1,127 @@
package materials
import (
_ "unsafe"
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/assert"
"github.com/bloeys/nmage/assets"
"github.com/bloeys/nmage/logging"
"github.com/bloeys/nmage/shaders"
"github.com/go-gl/gl/v4.1-core/gl"
)
// @TODO: This noescape magic is to avoid heap allocations done when
// passing vectors or matrices into cgo via set uniform calls.
//
// But I would rather this kind of stuff is done on the gl wrapper level.
// Should we wrap the OpenGL APIs we use ourself?
var (
lastMatId uint32
)
type TextureSlot uint32
const (
TextureSlot_Diffuse TextureSlot = 0
TextureSlot_Specular TextureSlot = 1
TextureSlot_Normal TextureSlot = 2
TextureSlot_Emission TextureSlot = 3
TextureSlot_Cubemap TextureSlot = 10
TextureSlot_Cubemap_Array TextureSlot = 11
TextureSlot_ShadowMap1 TextureSlot = 12
TextureSlot_ShadowMap_Array1 TextureSlot = 13
)
type MaterialSettings uint64
const (
MaterialSettings_None MaterialSettings = iota
MaterialSettings_HasModelMtx MaterialSettings = 1 << (iota - 1)
MaterialSettings_HasNormalMtx
)
func (ms *MaterialSettings) Set(flags MaterialSettings) {
*ms |= flags
}
func (ms *MaterialSettings) Remove(flags MaterialSettings) {
*ms &= ^flags
}
func (ms *MaterialSettings) Has(flags MaterialSettings) bool {
return *ms&flags == flags
}
type Material struct {
Id uint32
Name string
ShaderProg shaders.ShaderProgram
DiffuseTex uint32
Settings MaterialSettings
UnifLocs map[string]int32
AttribLocs map[string]int32
// @TODO: Do this in a better way?. Perhaps something like how we do fbo attachments? Or keep it?
// Phong shading
DiffuseTex uint32
SpecularTex uint32
NormalTex uint32
EmissionTex uint32
// Shininess of specular highlights
Shininess float32
// Cubemaps
CubemapTex uint32
CubemapArrayTex uint32
// Shadowmaps
ShadowMapTex1 uint32
ShadowMapTexArray1 uint32
}
func (m *Material) Bind() {
gl.UseProgram(m.ShaderProg.ID)
m.ShaderProg.Bind()
gl.ActiveTexture(gl.TEXTURE0)
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Diffuse))
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Specular))
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Normal))
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Emission))
gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
// @TODO: Have defaults for these
if m.CubemapTex != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Cubemap))
gl.BindTexture(gl.TEXTURE_CUBE_MAP, m.CubemapTex)
}
if m.CubemapArrayTex != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Cubemap_Array))
gl.BindTexture(gl.TEXTURE_CUBE_MAP_ARRAY, m.CubemapArrayTex)
}
if m.ShadowMapTex1 != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_ShadowMap1))
gl.BindTexture(gl.TEXTURE_2D, m.ShadowMapTex1)
}
if m.ShadowMapTexArray1 != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_ShadowMap_Array1))
gl.BindTexture(gl.TEXTURE_2D_ARRAY, m.ShadowMapTexArray1)
}
}
func (m *Material) UnBind() {
gl.UseProgram(0)
//TODO: Should we unbind textures here? Are these two lines needed?
// gl.ActiveTexture(gl.TEXTURE0)
// gl.BindTexture(gl.TEXTURE_2D, 0)
}
func (m *Material) GetAttribLoc(attribName string) int32 {
@ -41,7 +131,7 @@ func (m *Material) GetAttribLoc(attribName string) int32 {
return loc
}
loc = gl.GetAttribLocation(m.ShaderProg.ID, gl.Str(attribName+"\x00"))
loc = gl.GetAttribLocation(m.ShaderProg.Id, gl.Str(attribName+"\x00"))
assert.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
m.AttribLocs[attribName] = loc
return loc
@ -54,7 +144,7 @@ func (m *Material) GetUnifLoc(uniformName string) int32 {
return loc
}
loc = gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
loc = gl.GetUniformLocation(m.ShaderProg.Id, gl.Str(uniformName+"\x00"))
assert.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
m.UnifLocs[uniformName] = loc
return loc
@ -69,57 +159,132 @@ func (m *Material) DisableAttribute(attribName string) {
}
func (m *Material) SetUnifInt32(uniformName string, val int32) {
gl.ProgramUniform1i(m.ShaderProg.ID, m.GetUnifLoc(uniformName), val)
gl.ProgramUniform1i(m.ShaderProg.Id, m.GetUnifLoc(uniformName), val)
}
func (m *Material) SetUnifFloat32(uniformName string, val float32) {
gl.ProgramUniform1f(m.ShaderProg.ID, m.GetUnifLoc(uniformName), val)
gl.ProgramUniform1f(m.ShaderProg.Id, m.GetUnifLoc(uniformName), val)
}
func (m *Material) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
gl.ProgramUniform2fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec2.Data[0])
internalSetUnifVec2(m.ShaderProg.Id, m.GetUnifLoc(uniformName), vec2)
}
//go:noescape
//go:linkname internalSetUnifVec2 github.com/bloeys/nmage/materials.SetUnifVec2
func internalSetUnifVec2(shaderProgId uint32, unifLoc int32, vec2 *gglm.Vec2)
