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| 80ce6d60d2 |
4
.github/workflows/build-nmage.yml
vendored
4
.github/workflows/build-nmage.yml
vendored
@ -9,10 +9,10 @@ jobs:
|
|||||||
runs-on: macos-12
|
runs-on: macos-12
|
||||||
steps:
|
steps:
|
||||||
|
|
||||||
- name: Install golang 1.18
|
- name: Install golang
|
||||||
uses: actions/setup-go@v3
|
uses: actions/setup-go@v3
|
||||||
with:
|
with:
|
||||||
go-version: '^1.18'
|
go-version: '>=1.22'
|
||||||
|
|
||||||
- name: Install assimp-go dylib
|
- name: Install assimp-go dylib
|
||||||
run: sudo mkdir -p /usr/local/lib && sudo wget https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp_darwin_amd64.dylib -O /usr/local/lib/libassimp.5.dylib
|
run: sudo mkdir -p /usr/local/lib && sudo wget https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp_darwin_amd64.dylib -O /usr/local/lib/libassimp.5.dylib
|
||||||
|
|||||||
@ -45,7 +45,7 @@ type TextureLoadOptions struct {
|
|||||||
WriteToCache bool
|
WriteToCache bool
|
||||||
GenMipMaps bool
|
GenMipMaps bool
|
||||||
KeepPixelsInMem bool
|
KeepPixelsInMem bool
|
||||||
TextureIsSrgba bool
|
NoSrgba bool
|
||||||
}
|
}
|
||||||
|
|
||||||
type Cubemap struct {
|
type Cubemap struct {
|
||||||
@ -103,9 +103,9 @@ func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, erro
|
|||||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||||
|
|
||||||
// load and generate the texture
|
// load and generate the texture
|
||||||
internalFormat := int32(gl.RGBA8)
|
internalFormat := int32(gl.SRGB_ALPHA)
|
||||||
if loadOptions.TextureIsSrgba {
|
if loadOptions.NoSrgba {
|
||||||
internalFormat = gl.SRGB_ALPHA
|
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]))
|
gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
|
||||||
@ -151,9 +151,9 @@ func LoadTextureInMemPngImg(img image.Image, loadOptions *TextureLoadOptions) (T
|
|||||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||||
|
|
||||||
// load and generate the texture
|
// load and generate the texture
|
||||||
internalFormat := int32(gl.RGBA8)
|
internalFormat := int32(gl.SRGB_ALPHA)
|
||||||
if loadOptions.TextureIsSrgba {
|
if loadOptions.NoSrgba {
|
||||||
internalFormat = gl.SRGB_ALPHA
|
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]))
|
gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
|
||||||
@ -216,9 +216,9 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
|
|||||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||||
|
|
||||||
// load and generate the texture
|
// load and generate the texture
|
||||||
internalFormat := int32(gl.RGBA8)
|
internalFormat := int32(gl.SRGB_ALPHA)
|
||||||
if loadOptions.TextureIsSrgba {
|
if loadOptions.NoSrgba {
|
||||||
internalFormat = gl.SRGB_ALPHA
|
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]))
|
gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
|
||||||
@ -288,9 +288,9 @@ func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex st
|
|||||||
height := int32(nrgbaImg.Bounds().Dy())
|
height := int32(nrgbaImg.Bounds().Dy())
|
||||||
width := int32(nrgbaImg.Bounds().Dx())
|
width := int32(nrgbaImg.Bounds().Dx())
|
||||||
|
|
||||||
internalFormat := int32(gl.RGBA8)
|
internalFormat := int32(gl.SRGB_ALPHA)
|
||||||
if loadOptions.TextureIsSrgba {
|
if loadOptions.NoSrgba {
|
||||||
internalFormat = gl.SRGB_ALPHA
|
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]))