func SetUnifVec2(shaderProgId uint32, unifLoc int32, vec2 *gglm.Vec2) {
gl.ProgramUniform2fv(shaderProgId, unifLoc, 1, &vec2.Data[0])
}
func (m *Material) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) {
gl.ProgramUniform3fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec3.Data[0])
internalSetUnifVec3(m.ShaderProg.Id, m.GetUnifLoc(uniformName), vec3)
}
//go:noescape
//go:linkname internalSetUnifVec3 github.com/bloeys/nmage/materials.SetUnifVec3
func internalSetUnifVec3(shaderProgId uint32, unifLoc int32, vec3 *gglm.Vec3)
func SetUnifVec3(shaderProgId uint32, unifLoc int32, vec3 *gglm.Vec3) {
gl.ProgramUniform3fv(shaderProgId, unifLoc, 1, &vec3.Data[0])
}
func (m *Material) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
gl.ProgramUniform4fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec4.Data[0])
internalSetUnifVec4(m.ShaderProg.Id, m.GetUnifLoc(uniformName), vec4)
}
//go:noescape
//go:linkname internalSetUnifVec4 github.com/bloeys/nmage/materials.SetUnifVec4
func internalSetUnifVec4(shaderProgId uint32, unifLoc int32, vec4 *gglm.Vec4)
func SetUnifVec4(shaderProgId uint32, unifLoc int32, vec4 *gglm.Vec4) {
gl.ProgramUniform4fv(shaderProgId, unifLoc, 1, &vec4.Data[0])
}
func (m *Material) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
gl.ProgramUniformMatrix2fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat2.Data[0][0])
internalSetUnifMat2(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat2)
}
//go:noescape
//go:linkname internalSetUnifMat2 github.com/bloeys/nmage/materials.SetUnifMat2
func internalSetUnifMat2(shaderProgId uint32, unifLoc int32, mat2 *gglm.Mat2)
func SetUnifMat2(shaderProgId uint32, unifLoc int32, mat2 *gglm.Mat2) {
gl.ProgramUniformMatrix2fv(shaderProgId, unifLoc, 1, false, &mat2.Data[0][0])
}
func (m *Material) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
gl.ProgramUniformMatrix3fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat3.Data[0][0])
internalSetUnifMat3(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat3)
}
//go:noescape
//go:linkname internalSetUnifMat3 github.com/bloeys/nmage/materials.SetUnifMat3
func internalSetUnifMat3(shaderProgId uint32, unifLoc int32, mat3 *gglm.Mat3)
func SetUnifMat3(shaderProgId uint32, unifLoc int32, mat3 *gglm.Mat3) {
gl.ProgramUniformMatrix3fv(shaderProgId, unifLoc, 1, false, &mat3.Data[0][0])
}
func (m *Material) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
gl.ProgramUniformMatrix4fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat4.Data[0][0])
internalSetUnifMat4(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat4)
}
//go:noescape
//go:linkname internalSetUnifMat4 github.com/bloeys/nmage/materials.SetUnifMat4
func internalSetUnifMat4(shaderProgId uint32, unifLoc int32, mat4 *gglm.Mat4)
func SetUnifMat4(shaderProgId uint32, unifLoc int32, mat4 *gglm.Mat4) {
gl.ProgramUniformMatrix4fv(shaderProgId, unifLoc, 1, false, &mat4.Data[0][0])
}
func (m *Material) Delete() {
gl.DeleteProgram(m.ShaderProg.ID)
gl.DeleteProgram(m.ShaderProg.Id)
}
func NewMaterial(matName, shaderPath string) *Material {
func getNewMatId() uint32 {
lastMatId++
return lastMatId
}
func NewMaterial(matName, shaderPath string) Material {
shdrProg, err := shaders.LoadAndCompileCombinedShader(shaderPath)
if err != nil {
logging.ErrLog.Fatalln("Failed to create new material. Err: ", err)
logging.ErrLog.Fatalf("Failed to create new material '%s'. Err: %s\n", matName, err.Error())
}
return &Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
return Material{
Id: getNewMatId(),
Name: matName,
ShaderProg: shdrProg,
UnifLocs: make(map[string]int32),
AttribLocs: make(map[string]int32),
DiffuseTex: assets.DefaultDiffuseTexId.TexID,
SpecularTex: assets.DefaultSpecularTexId.TexID,
NormalTex: assets.DefaultNormalTexId.TexID,
EmissionTex: assets.DefaultEmissionTexId.TexID,
}
}
func NewMaterialSrc(matName string, shaderSrc []byte) *Material {
func NewMaterialSrc(matName string, shaderSrc []byte) Material {
shdrProg, err := shaders.LoadAndCompileCombinedShaderSrc(shaderSrc)
if err != nil {
logging.ErrLog.Fatalln("Failed to create new material. Err: ", err)
logging.ErrLog.Fatalf("Failed to create new material '%s'. Err: %s\n", matName, err.Error())
}
return &Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
return Material{
Id: getNewMatId(),
Name: matName,
ShaderProg: shdrProg,
UnifLocs: make(map[string]int32),
AttribLocs: make(map[string]int32),
DiffuseTex: assets.DefaultDiffuseTexId.TexID,
SpecularTex: assets.DefaultSpecularTexId.TexID,
NormalTex: assets.DefaultNormalTexId.TexID,
EmissionTex: assets.DefaultEmissionTexId.TexID,
}
}

View File

@ -2,7 +2,6 @@ package meshes
import (
"errors"
"fmt"
"github.com/bloeys/assimp-go/asig"
"github.com/bloeys/gglm/gglm"
@ -17,64 +16,123 @@ type SubMesh struct {
}
type Mesh struct {
Name string
Buf buffers.Buffer
Name string
/*
Vao has the following shader attribute layout:
- Loc0: Pos
- Loc1: Normal
- Loc2: UV0
- Loc3: Tangent
- (Optional) Color
Optional stuff appear in the order in this list, depending on what other optional stuff exists.
For example:
- If color exists it will be in Loc3, otherwise it is unset
*/
Vao buffers.VertexArray
SubMeshes []SubMesh
}
func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh, error) {
var (
// DefaultMeshLoadFlags are the flags always applied when loading a new mesh regardless
// of what post process flags are used when loading a mesh.
//
// Defaults to: asig.PostProcessTriangulate | asig.PostProcessCalcTangentSpace;
// Note: changing this will break the normal lit shaders, which expect tangents to be there
DefaultMeshLoadFlags asig.PostProcess = asig.PostProcessTriangulate | asig.PostProcessCalcTangentSpace
)
scene, release, err := asig.ImportFile(modelPath, asig.PostProcessTriangulate|postProcessFlags)
func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (Mesh, error) {
finalPostProcessFlags := DefaultMeshLoadFlags | postProcessFlags
scene, release, err := asig.ImportFile(modelPath, finalPostProcessFlags)
if err != nil {
return nil, errors.New("Failed to load model. Err: " + err.Error())
return Mesh{}, errors.New("Failed to load model. Err: " + err.Error())
}
defer release()
if len(scene.Meshes) == 0 {
return nil, errors.New("No meshes found in file: " + modelPath)
return Mesh{}, errors.New("No meshes found in file: " + modelPath)
}
mesh := &Mesh{
mesh := Mesh{
Name: name,
Buf: buffers.NewBuffer(),
Vao: buffers.NewVertexArray(),
SubMeshes: make([]SubMesh, 0, 1),
}
// 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)
vbo := buffers.NewVertexBuffer()
ibo := buffers.NewIndexBuffer()
// Estimate a useful prealloc capacity based on the first submesh that has vertex pos+normals+tangents+texCoords
vertexBufDataCapacity := len(scene.Meshes[0].Vertices) * 3 * 3 * 3 * 2
// Increase capacity depending on what the mesh has
if len(scene.Meshes[0].ColorSets) > 0 && len(scene.Meshes[0].ColorSets[0]) > 0 {
vertexBufDataCapacity *= 4
}
var vertexBufData []float32 = make([]float32, 0, vertexBufDataCapacity)
// Initial size assumes 3 indices per face
var indexBufData []uint32 = make([]uint32, 0, len(scene.Meshes[0].Faces)*3)
// fmt.Printf("\nMesh %s has %d meshe(s) with first mesh having %d vertices\n", name, len(scene.Meshes), len(scene.Meshes[0].Vertices))
for i := 0; i < len(scene.Meshes); i++ {
sceneMesh := scene.Meshes[i]
if len(sceneMesh.TexCoords[0]) == 0 {
sceneMesh.TexCoords[0] = make([]gglm.Vec3, len(sceneMesh.Vertices))
println("Zeroing tex coords for submesh", i)
// We always want tangents and UV0
if len(sceneMesh.Tangents) == 0 {
sceneMesh.Tangents = make([]gglm.Vec3, len(sceneMesh.Vertices))
}
layoutToUse := []buffers.Element{{ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec2}}
if len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0 {
if len(sceneMesh.TexCoords[0]) == 0 {
sceneMesh.TexCoords[0] = make([]gglm.Vec3, len(sceneMesh.Vertices))
}
hasColorSet0 := len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0
layoutToUse := []buffers.Element{
{ElementType: buffers.DataTypeVec3}, // Position
{ElementType: buffers.DataTypeVec3}, // Normals
{ElementType: buffers.DataTypeVec3}, // Tangents
{ElementType: buffers.DataTypeVec2}, // UV0
}
if hasColorSet0 {
layoutToUse = append(layoutToUse, buffers.Element{ElementType: buffers.DataTypeVec4})
}
if i == 0 {
mesh.Buf.SetLayout(layoutToUse...)
vbo.SetLayout(layoutToUse...)
} else {
// @NOTE: Require that all submeshes have the same vertex buffer layout
firstSubmeshLayout := mesh.Buf.GetLayout()
assert.T(len(firstSubmeshLayout) == len(layoutToUse), fmt.Sprintf("Vertex layout of submesh %d does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, firstSubmeshLayout, layoutToUse))
// @TODO @NOTE: This requirement is because we are using one VAO+VBO for all
// the meshes and so the buffer must have one format.
//
// If we want to allow different layouts then we can simply create one vbo per layout and put
// meshes of the same layout in the same vbo, and we store the index of the vbo the mesh
// uses in the submesh struct.
firstSubmeshLayout := vbo.GetLayout()
assert.T(len(firstSubmeshLayout) == len(layoutToUse), "Vertex layout of submesh '%d' of mesh '%s' at path '%s' does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, name, modelPath, firstSubmeshLayout, layoutToUse)
for i := 0; i < len(firstSubmeshLayout); i++ {
if firstSubmeshLayout[i].ElementType != layoutToUse[i].ElementType {
panic(fmt.Sprintf("Vertex layout of submesh %d does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, firstSubmeshLayout, layoutToUse))
}
assert.T(firstSubmeshLayout[i].ElementType == layoutToUse[i].ElementType, "Vertex layout of submesh '%d' of mesh '%s' at path '%s' does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, name, modelPath, firstSubmeshLayout, layoutToUse)
}
}
arrs := []arrToInterleave{{V3s: sceneMesh.Vertices}, {V3s: sceneMesh.Normals}, {V2s: v3sToV2s(sceneMesh.TexCoords[0])}}
if len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0 {
arrs := []arrToInterleave{
{V3s: sceneMesh.Vertices},
{V3s: sceneMesh.Normals},
{V3s: sceneMesh.Tangents},
{V2s: v3sToV2s(sceneMesh.TexCoords[0])},
}
if hasColorSet0 {
arrs = append(arrs, arrToInterleave{V4s: sceneMesh.ColorSets[0]})
}
@ -82,7 +140,7 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
mesh.SubMeshes = append(mesh.SubMeshes, SubMesh{
// Index of the vertex to start from (e.g. if index buffer says use vertex 5, and BaseVertex=3, the vertex used will be vertex 8)
BaseVertex: int32(len(vertexBufData)*4) / mesh.Buf.Stride,
BaseVertex: int32(len(vertexBufData)*4) / vbo.Stride,
// Which index (in the index buffer) to start from
BaseIndex: uint32(len(indexBufData)),
// How many indices in this submesh
@ -93,9 +151,16 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
indexBufData = append(indexBufData, indices...)
}
// fmt.Printf("!!! Vertex count: %d; Submeshes: %+v\n", len(vertexBufData)*4/int(mesh.Buf.Stride), mesh.SubMeshes)
mesh.Buf.SetData(vertexBufData)
mesh.Buf.SetIndexBufData(indexBufData)
vbo.SetData(vertexBufData, buffers.BufUsage_Static)
ibo.SetData(indexBufData)
mesh.Vao.AddVertexBuffer(vbo)
mesh.Vao.SetIndexBuffer(ibo)
// This is needed so that if you load meshes one after the other the
// following mesh doesn't attach its vbo/ibo to this vao
mesh.Vao.UnBind()
return mesh, nil
}
@ -119,9 +184,9 @@ type arrToInterleave struct {
func (a *arrToInterleave) get(i int) []float32 {
assert.T(len(a.V2s) == 0 || len(a.V3s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
assert.T(len(a.V2s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
assert.T(len(a.V3s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
assert.T(len(a.V2s) == 0 || len(a.V3s) == 0, "One array should be set in arrToInterleave, but multiple arrays are set")
assert.T(len(a.V2s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but multiple arrays are set")
assert.T(len(a.V3s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but multiple arrays are set")
if len(a.V2s) > 0 {
return a.V2s[i].Data[:]
@ -173,7 +238,7 @@ func interleave(arrs ...arrToInterleave) []float32 {
func flattenFaces(faces []asig.Face) []uint32 {
assert.T(len(faces[0].Indices) == 3, fmt.Sprintf("Face doesn't have 3 indices. Index count: %v\n", len(faces[0].Indices)))
assert.T(len(faces[0].Indices) == 3, "Face doesn't have 3 indices. Index count: %v\n", len(faces[0].Indices))
uints := make([]uint32, len(faces)*3)
for i := 0; i < len(faces); i++ {