|
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]))
|
||||||
|
|||||||
@ -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
|
|
||||||
}
|
|
||||||
403
buffers/framebuffer.go
Executable file
403
buffers/framebuffer.go
Executable file
@ -0,0 +1,403 @@
|
|||||||
|
package buffers
|
||||||
|
|
||||||
|
import (
|
||||||
|
"github.com/bloeys/nmage/logging"
|
||||||
|
"github.com/go-gl/gl/v4.1-core/gl"
|
||||||
|
)
|
||||||
|
|
||||||
|
type FramebufferAttachmentType int32
|
||||||
|
|
||||||
|
const (
|
||||||
|
FramebufferAttachmentType_Unknown FramebufferAttachmentType = iota
|
||||||
|
FramebufferAttachmentType_Texture
|
||||||
|
FramebufferAttachmentType_Renderbuffer
|
||||||
|
)
|
||||||
|
|
||||||
|
func (f FramebufferAttachmentType) IsValid() bool {
|
||||||
|
|
||||||
|
switch f {
|
||||||
|
case FramebufferAttachmentType_Texture:
|
||||||
|
fallthrough
|
||||||
|
case FramebufferAttachmentType_Renderbuffer:
|
||||||
|
return true
|
||||||
|
|
||||||
|
default:
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
type FramebufferAttachmentDataFormat int32
|
||||||
|
|
||||||
|
const (
|
||||||
|
FramebufferAttachmentDataFormat_Unknown FramebufferAttachmentDataFormat = iota
|
||||||
|
FramebufferAttachmentDataFormat_R32Int
|
||||||
|
FramebufferAttachmentDataFormat_RGBA8
|
||||||
|
FramebufferAttachmentDataFormat_SRGBA
|
||||||
|
FramebufferAttachmentDataFormat_DepthF32
|
||||||
|
FramebufferAttachmentDataFormat_Depth24Stencil8
|
||||||
|
)
|
||||||
|
|
||||||
|
func (f FramebufferAttachmentDataFormat) IsColorFormat() bool {
|
||||||
|
return f == FramebufferAttachmentDataFormat_R32Int ||
|
||||||
|
f == FramebufferAttachmentDataFormat_RGBA8 ||
|
||||||
|
f == FramebufferAttachmentDataFormat_SRGBA
|
||||||
|
}
|
||||||
|
|
||||||
|
func (f FramebufferAttachmentDataFormat) IsDepthFormat() bool {
|
||||||
|
return f == FramebufferAttachmentDataFormat_Depth24Stencil8 ||
|
||||||
|
f == FramebufferAttachmentDataFormat_DepthF32
|
||||||
|
}
|
||||||
|
|
||||||
|
func (f FramebufferAttachmentDataFormat) GlInternalFormat() int32 {
|
||||||
|
|
||||||
|
switch f {
|
||||||
|
case FramebufferAttachmentDataFormat_R32Int:
|
||||||
|
return gl.R32I
|
||||||
|
case FramebufferAttachmentDataFormat_RGBA8:
|
||||||
|
return gl.RGB8
|
||||||
|
case FramebufferAttachmentDataFormat_SRGBA:
|
||||||
|
return gl.SRGB_ALPHA
|
||||||
|
case FramebufferAttachmentDataFormat_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_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
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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 fob'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 !attachFormat.IsColorFormat() {
|
||||||
|
logging.ErrLog.Fatalf("failed creating color attachment for framebuffer due to attachment data format not being a valid color type. Data format=%d\n", attachFormat)
|
||||||
|
}
|
||||||
|
|
||||||
|
a := FramebufferAttachment{
|
||||||
|
Type: attachType,
|
||||||
|
Format: attachFormat,
|
||||||
|
}
|
||||||
|
|
||||||
|
fbo.Bind()
|
||||||
|
|
||||||
|
if attachType == FramebufferAttachmentType_Texture {
|
||||||
|
|
||||||
|
// Create texture
|
||||||
|
gl.GenTextures(1, &a.Id)
|
||||||
|
if a.Id == 0 {
|
||||||
|
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, a.Id)
|
||||||
|
gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.UNSIGNED_BYTE, nil)