View File

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

View File

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

View File

@ -2,6 +2,7 @@ package rend3dgl
import (
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/buffers"
"github.com/bloeys/nmage/materials"
"github.com/bloeys/nmage/meshes"
"github.com/bloeys/nmage/renderer"
@ -11,23 +12,63 @@ import (
var _ renderer.Render = &Rend3DGL{}
type Rend3DGL struct {
BoundMesh *meshes.Mesh
BoundMat *materials.Material
BoundVaoId uint32
BoundMatId uint32
BoundMeshVaoId uint32
}
func (r3d *Rend3DGL) Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material) {
func (r *Rend3DGL) DrawMesh(mesh *meshes.Mesh, modelMat *gglm.TrMat, mat *materials.Material) {
if mesh != r3d.BoundMesh {
mesh.Buf.Bind()
r3d.BoundMesh = mesh
if mesh.Vao.Id != r.BoundMeshVaoId {
mesh.Vao.Bind()
r.BoundMeshVaoId = mesh.Vao.Id
}
if mat != r3d.BoundMat {
if mat.Id != r.BoundMatId {
mat.Bind()
r3d.BoundMat = mat
r.BoundMatId = mat.Id
}
mat.SetUnifMat4("modelMat", &trMat.Mat4)
if mat.Settings.Has(materials.MaterialSettings_HasModelMtx) {
mat.SetUnifMat4("modelMat", &modelMat.Mat4)
}
if mat.Settings.Has(materials.MaterialSettings_HasNormalMtx) {
normalMat := modelMat.Clone().InvertAndTranspose().ToMat3()
mat.SetUnifMat3("normalMat", &normalMat)
}
for i := 0; i < len(mesh.SubMeshes); i++ {
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, mesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(mesh.SubMeshes[i].BaseIndex), mesh.SubMeshes[i].BaseVertex)
}
}
func (r *Rend3DGL) DrawVertexArray(mat *materials.Material, vao *buffers.VertexArray, firstElement int32, elementCount int32) {
if vao.Id != r.BoundVaoId {
vao.Bind()
r.BoundVaoId = vao.Id
}
if mat.Id != r.BoundMatId {
mat.Bind()
r.BoundMatId = mat.Id
}
gl.DrawArrays(gl.TRIANGLES, firstElement, elementCount)
}
func (r *Rend3DGL) DrawCubemap(mesh *meshes.Mesh, mat *materials.Material) {
if mesh.Vao.Id != r.BoundMeshVaoId {
mesh.Vao.Bind()
r.BoundMeshVaoId = mesh.Vao.Id
}
if mat.Id != r.BoundMatId {
mat.Bind()
r.BoundMatId = mat.Id
}
for i := 0; i < len(mesh.SubMeshes); i++ {
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, mesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(mesh.SubMeshes[i].BaseIndex), mesh.SubMeshes[i].BaseVertex)
@ -35,8 +76,9 @@ func (r3d *Rend3DGL) Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.M
}
func (r3d *Rend3DGL) FrameEnd() {
r3d.BoundMesh = nil
r3d.BoundMat = nil
r3d.BoundVaoId = 0
r3d.BoundMatId = 0
r3d.BoundMeshVaoId = 0
}
func NewRend3DGL() *Rend3DGL {

View File

@ -2,11 +2,14 @@ package renderer
import (
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/buffers"
"github.com/bloeys/nmage/materials"
"github.com/bloeys/nmage/meshes"
)
type Render interface {
Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material)
DrawMesh(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material)
DrawVertexArray(mat *materials.Material, vao *buffers.VertexArray, firstElement int32, count int32)
DrawCubemap(mesh *meshes.Mesh, mat *materials.Material)
FrameEnd()
}

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res/models/cube.fbx Executable file

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res/models/plane.fbx Executable file

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res/models/sphere.fbx Executable file

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@ -0,0 +1,54 @@
//shader:vertex
#version 410
layout(location=0) in vec3 vertPosIn;
uniform mat4 modelMat;
void main()
{
gl_Position = modelMat * vec4(vertPosIn, 1);
}
//shader:geometry
#version 410
layout (triangles) in;
#define NUM_PROJ_VIEW_MATS 4
// 3 * NUM_PROJ_VIEW_MATS
layout (triangle_strip, max_vertices=12) out;
// This is the same number as max spot lights or whatever else is being rendered
uniform mat4 projViewMats[NUM_PROJ_VIEW_MATS];
out vec4 FragPos;
void main()
{
for(int projViewMatIndex = 0; projViewMatIndex < NUM_PROJ_VIEW_MATS; projViewMatIndex++){
gl_Layer = projViewMatIndex;
mat4 projViewMat = projViewMats[projViewMatIndex];
for(int i = 0; i < 3; i++)
{
FragPos = gl_in[i].gl_Position;
gl_Position = projViewMat * FragPos;
EmitVertex();
}
EndPrimitive();
}
}
//shader:fragment
#version 410
in vec4 FragPos;
void main()
{
// This implicitly writes to the depth buffer with no color operations
// Equivalent: gl_FragDepth = gl_FragCoord.z;
}

View File

@ -2,35 +2,32 @@
#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;
layout(location=2) in vec3 vertTangentIn;
layout(location=3) in vec2 vertUV0In;
layout(location=4) 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;
uniform mat4 projViewMat;
void main()
{
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);
vec4 modelVert = modelMat * vec4(vertPosIn, 1);
fragPos = modelVert.xyz;
gl_Position = projViewMat * modelVert;
}
//shader:fragment
#version 410
in vec3 vertColor;
in vec3 vertNormal;
in vec2 vertUV0;
in vec3 fragPos;

21
res/shaders/depth-map.glsl Executable file
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//shader:vertex
#version 410
layout(location=0) in vec3 vertPosIn;
uniform mat4 modelMat;
uniform mat4 projViewMat;
void main()
{
gl_Position = projViewMat * modelMat * vec4(vertPosIn, 1);
}
//shader:fragment
#version 410
void main()
{
// This implicitly writes to the depth buffer with no color operations
// Equivalent: gl_FragDepth = gl_FragCoord.z;
}

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

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@ -0,0 +1,65 @@
//shader:vertex
#version 410
layout(location=0) in vec3 vertPosIn;
uniform mat4 modelMat;
void main()
{
gl_Position = modelMat * vec4(vertPosIn, 1);
}
//shader:geometry
#version 410
layout (triangles) in;
// Cubemap means 6 faces, and the
// input 3 triangle vertices are drawn once per face, so 6*3=18
layout (triangle_strip, max_vertices=18) out;
uniform int cubemapIndex;
uniform mat4 cubemapProjViewMats[6];
out vec4 FragPos;
void main()
{
for(int face = 0; face < 6; ++face)
{
// Built in variable that specifies which cubemap face we are rendering to
// and only works when a cubemap is attached to the active fbo.
//
// We use an additional index here because our fbo has a cubemap array
gl_Layer = (cubemapIndex * 6) + face;
// Transform each triangle vertex
for(int i = 0; i < 3; ++i)
{
FragPos = gl_in[i].gl_Position;
gl_Position = cubemapProjViewMats[face] * FragPos;
EmitVertex();
}
EndPrimitive();
}
}
//shader:fragment
#version 410
in vec4 FragPos;
uniform vec3 lightPos;
uniform float farPlane;
void main()
{
// Get distance between fragment and light source
float lightDistance = length(FragPos.xyz - lightPos);
// Map to [0, 1] by dividing by far plane and use it as our depth
lightDistance = lightDistance / farPlane;
gl_FragDepth = lightDistance;
}

45
res/shaders/screen-quad.glsl Executable file
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//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);
}

46
res/shaders/simple-unlit.glsl Executable file
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//shader:vertex
#version 410
layout(location=0) in vec3 vertPosIn;
layout(location=1) in vec3 vertNormalIn;
layout(location=2) in vec3 vertTangentIn;
layout(location=3) in vec2 vertUV0In;
layout(location=4) in vec3 vertColorIn;
out vec2 vertUV0;
out vec3 vertColor;
out vec3 fragPos;
uniform mat4 modelMat;
uniform mat4 projViewMat;
void main()
{
vertUV0 = vertUV0In;
vertColor = vertColorIn;
vec4 modelVert = modelMat * vec4(vertPosIn, 1);
fragPos = modelVert.xyz;
gl_Position = projViewMat * modelVert;
}
//shader:fragment
#version 410
struct Material {
sampler2D diffuse;
};
uniform Material material;
in vec3 vertColor;
in vec2 vertUV0;
in vec3 fragPos;
out vec4 fragColor;
void main()
{
vec4 diffuseTexColor = texture(material.diffuse, vertUV0);
fragColor = vec4(diffuseTexColor.rgb, 1);
}