|
||||||
|
|
||||||
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||||
|
|
||||||
|
// Attach to fbo
|
||||||
|
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0+fbo.ColorAttachmentsCount, gl.TEXTURE_2D, a.Id, 0)
|
||||||
|
|
||||||
|
} else if attachType == FramebufferAttachmentType_Renderbuffer {
|
||||||
|
|
||||||
|
// Create rbo
|
||||||
|
gl.GenRenderbuffers(1, &a.Id)
|
||||||
|
if a.Id == 0 {
|
||||||
|
logging.ErrLog.Fatalf("failed to generate render buffer for framebuffer. GlError=%d\n", gl.GetError())
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.BindRenderbuffer(gl.RENDERBUFFER, a.Id)
|
||||||
|
gl.RenderbufferStorage(gl.RENDERBUFFER, uint32(attachFormat.GlInternalFormat()), int32(fbo.Width), int32(fbo.Height))
|
||||||
|
gl.BindRenderbuffer(gl.RENDERBUFFER, 0)
|
||||||
|
|
||||||
|
// Attach to fbo
|
||||||
|
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0+fbo.ColorAttachmentsCount, gl.RENDERBUFFER, a.Id)
|
||||||
|
}
|
||||||
|
|
||||||
|
fbo.UnBind()
|
||||||
|
fbo.ColorAttachmentsCount++
|
||||||
|
fbo.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)
|
||||||
|
}
|
||||||
|
|
||||||
|
a := FramebufferAttachment{
|
||||||
|
Type: attachType,
|
||||||
|
Format: attachFormat,
|
||||||
|
}
|
||||||
|
|
||||||
|
fbo.Bind()
|
||||||
|
|
||||||
|
if attachType == FramebufferAttachmentType_Texture {
|
||||||
|
|
||||||
|
// Create texture
|
||||||
|
gl.GenTextures(1, &a.Id)
|
||||||
|
if a.Id == 0 {
|
||||||
|
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, a.Id)
|
||||||
|
gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.FLOAT, 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)
|
||||||
|
}
|
||||||
|
|
||||||
|
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(), gl.UNSIGNED_INT_24_8, nil)
|
||||||
|
|
||||||
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||||
|
|
||||||
|
// Attach to fbo
|
||||||
|
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, a.Id, 0)
|
||||||
|
|
||||||
|
} else if attachType == FramebufferAttachmentType_Renderbuffer {
|
||||||
|
|
||||||
|
// Create rbo
|
||||||
|
gl.GenRenderbuffers(1, &a.Id)
|
||||||
|
if a.Id == 0 {
|
||||||
|
logging.ErrLog.Fatalf("failed to generate render buffer for framebuffer. GlError=%d\n", gl.GetError())
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.BindRenderbuffer(gl.RENDERBUFFER, a.Id)
|
||||||
|
gl.RenderbufferStorage(gl.RENDERBUFFER, uint32(attachFormat.GlInternalFormat()), int32(fbo.Width), int32(fbo.Height))
|
||||||
|
gl.BindRenderbuffer(gl.RENDERBUFFER, 0)
|
||||||
|
|
||||||
|
// Attach to fbo
|
||||||
|
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, a.Id)
|
||||||
|
}
|
||||||
|
|
||||||
|
fbo.UnBind()
|
||||||
|
fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT
|
||||||
|
fbo.Attachments = append(fbo.Attachments, a)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (fbo *Framebuffer) Delete() {
|
||||||
|
|
||||||
|
if fbo.Id == 0 {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.DeleteFramebuffers(1, &fbo.Id)
|
||||||
|
fbo.Id = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
func NewFramebuffer(width, height uint32) Framebuffer {
|
||||||
|
|
||||||
|
// It is allowed to have attachments of differnt sizes in one FBO,
|
||||||
|
// but that complicates things (e.g. which size to use for gl.viewport) and I don't see much use