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@ -1,55 +1,415 @@
//shader:vertex
#version 410
#define NUM_SPOT_LIGHTS 4
#define NUM_POINT_LIGHTS 8
//
// Inputs
//
layout(location=0) in vec3 vertPosIn;
layout(location=1) in vec3 vertNormalIn;
layout(location=2) in vec2 vertUV0In;
layout(location=3) in vec3 vertColorIn;
layout(location=2) in vec3 vertTangentIn;
layout(location=3) in vec2 vertUV0In;
layout(location=4) in vec3 vertColorIn;
out vec3 vertNormal;
//
// Uniforms
//
uniform vec3 camPos;
uniform mat4 modelMat;
uniform mat3 normalMat;
uniform mat4 projViewMat;
uniform mat4 dirLightProjViewMat;
uniform mat4 spotLightProjViewMats[NUM_SPOT_LIGHTS];
struct DirLight {
vec3 dir;
vec3 diffuseColor;
vec3 specularColor;
sampler2D shadowMap;
};
uniform DirLight dirLight;
struct PointLight {
vec3 pos;
vec3 diffuseColor;
vec3 specularColor;
float constant;
float linear;
float quadratic;
float farPlane;
};
uniform PointLight pointLights[NUM_POINT_LIGHTS];
struct SpotLight {
vec3 pos;
vec3 dir;
vec3 diffuseColor;
vec3 specularColor;
float innerCutoff;
float outerCutoff;
};
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
//
// Outputs
//
out vec2 vertUV0;
out vec3 vertColor;
out vec3 fragPos;
//MVP = Model View Projection
uniform mat4 modelMat;
uniform mat4 viewMat;
uniform mat4 projMat;
out vec3 fragPos;
out vec3 fragPosDirLight;
out vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
out vec3 tangentCamPos;
out vec3 tangentFragPos;
out vec3 tangentDirLightDir;
out vec3 tangentSpotLightPositions[NUM_SPOT_LIGHTS];
out vec3 tangentSpotLightDirections[NUM_SPOT_LIGHTS];
out vec3 tangentPointLightPositions[NUM_POINT_LIGHTS];
void main()
{
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
vertUV0 = vertUV0In;
vertColor = vertColorIn;
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
vec4 modelVert = modelMat * vec4(vertPosIn, 1);
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
// Tangent-BiTangent-Normal matrix for normal mapping
vec3 T = normalize(vec3(modelMat * vec4(vertTangentIn, 0.0)));
vec3 N = normalize(vec3(modelMat * vec4(vertNormalIn, 0.0)));
// Ensure T is orthogonal with respect to N
T = normalize(T - dot(T, N) * N);
vec3 B = cross(N, T);
mat3 tbnMtx = transpose(mat3(T, B, N));
// Lighting related
fragPos = modelVert.xyz;
fragPosDirLight = vec3(dirLightProjViewMat * vec4(fragPos, 1));
tangentCamPos = tbnMtx * camPos;
tangentFragPos = tbnMtx * fragPos;
tangentDirLightDir = tbnMtx * dirLight.dir;
for (int i = 0; i < NUM_POINT_LIGHTS; i++)
tangentPointLightPositions[i] = tbnMtx * pointLights[i].pos;
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
{
fragPosSpotLight[i] = spotLightProjViewMats[i] * vec4(fragPos, 1);
tangentSpotLightPositions[i] = tbnMtx * spotLights[i].pos;
tangentSpotLightDirections[i] = tbnMtx * spotLights[i].dir;
}
gl_Position = projViewMat * modelVert;
}
//shader:fragment
#version 410
uniform float ambientStrength = 0;
uniform vec3 ambientLightColor = vec3(1, 1, 1);
/*
Note that while all lighting calculations are done in tangent space,
shadow mapping is done in world space.
uniform vec3 lightPos1;
uniform vec3 lightColor1;
The exception is the bias calculation. Since the bias relies on the normal
and the normal is in tangent space, we use a tangent space fragment position
with it, but the rest of shadow processing is in world space.
*/
uniform sampler2D diffTex;
#define NUM_SPOT_LIGHTS 4
#define NUM_POINT_LIGHTS 8
in vec3 vertColor;
in vec3 vertNormal;
in vec2 vertUV0;
//
// Inputs
//
in vec3 fragPos;
in vec2 vertUV0;
in vec3 vertColor;
in vec3 fragPosDirLight;
in vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
in vec3 tangentCamPos;
in vec3 tangentFragPos;
in vec3 tangentDirLightDir;
in vec3 tangentSpotLightPositions[NUM_SPOT_LIGHTS];
in vec3 tangentSpotLightDirections[NUM_SPOT_LIGHTS];
in vec3 tangentPointLightPositions[NUM_POINT_LIGHTS];
//
// Uniforms
//
struct Material {
sampler2D diffuse;
sampler2D specular;
sampler2D normal;
sampler2D emission;
float shininess;
};
uniform Material material;
struct DirLight {
vec3 dir;
vec3 diffuseColor;
vec3 specularColor;
sampler2D shadowMap;
};
uniform DirLight dirLight;
struct PointLight {
vec3 pos;
vec3 diffuseColor;
vec3 specularColor;
float constant;
float linear;
float quadratic;
float farPlane;
};
uniform PointLight pointLights[NUM_POINT_LIGHTS];
uniform samplerCubeArray pointLightCubeShadowMaps;
struct SpotLight {
vec3 pos;
vec3 dir;
vec3 diffuseColor;
vec3 specularColor;
float innerCutoff;
float outerCutoff;
};
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
uniform sampler2DArray spotLightShadowMaps;
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
//
// Outputs
//
out vec4 fragColor;
//
// Global variables used as cache for lighting calculations
//
vec3 tangentViewDir;
vec4 diffuseTexColor;
vec4 specularTexColor;
vec4 emissionTexColor;
vec3 normalizedVertNorm;
float CalcDirShadow(sampler2D shadowMap, vec3 tangentLightDir)
{
// Move from [-1,1] to [0, 1]
vec3 projCoords = fragPosDirLight * 0.5 + 0.5;
// If sampling outside the depth texture then force 'no shadow'
if(projCoords.z > 1)
return 0;
// currentDepth is the fragment depth from the light's perspective
float currentDepth = projCoords.z;
// Bias in the range [0.005, 0.05] depending on the angle, where a higher
// angle gives a higher bias, as shadow acne gets worse with angle
float bias = max(0.05 * (1 - dot(normalizedVertNorm, tangentLightDir)), 0.005);
// 'Percentage Close Filtering'.
// Basically get soft shadows by averaging this texel and surrounding ones
float shadow = 0;
vec2 texelSize = 1 / textureSize(shadowMap, 0);
for(int x = -1; x <= 1; x++)
{
for(int y = -1; y <= 1; y++)
{
float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