|
||||||
|
// for it now, so we will have all attachments share size
|
||||||
|
fbo := Framebuffer{
|
||||||
|
Width: width,
|
||||||
|
Height: height,
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.GenFramebuffers(1, &fbo.Id)
|
||||||
|
if fbo.Id == 0 {
|
||||||
|
logging.ErrLog.Fatalf("failed to generate framebuffer. GlError=%d\n", gl.GetError())
|
||||||
|
}
|
||||||
|
|
||||||
|
return fbo
|
||||||
|
}
|
||||||
46
buffers/index_buffer.go
Executable file
46
buffers/index_buffer.go
Executable file
@ -0,0 +1,46 @@
|
|||||||
|
package buffers
|
||||||
|
|
||||||
|
import (
|
||||||
|
"github.com/bloeys/nmage/logging"
|
||||||
|
"github.com/go-gl/gl/v4.1-core/gl"
|
||||||
|
)
|
||||||
|
|
||||||
|
type IndexBuffer struct {
|
||||||
|
Id uint32
|
||||||
|
// IndexBufCount is the number of elements in the index buffer. Updated in IndexBuffer.SetData
|
||||||
|
IndexBufCount int32
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ib *IndexBuffer) Bind() {
|
||||||
|
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ib.Id)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ib *IndexBuffer) UnBind() {
|
||||||
|
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ib *IndexBuffer) SetData(values []uint32) {
|
||||||
|
|
||||||
|
ib.Bind()
|
||||||
|
|
||||||
|
sizeInBytes := len(values) * 4
|
||||||
|
ib.IndexBufCount = int32(len(values))
|
||||||
|
|
||||||
|
if sizeInBytes == 0 {
|
||||||
|
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static.ToGL())
|
||||||
|
} else {
|
||||||
|
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func NewIndexBuffer() IndexBuffer {
|
||||||
|
|
||||||
|
ib := IndexBuffer{}
|
||||||
|
|
||||||
|
gl.GenBuffers(1, &ib.Id)
|
||||||
|
if ib.Id == 0 {
|
||||||
|
logging.ErrLog.Println("Failed to create OpenGL buffer")
|
||||||
|
}
|
||||||
|
|
||||||
|
return ib
|
||||||
|
}
|
||||||
54
buffers/vertex_array.go
Executable file
54
buffers/vertex_array.go
Executable file
@ -0,0 +1,54 @@
|
|||||||
|
package buffers
|
||||||
|
|
||||||
|
import (
|
||||||
|
"github.com/bloeys/nmage/logging"
|
||||||
|
"github.com/go-gl/gl/v4.1-core/gl"
|
||||||
|
)
|
||||||
|
|
||||||
|
type VertexArray struct {
|
||||||
|
Id uint32
|
||||||
|
Vbos []VertexBuffer
|
||||||
|
IndexBuffer IndexBuffer
|
||||||
|
}
|
||||||
|
|
||||||
|
func (va *VertexArray) Bind() {
|
||||||
|
gl.BindVertexArray(va.Id)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (va *VertexArray) UnBind() {
|
||||||
|
gl.BindVertexArray(0)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (va *VertexArray) AddVertexBuffer(vbo VertexBuffer) {
|
||||||
|
|
||||||
|
// NOTE: VBOs are only bound at 'VertexAttribPointer' (and related) calls
|
||||||
|
|
||||||
|
va.Bind()
|
||||||
|
vbo.Bind()
|
||||||
|
|
||||||
|
for i := 0; i < len(vbo.layout); i++ {
|
||||||
|
|
||||||
|
l := &vbo.layout[i]
|
||||||
|
|
||||||
|
gl.EnableVertexAttribArray(uint32(i))
|
||||||
|
gl.VertexAttribPointerWithOffset(uint32(i), l.ElementType.CompCount(), l.ElementType.GLType(), false, vbo.Stride, uintptr(l.Offset))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (va *VertexArray) SetIndexBuffer(ib IndexBuffer) {
|
||||||
|
va.Bind()
|
||||||
|
ib.Bind()
|
||||||
|
va.IndexBuffer = ib
|
||||||
|
}
|
||||||
|
|
||||||
|
func NewVertexArray() VertexArray {
|
||||||
|
|
||||||
|
vao := VertexArray{}
|
||||||
|
|
||||||
|
gl.GenVertexArrays(1, &vao.Id)
|
||||||
|
if vao.Id == 0 {
|
||||||
|
logging.ErrLog.Println("Failed to create OpenGL vertex array object")
|
||||||
|
}
|
||||||
|
|
||||||
|
return vao
|
||||||
|
}
|
||||||
63
buffers/vertex_buffer.go
Executable file
63
buffers/vertex_buffer.go
Executable file
@ -0,0 +1,63 @@
|
|||||||
|
package buffers
|
||||||
|
|
||||||
|
import (
|
||||||
|
"github.com/bloeys/nmage/logging"
|
||||||
|
"github.com/go-gl/gl/v4.1-core/gl"
|
||||||
|
)
|
||||||
|
|
||||||
|
type VertexBuffer struct {
|
||||||
|
Id uint32
|
||||||
|
Stride int32
|
||||||
|
layout []Element
|
||||||
|
}
|
||||||
|
|
||||||
|
func (vb *VertexBuffer) Bind() {
|
||||||
|
gl.BindBuffer(gl.ARRAY_BUFFER, vb.Id)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (vb *VertexBuffer) UnBind() {
|
||||||
|
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (vb *VertexBuffer) SetData(values []float32, usage BufUsage) {
|
||||||
|
|
||||||
|
vb.Bind()
|
||||||
|
|
||||||
|
sizeInBytes := len(values) * 4
|
||||||
|
if sizeInBytes == 0 {
|
||||||
|
gl.BufferData(gl.ARRAY_BUFFER, 0, gl.Ptr(nil), usage.ToGL())
|
||||||
|
} else {
|
||||||
|
gl.BufferData(gl.ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), usage.ToGL())
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (vb *VertexBuffer) GetLayout() []Element {
|
||||||
|
e := make([]Element, len(vb.layout))
|
||||||
|
copy(e, vb.layout)
|
||||||
|
return e
|
||||||
|
}
|
||||||
|
|
||||||
|
func (vb *VertexBuffer) SetLayout(layout ...Element) {
|
||||||
|
|
||||||
|
vb.Stride = 0
|
||||||
|
vb.layout = layout
|
||||||
|
|
||||||
|
for i := 0; i < len(vb.layout); i++ {
|
||||||
|
|
||||||
|
vb.layout[i].Offset = int(vb.Stride)
|
||||||
|
vb.Stride += vb.layout[i].Size()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func NewVertexBuffer(layout ...Element) VertexBuffer {
|
||||||
|
|
||||||
|
vb := VertexBuffer{}
|
||||||
|
|
||||||
|
gl.GenBuffers(1, &vb.Id)
|
||||||
|
if vb.Id == 0 {
|
||||||
|
logging.ErrLog.Println("Failed to create OpenGL buffer")
|
||||||
|
}
|
||||||
|
|
||||||
|
vb.SetLayout(layout...)
|
||||||
|
return vb
|
||||||
|
}
|
||||||
@ -15,6 +15,13 @@ import (
|
|||||||
|
|
||||||
var (
|
var (
|
||||||
isInited = false
|
isInited = false
|
||||||
|
|
||||||
|
isSdlButtonLeftDown = false
|
||||||
|
isSdlButtonMiddleDown = false
|
||||||
|
isSdlButtonRightDown = false
|
||||||
|
|
||||||
|
ImguiRelativeMouseModePosX float32
|
||||||
|
ImguiRelativeMouseModePosY float32
|
||||||
)
|
)
|
||||||
|
|
||||||
type Window struct {
|
type Window struct {
|
||||||
@ -29,7 +36,23 @@ func (w *Window) handleInputs() {
|
|||||||
input.EventLoopStart()
|
input.EventLoopStart()
|
||||||
imIo := imgui.CurrentIO()
|
imIo := imgui.CurrentIO()
|
||||||
|
|
||||||
// @TODO: Would be nice to have imgui package process its own events via a callback instead of it being part of engine code
|
imguiCaptureMouse := imIo.WantCaptureMouse()
|
||||||
|
imguiCaptureKeyboard := imIo.WantCaptureKeyboard()
|
||||||
|
|
||||||
|
// These two are to fix a bug where state isn't cleared
|
||||||
|
// even after imgui captures the keyboard/mouse.
|
||||||
|
//
|
||||||
|
// For example, if player is moving due to key held and then imgui captures the keyboard,
|
||||||
|
// the player keeps moving even when the key is no longer pressed because the input system never
|
||||||
|
// receives the key up event.