// If our depth is larger than the lights closest depth at the texel we checked (projCoords),
// then there is something closer to the light than us, and so we are in shadow
shadow += currentDepth - bias > pcfDepth ? 1 : 0;
}
}
shadow /= 9;
return shadow;
}
vec3 CalcDirLight()
{
vec3 lightDir = normalize(-tangentDirLightDir);
// Diffuse
float diffuseAmount = max(0.0, dot(normalizedVertNorm, lightDir));
vec3 finalDiffuse = diffuseAmount * dirLight.diffuseColor * diffuseTexColor.rgb;
// Specular
vec3 halfwayDir = normalize(lightDir + tangentViewDir);
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
vec3 finalSpecular = specularAmount * dirLight.specularColor * specularTexColor.rgb;
// Shadow
float shadow = CalcDirShadow(dirLight.shadowMap, lightDir);
return (finalDiffuse + finalSpecular) * (1 - shadow);
}
float CalcPointShadow(int lightIndex, vec3 worldLightPos, vec3 tangentLightDir, float farPlane) {
vec3 lightToFrag = fragPos - worldLightPos;
float closestDepth = texture(pointLightCubeShadowMaps, vec4(lightToFrag, lightIndex)).r;
// We stored depth in the cubemap in the range [0, 1], so now we move back to [0, farPlane]
closestDepth *= farPlane;
// Get depth of current fragment
float currentDepth = length(lightToFrag);
float bias = max(0.05 * (1 - dot(normalizedVertNorm, tangentLightDir)), 0.005);
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
return shadow;
}
vec3 CalcPointLight(PointLight pointLight, int lightIndex)
{
// Ignore unset lights
if (pointLight.constant == 0){
return vec3(0);
}
vec3 tangentLightPos = tangentPointLightPositions[lightIndex];
vec3 tangentLightDir = normalize(tangentLightPos - tangentFragPos);
// Diffuse
float diffuseAmount = max(0.0, dot(normalizedVertNorm, tangentLightDir));
vec3 finalDiffuse = diffuseAmount * pointLight.diffuseColor * diffuseTexColor.rgb;
// Specular
vec3 halfwayDir = normalize(tangentLightDir + tangentViewDir);
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
vec3 finalSpecular = specularAmount * pointLight.specularColor * specularTexColor.rgb;
// Attenuation
float distToLight = length(tangentLightPos - tangentFragPos);
float attenuation = 1 / (pointLight.constant + pointLight.linear * distToLight + pointLight.quadratic * (distToLight * distToLight));
// Shadow
float shadow = CalcPointShadow(lightIndex, pointLight.pos, tangentLightDir, pointLight.farPlane);
return (finalDiffuse + finalSpecular) * attenuation * (1 - shadow);
}
float CalcSpotShadow(vec3 tangentLightDir, int lightIndex)
{
// Move from clip space to NDC
vec3 projCoords = fragPosSpotLight[lightIndex].xyz / fragPosSpotLight[lightIndex].w;
// Move from [-1,1] to [0, 1]
projCoords = projCoords * 0.5 + 0.5;
// If sampling outside the depth texture then force 'no shadow'
if(projCoords.z > 1)
return 0;
// currentDepth is the fragment depth from the light's perspective
float currentDepth = projCoords.z;
// Bias in the range [0.005, 0.05] depending on the angle, where a higher
// angle gives a higher bias, as shadow acne gets worse with angle
float bias = max(0.05 * (1 - dot(normalizedVertNorm, tangentLightDir)), 0.005);
// 'Percentage Close Filtering'.
// Basically get soft shadows by averaging this texel and surrounding ones
float shadow = 0;
vec2 texelSize = 1 / textureSize(spotLightShadowMaps, 0).xy;
for(int x = -1; x <= 1; x++)
{
for(int y = -1; y <= 1; y++)
{
float pcfDepth = texture(spotLightShadowMaps, vec3(projCoords.xy + vec2(x, y) * texelSize, lightIndex)).r;
// If our depth is larger than the lights closest depth at the texel we checked (projCoords),
// then there is something closer to the light than us, and so we are in shadow
shadow += currentDepth - bias > pcfDepth ? 1 : 0;
}
}
shadow /= 9;
return shadow;
}
vec3 CalcSpotLight(SpotLight light, int lightIndex)
{
if (light.innerCutoff == 0)
return vec3(0);
vec3 tangentLightDir = tangentSpotLightDirections[lightIndex];
vec3 fragToLightDir = normalize(tangentSpotLightPositions[lightIndex] - tangentFragPos);
// 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(-tangentLightDir));
float epsilon = (light.innerCutoff - light.outerCutoff);
float intensity = clamp((theta - light.outerCutoff) / epsilon, float(0), float(1));
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 + tangentViewDir);
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
vec3 finalSpecular = specularAmount * light.specularColor * specularTexColor.rgb;
// Shadow
float shadow = CalcSpotShadow(fragToLightDir, lightIndex);
return (finalDiffuse + finalSpecular) * intensity * (1 - shadow);
}
#define DRAW_NORMALS false
void main()
{
vec3 lightDir = normalize(lightPos1 - fragPos);
float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
// Shared values
tangentViewDir = normalize(tangentCamPos - tangentFragPos);
diffuseTexColor = texture(material.diffuse, vertUV0);
specularTexColor = texture(material.specular, vertUV0);
emissionTexColor = texture(material.emission, vertUV0);
vec3 finalAmbientColor = ambientLightColor * ambientStrength;
vec4 texColor = texture(diffTex, vertUV0);
fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
}
// Read normal data encoded [0,1]
normalizedVertNorm = texture(material.normal, vertUV0).rgb;
// Remap normal to [-1,1]
normalizedVertNorm = normalize(normalizedVertNorm * 2.0 - 1.0);
// Light contributions
vec3 finalColor = CalcDirLight();
for (int i = 0; i < NUM_POINT_LIGHTS; i++)
{
finalColor += CalcPointLight(pointLights[i], i);
}
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
{
finalColor += CalcSpotLight(spotLights[i], i);
}
vec3 finalEmission = emissionTexColor.rgb;
vec3 finalAmbient = ambientColor * diffuseTexColor.rgb;
fragColor = vec4(finalColor + finalAmbient + finalEmission, 1);
if (DRAW_NORMALS)
{
fragColor = vec4(texture(material.normal, vertUV0).rgb, 1);
}
}