|
||||||
|
if imguiCaptureMouse {
|
||||||
|
input.ClearMouseState()
|
||||||
|
}
|
||||||
|
|
||||||
|
if imguiCaptureKeyboard {
|
||||||
|
input.ClearKeyboardState()
|
||||||
|
}
|
||||||
|
|
||||||
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
|
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
|
||||||
|
|
||||||
//Fire callbacks
|
//Fire callbacks
|
||||||
@ -42,14 +65,18 @@ func (w *Window) handleInputs() {
|
|||||||
|
|
||||||
case *sdl.MouseWheelEvent:
|
case *sdl.MouseWheelEvent:
|
||||||
|
|
||||||
input.HandleMouseWheelEvent(e)
|
if !imguiCaptureMouse {
|
||||||
|
input.HandleMouseWheelEvent(e)
|
||||||
|
}
|
||||||
|
|
||||||
xDelta, yDelta := input.GetMouseWheelMotion()
|
imIo.AddMouseWheelDelta(float32(e.X), float32(e.Y))
|
||||||
imIo.AddMouseWheelDelta(float32(xDelta), float32(yDelta))
|
|
||||||
|
|
||||||
case *sdl.KeyboardEvent:
|
case *sdl.KeyboardEvent:
|
||||||
|
|
||||||
input.HandleKeyboardEvent(e)
|
if !imguiCaptureKeyboard {
|
||||||
|
input.HandleKeyboardEvent(e)
|
||||||
|
}
|
||||||
|
|
||||||
imIo.AddKeyEvent(nmageimgui.SdlScancodeToImGuiKey(e.Keysym.Scancode), e.Type == sdl.KEYDOWN)
|
imIo.AddKeyEvent(nmageimgui.SdlScancodeToImGuiKey(e.Keysym.Scancode), e.Type == sdl.KEYDOWN)
|
||||||
|
|
||||||
// Send modifier key updates to imgui
|
// Send modifier key updates to imgui
|
||||||
@ -73,12 +100,29 @@ func (w *Window) handleInputs() {
|
|||||||
imIo.AddInputCharactersUTF8(e.GetText())
|
imIo.AddInputCharactersUTF8(e.GetText())
|
||||||
|
|
||||||
case *sdl.MouseButtonEvent:
|
case *sdl.MouseButtonEvent:
|
||||||
input.HandleMouseBtnEvent(e)
|
|
||||||
|
if !imguiCaptureMouse {
|
||||||
|
input.HandleMouseBtnEvent(e)
|
||||||
|
}
|
||||||
|
|
||||||
|
isPressed := e.State == sdl.PRESSED
|
||||||
|
|
||||||
|
if e.Button == sdl.BUTTON_LEFT {
|
||||||
|
isSdlButtonLeftDown = isPressed
|
||||||
|
} else if e.Button == sdl.BUTTON_MIDDLE {
|
||||||
|
isSdlButtonMiddleDown = isPressed
|
||||||
|
} else if e.Button == sdl.BUTTON_RIGHT {
|
||||||
|
isSdlButtonRightDown = isPressed
|
||||||
|
}
|
||||||
|
|
||||||
case *sdl.MouseMotionEvent:
|
case *sdl.MouseMotionEvent:
|
||||||
input.HandleMouseMotionEvent(e)
|
|
||||||
|
if !imguiCaptureMouse {
|
||||||
|
input.HandleMouseMotionEvent(e)
|
||||||
|
}
|
||||||
|
|
||||||
case *sdl.WindowEvent:
|
case *sdl.WindowEvent:
|
||||||
|
|
||||||
if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
|
if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
|
||||||
w.handleWindowResize()
|
w.handleWindowResize()
|
||||||
}
|
}
|
||||||
@ -88,13 +132,17 @@ func (w *Window) handleInputs() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
if sdl.GetRelativeMouseMode() {
|
||||||
x, y, _ := sdl.GetMouseState()
|
imIo.SetMousePos(imgui.Vec2{X: ImguiRelativeMouseModePosX, Y: ImguiRelativeMouseModePosY})
|
||||||
imIo.SetMousePos(imgui.Vec2{X: float32(x), Y: float32(y)})
|
} else {
|
||||||
|
x, y, _ := sdl.GetMouseState()
|
||||||
|
imIo.SetMousePos(imgui.Vec2{X: float32(x), Y: float32(y)})