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@ -3,18 +3,18 @@
layout(location=0) in vec3 vertPosIn;
layout(location=1) in vec3 vertNormalIn;
layout(location=2) in vec2 vertUV0In;
layout(location=3) in vec3 vertColorIn;
layout(location=2) in vec3 vertTangentIn;
layout(location=3) in vec2 vertUV0In;
layout(location=4) in vec3 vertColorIn;
out vec3 vertUV0;
uniform mat4 viewMat;
uniform mat4 projMat;
uniform mat4 projViewMat;
void main()
{
vertUV0 = vec3(vertPosIn.x, vertPosIn.y, -vertPosIn.z);
vec4 pos = projMat * viewMat * vec4(vertPosIn, 1.0);
vec4 pos = projViewMat * vec4(vertPosIn, 1.0);
gl_Position = pos.xyww;
}

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@ -0,0 +1,50 @@
//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)
);
void main()
{
vec4 vertData = quadData[gl_VertexID];
vertUV0 = vertData.zw;
gl_Position = vec4(vertData.xy, 0.0, 1.0);
}
//shader:fragment
#version 410
struct Material {
sampler2D diffuse;
};
uniform float exposure = 1;
uniform Material material;
in vec2 vertUV0;
out vec4 fragColor;
void main()
{
vec4 diffuseTexColor = texture(material.diffuse, vertUV0);
// Reinhard tone mapping
// vec3 mappedColor = diffuseTexColor.rgb / (diffuseTexColor.rgb + vec3(1.0));
// Exposure tone mapping
vec3 mappedColor = vec3(1.0) - exp(-diffuseTexColor.rgb * exposure);
fragColor = vec4(mappedColor, 1);
}

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@ -6,32 +6,48 @@ import (
)
type ShaderProgram struct {
ID uint32
VertShaderID uint32
FragShaderID uint32
Id uint32
VertShaderId uint32
FragShaderId uint32
GeomShaderId uint32
}
func (sp *ShaderProgram) AttachShader(shader Shader) {
gl.AttachShader(sp.ID, shader.ID)
switch shader.ShaderType {
case VertexShaderType:
sp.VertShaderID = shader.ID
case FragmentShaderType:
sp.FragShaderID = shader.ID
gl.AttachShader(sp.Id, shader.Id)
switch shader.Type {
case ShaderType_Vertex:
sp.VertShaderId = shader.Id
case ShaderType_Fragment:
sp.FragShaderId = shader.Id
case ShaderType_Geometry:
sp.GeomShaderId = shader.Id
default:
logging.ErrLog.Println("Unknown shader type ", shader.ShaderType, " for ID ", shader.ID)
logging.ErrLog.Fatalf("Unknown shader type '%d' for shader id '%d'\n", shader.Type, shader.Id)
}
}
func (sp *ShaderProgram) Link() {
gl.LinkProgram(sp.ID)
gl.LinkProgram(sp.Id)
if sp.VertShaderID != 0 {
gl.DeleteShader(sp.VertShaderID)
if sp.VertShaderId != 0 {
gl.DeleteShader(sp.VertShaderId)
}
if sp.FragShaderID != 0 {
gl.DeleteShader(sp.FragShaderID)
if sp.FragShaderId != 0 {
gl.DeleteShader(sp.FragShaderId)
}
if sp.GeomShaderId != 0 {
gl.DeleteShader(sp.GeomShaderId)
}
}
func (s *ShaderProgram) Bind() {
gl.UseProgram(s.Id)
}
func (s *ShaderProgram) UnBind() {
gl.UseProgram(0)
}

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@ -1,10 +1,31 @@
package shaders
import "github.com/go-gl/gl/v4.1-core/gl"
import (
"github.com/bloeys/nmage/logging"
"github.com/go-gl/gl/v4.1-core/gl"
)
type ShaderType int
type ShaderType int32
func (s ShaderType) ToGl() uint32 {
switch s {
case ShaderType_Vertex:
return gl.VERTEX_SHADER
case ShaderType_Fragment:
return gl.FRAGMENT_SHADER
case ShaderType_Geometry:
return gl.GEOMETRY_SHADER
default:
logging.ErrLog.Fatalf("Unknown shader type '%d'\n", s)
return 0
}
}
const (
VertexShaderType ShaderType = gl.VERTEX_SHADER
FragmentShaderType ShaderType = gl.FRAGMENT_SHADER
ShaderType_Unknown ShaderType = iota
ShaderType_Vertex
ShaderType_Fragment
ShaderType_Geometry
)

View File

@ -3,6 +3,7 @@ package shaders
import (
"bytes"
"errors"
"fmt"
"os"
"strings"
@ -11,12 +12,13 @@ import (
)
type Shader struct {
ID uint32
ShaderType ShaderType
Id uint32
Type ShaderType
}
func (s Shader) Delete() {
gl.DeleteShader(s.ID)
func (s *Shader) Delete() {
gl.DeleteShader(s.Id)
s.Id = 0
}
func NewShaderProgram() (ShaderProgram, error) {
@ -26,7 +28,7 @@ func NewShaderProgram() (ShaderProgram, error) {
return ShaderProgram{}, errors.New("failed to create shader program")
}
return ShaderProgram{ID: id}, nil
return ShaderProgram{Id: id}, nil
}
func LoadAndCompileCombinedShader(shaderPath string) (ShaderProgram, error) {
@ -43,8 +45,8 @@ func LoadAndCompileCombinedShader(shaderPath string) (ShaderProgram, error) {
func LoadAndCompileCombinedShaderSrc(shaderSrc []byte) (ShaderProgram, error) {
shaderSources := bytes.Split(shaderSrc, []byte("//shader:"))
if len(shaderSources) == 1 {
return ShaderProgram{}, errors.New("failed to read combined shader. Did not find '//shader:vertex' or '//shader:fragment'")
if len(shaderSources) < 2 {
return ShaderProgram{}, errors.New("failed to read combined shader. The minimum shader types to have are '//shader:vertex' and '//shader:fragment'")
}
shdrProg, err := NewShaderProgram()
@ -65,12 +67,15 @@ func LoadAndCompileCombinedShaderSrc(shaderSrc []byte) (ShaderProgram, error) {
var shdrType ShaderType
if bytes.HasPrefix(src, []byte("vertex")) {
src = src[6:]
shdrType = VertexShaderType
shdrType = ShaderType_Vertex
} else if bytes.HasPrefix(src, []byte("fragment")) {
src = src[8:]
shdrType = FragmentShaderType
shdrType = ShaderType_Fragment
} else if bytes.HasPrefix(src, []byte("geometry")) {
src = src[8:]
shdrType = ShaderType_Geometry
} else {
return ShaderProgram{}, errors.New("unknown shader type. Must be '//shader:vertex' or '//shader:fragment'")
return ShaderProgram{}, errors.New("unknown shader type. Must be '//shader:vertex' or '//shader:fragment' or '//shader:geometry'")
}
shdr, err := CompileShaderOfType(src, shdrType)
@ -83,7 +88,15 @@ func LoadAndCompileCombinedShaderSrc(shaderSrc []byte) (ShaderProgram, error) {
}
if loadedShdrCount == 0 {
return ShaderProgram{}, errors.New("no valid shaders found. Please put '//shader:vertex' or '//shader:fragment' before your shaders")
return ShaderProgram{}, errors.New("no valid shaders found. Please put '//shader:vertex' or '//shader:fragment' or '//shader:geometry' before your shaders")
}
if shdrProg.VertShaderId == 0 {
return ShaderProgram{}, errors.New("no valid vertex shader found. Please put '//shader:vertex' before your vertex shader")
}
if shdrProg.FragShaderId == 0 {
return ShaderProgram{}, errors.New("no valid fragment shader found. Please put '//shader:fragment' before your vertex shader")
}
shdrProg.Link()
@ -92,41 +105,40 @@ func LoadAndCompileCombinedShaderSrc(shaderSrc []byte) (ShaderProgram, error) {
func CompileShaderOfType(shaderSource []byte, shaderType ShaderType) (Shader, error) {
shaderID := gl.CreateShader(uint32(shaderType))
if shaderID == 0 {
logging.ErrLog.Println("Failed to create shader.")
return Shader{}, errors.New("failed to create shader")
shaderId := gl.CreateShader(shaderType.ToGl())
if shaderId == 0 {
return Shader{}, fmt.Errorf("failed to create OpenGl shader. OpenGl Error=%d", gl.GetError())
}
//Load shader source and compile
shaderCStr, shaderFree := gl.Strs(string(shaderSource) + "\x00")
defer shaderFree()
gl.ShaderSource(shaderID, 1, shaderCStr, nil)
gl.ShaderSource(shaderId, 1, shaderCStr, nil)
gl.CompileShader(shaderID)
if err := getShaderCompileErrors(shaderID); err != nil {
gl.DeleteShader(shaderID)
gl.CompileShader(shaderId)
if err := getShaderCompileErrors(shaderId); err != nil {
gl.DeleteShader(shaderId)
return Shader{}, err
}
return Shader{ID: shaderID, ShaderType: shaderType}, nil
return Shader{Id: shaderId, Type: shaderType}, nil
}
func getShaderCompileErrors(shaderID uint32) error {
func getShaderCompileErrors(shaderId uint32) error {
var compiledSuccessfully int32
gl.GetShaderiv(shaderID, gl.COMPILE_STATUS, &compiledSuccessfully)
gl.GetShaderiv(shaderId, gl.COMPILE_STATUS, &compiledSuccessfully)
if compiledSuccessfully == gl.TRUE {
return nil
}
var logLength int32
gl.GetShaderiv(shaderID, gl.INFO_LOG_LENGTH, &logLength)
gl.GetShaderiv(shaderId, gl.INFO_LOG_LENGTH, &logLength)
log := gl.Str(strings.Repeat("\x00", int(logLength)))
gl.GetShaderInfoLog(shaderID, logLength, nil, log)
gl.GetShaderInfoLog(shaderId, logLength, nil, log)
errMsg := gl.GoStr(log)
logging.ErrLog.Println("Compilation of shader with id ", shaderID, " failed. Err: ", errMsg)
logging.ErrLog.Println("Compilation of shader with id ", shaderId, " failed. Err: ", errMsg)
return errors.New(errMsg)
}