|
||||||
|
}
|
||||||
|
|
||||||
imIo.SetMouseButtonDown(0, input.MouseDown(sdl.BUTTON_LEFT))
|
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||||
imIo.SetMouseButtonDown(1, input.MouseDown(sdl.BUTTON_RIGHT))
|
imIo.SetMouseButtonDown(imgui.MouseButtonLeft, isSdlButtonLeftDown)
|
||||||
imIo.SetMouseButtonDown(2, input.MouseDown(sdl.BUTTON_MIDDLE))
|
imIo.SetMouseButtonDown(imgui.MouseButtonRight, isSdlButtonRightDown)
|
||||||
|
imIo.SetMouseButtonDown(imgui.MouseButtonMiddle, isSdlButtonMiddleDown)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (w *Window) handleWindowResize() {
|
func (w *Window) handleWindowResize() {
|
||||||
@ -195,6 +243,7 @@ func initOpenGL() error {
|
|||||||
}
|
}
|
||||||
|
|
||||||
gl.Enable(gl.DEPTH_TEST)
|
gl.Enable(gl.DEPTH_TEST)
|
||||||
|
gl.Enable(gl.STENCIL_TEST)
|
||||||
gl.Enable(gl.CULL_FACE)
|
gl.Enable(gl.CULL_FACE)
|
||||||
gl.CullFace(gl.BACK)
|
gl.CullFace(gl.BACK)
|
||||||
gl.FrontFace(gl.CCW)
|
gl.FrontFace(gl.CCW)
|
||||||
@ -218,7 +267,6 @@ func SetSrgbFramebuffer(isEnabled bool) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func SetVSync(enabled bool) {
|
func SetVSync(enabled bool) {
|
||||||
assert.T(isInited, "engine.Init was not called!")
|
|
||||||
|
|
||||||
if enabled {
|
if enabled {
|
||||||
sdl.GLSetSwapInterval(1)
|
sdl.GLSetSwapInterval(1)
|
||||||
|
|||||||
2
go.mod
2
go.mod
@ -1,6 +1,6 @@
|
|||||||
module github.com/bloeys/nmage
|
module github.com/bloeys/nmage
|
||||||
|
|
||||||
go 1.18
|
go 1.22
|
||||||
|
|
||||||
require github.com/veandco/go-sdl2 v0.4.35
|
require github.com/veandco/go-sdl2 v0.4.35
|
||||||
|
|
||||||
|
|||||||
@ -31,8 +31,8 @@ type mouseWheelState struct {
|
|||||||
}
|
}
|
||||||
|
|
||||||
var (
|
var (
|
||||||
keyMap = make(map[sdl.Keycode]*keyState)
|
keyMap = make(map[sdl.Keycode]keyState)
|
||||||
mouseBtnMap = make(map[int]*mouseBtnState)
|
mouseBtnMap = make(map[int]mouseBtnState)
|
||||||
mouseMotion = mouseMotionState{}
|
mouseMotion = mouseMotionState{}
|
||||||
mouseWheel = mouseWheelState{}
|
mouseWheel = mouseWheelState{}
|
||||||
quitRequested bool
|
quitRequested bool
|
||||||
@ -40,15 +40,17 @@ var (
|
|||||||
|
|
||||||
func EventLoopStart() {
|
func EventLoopStart() {
|
||||||
|
|
||||||
for _, v := range keyMap {
|
for k, v := range keyMap {
|
||||||
v.IsPressedThisFrame = false
|
v.IsPressedThisFrame = false
|
||||||
v.IsReleasedThisFrame = false
|
v.IsReleasedThisFrame = false
|
||||||
|
keyMap[k] = v
|
||||||
}
|
}
|
||||||
|
|
||||||
for _, v := range mouseBtnMap {
|
for k, v := range mouseBtnMap {
|
||||||
v.IsPressedThisFrame = false
|
v.IsPressedThisFrame = false
|
||||||
v.IsReleasedThisFrame = false
|
v.IsReleasedThisFrame = false
|
||||||
v.IsDoubleClicked = false
|
v.IsDoubleClicked = false
|
||||||
|
mouseBtnMap[k] = v
|
||||||
}
|
}
|
||||||
|
|
||||||
mouseMotion.XDelta = 0
|
mouseMotion.XDelta = 0
|
||||||
@ -60,6 +62,16 @@ func EventLoopStart() {
|
|||||||
quitRequested = false
|