View File

@ -12,11 +12,12 @@ import (
type ImguiInfo struct {
ImCtx imgui.Context
Mat *materials.Material
Mat materials.Material
VaoID uint32
VboID uint32
IndexBufID uint32
TexID uint32
// This is a pointer so we can send a stable pointer to C code
TexID *uint32
}
func (i *ImguiInfo) FrameStart(winWidth, winHeight float32) {
@ -67,7 +68,7 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
i.Mat.Bind()
i.Mat.SetUnifInt32("Texture", 0)
//PERF: only update the ortho matrix on window resize
// @PERF: only update the ortho matrix on window resize
orthoMat := gglm.Ortho(0, float32(winWidth), 0, float32(winHeight), 0, 20)
i.Mat.SetUnifMat4("ProjMtx", &orthoMat.Mat4)
gl.BindSampler(0, 0) // Rely on combined texture/sampler state.
@ -108,11 +109,12 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
cmd.CallUserCallback(list)
} else {
gl.BindTexture(gl.TEXTURE_2D, i.TexID)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
clipRect := cmd.ClipRect()
gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
gl.DrawElementsBaseVertex(gl.TRIANGLES, int32(cmd.ElemCount()), uint32(drawType), gl.PtrOffset(int(cmd.IdxOffset())*indexSize), int32(cmd.VtxOffset()))
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, int32(cmd.ElemCount()), uint32(drawType), uintptr(int(cmd.IdxOffset())*indexSize), int32(cmd.VtxOffset()))
}
}
}
@ -141,13 +143,14 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
pixels, width, height, _ := a.GetTextureDataAsAlpha8()
gl.BindTexture(gl.TEXTURE_2D, i.TexID)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
return f
}
const imguiShdrSrc = `
const DefaultImguiShader = `
//shader:vertex
#version 410
@ -160,10 +163,24 @@ in vec4 Color;
out vec2 Frag_UV;
out vec4 Frag_Color;
// Imgui doesn't handle srgb correctly, and looks too bright and wrong in srgb buffers (see: https://github.com/ocornut/imgui/issues/578).
// While not a complete fix (that would require changes in imgui itself), moving incoming srgba colors to linear in the vertex shader helps make things look better.
vec4 srgba_to_linear(vec4 srgbaColor){
#define gamma_correction 2.2
return vec4(
pow(srgbaColor.r, gamma_correction),
pow(srgbaColor.g, gamma_correction),
pow(srgbaColor.b, gamma_correction),
srgbaColor.a
);
}
void main()
{
Frag_UV = UV;
Frag_Color = Color;
Frag_Color = srgba_to_linear(Color);
gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
}
@ -183,11 +200,21 @@ void main()
}
`
func NewImGui() ImguiInfo {
// NewImGui setups imgui using the passed shader.
// If the path is empty a default nMage shader is used
func NewImGui(shaderPath string) ImguiInfo {
var imguiMat materials.Material
if shaderPath == "" {
imguiMat = materials.NewMaterialSrc("ImGUI Mat", []byte(DefaultImguiShader))
} else {
imguiMat = materials.NewMaterial("ImGUI Mat", shaderPath)
}
imguiInfo := ImguiInfo{
ImCtx: imgui.CreateContext(),
Mat: materials.NewMaterialSrc("ImGUI Mat", []byte(imguiShdrSrc)),
Mat: imguiMat,
TexID: new(uint32),
}
io := imgui.CurrentIO()
@ -197,10 +224,11 @@ func NewImGui() ImguiInfo {
gl.GenVertexArrays(1, &imguiInfo.VaoID)
gl.GenBuffers(1, &imguiInfo.VboID)
gl.GenBuffers(1, &imguiInfo.IndexBufID)
gl.GenTextures(1, &imguiInfo.TexID)
gl.GenTextures(1, imguiInfo.TexID)
// Upload font to gpu
gl.BindTexture(gl.TEXTURE_2D, imguiInfo.TexID)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, *imguiInfo.TexID)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
@ -209,7 +237,7 @@ func NewImGui() ImguiInfo {
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
// Store our identifier
io.Fonts().SetTexID(imgui.TextureID(uintptr(imguiInfo.TexID)))
io.Fonts().SetTexID(imgui.TextureID(imguiInfo.TexID))
//Shader attributes
imguiInfo.Mat.Bind()