quitRequested = false
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func ClearKeyboardState() {
|
||||||
|
clear(keyMap)
|
||||||
|
}
|
||||||
|
|
||||||
|
func ClearMouseState() {
|
||||||
|
clear(mouseBtnMap)
|
||||||
|
mouseMotion = mouseMotionState{}
|
||||||
|
mouseWheel = mouseWheelState{}
|
||||||
|
}
|
||||||
|
|
||||||
func HandleQuitEvent(e *sdl.QuitEvent) {
|
func HandleQuitEvent(e *sdl.QuitEvent) {
|
||||||
quitRequested = true
|
quitRequested = true
|
||||||
}
|
}
|
||||||
@ -70,29 +82,31 @@ func IsQuitClicked() bool {
|
|||||||
|
|
||||||
func HandleKeyboardEvent(e *sdl.KeyboardEvent) {
|
func HandleKeyboardEvent(e *sdl.KeyboardEvent) {
|
||||||
|
|
||||||
ks := keyMap[e.Keysym.Sym]
|
ks, ok := keyMap[e.Keysym.Sym]
|
||||||
if ks == nil {
|
if !ok {
|
||||||
ks = &keyState{Key: e.Keysym.Sym}
|
ks = keyState{Key: e.Keysym.Sym}
|
||||||
keyMap[ks.Key] = ks
|
|
||||||
}
|
}
|
||||||
|
|
||||||
ks.State = int(e.State)
|
ks.State = int(e.State)
|
||||||
ks.IsPressedThisFrame = e.State == sdl.PRESSED && e.Repeat == 0
|
ks.IsPressedThisFrame = e.State == sdl.PRESSED && e.Repeat == 0
|
||||||
ks.IsReleasedThisFrame = e.State == sdl.RELEASED && e.Repeat == 0
|
ks.IsReleasedThisFrame = e.State == sdl.RELEASED && e.Repeat == 0
|
||||||
|
|
||||||
|
keyMap[ks.Key] = ks
|
||||||
}
|
}
|
||||||
|
|
||||||
func HandleMouseBtnEvent(e *sdl.MouseButtonEvent) {
|
func HandleMouseBtnEvent(e *sdl.MouseButtonEvent) {
|
||||||
|
|
||||||
mb := mouseBtnMap[int(e.Button)]
|
mb, ok := mouseBtnMap[int(e.Button)]
|
||||||
if mb == nil {
|
if !ok {
|
||||||
mb = &mouseBtnState{Btn: int(e.Button)}
|
mb = mouseBtnState{Btn: int(e.Button)}
|
||||||
mouseBtnMap[int(e.Button)] = mb
|
|
||||||
}
|
}
|
||||||
|
|
||||||
mb.State = int(e.State)
|
mb.State = int(e.State)
|
||||||
mb.IsDoubleClicked = e.Clicks == 2 && e.State == sdl.PRESSED
|
mb.IsDoubleClicked = e.Clicks == 2 && e.State == sdl.PRESSED
|
||||||
mb.IsPressedThisFrame = e.State == sdl.PRESSED
|
mb.IsPressedThisFrame = e.State == sdl.PRESSED
|
||||||
mb.IsReleasedThisFrame = e.State == sdl.RELEASED
|
mb.IsReleasedThisFrame = e.State == sdl.RELEASED
|
||||||
|
|
||||||
|
mouseBtnMap[int(e.Button)] = mb
|
||||||
}
|
}
|
||||||
|
|
||||||
func HandleMouseMotionEvent(e *sdl.MouseMotionEvent) {
|
func HandleMouseMotionEvent(e *sdl.MouseMotionEvent) {
|
||||||
@ -109,12 +123,12 @@ func HandleMouseWheelEvent(e *sdl.MouseWheelEvent) {
|
|||||||
mouseWheel.YDelta = e.Y
|
mouseWheel.YDelta = e.Y
|
||||||
}
|
}
|
||||||
|
|
||||||
//GetMousePos returns the window coordinates of the mouse
|
// GetMousePos returns the window coordinates of the mouse
|
||||||
func GetMousePos() (x, y int32) {
|
func GetMousePos() (x, y int32) {
|
||||||
return mouseMotion.XPos, mouseMotion.YPos
|
return mouseMotion.XPos, mouseMotion.YPos
|
||||||
}
|
}
|
||||||
|
|
||||||
//GetMouseMotion returns how many pixels were moved last frame
|
// GetMouseMotion returns how many pixels were moved last frame
|
||||||
func GetMouseMotion() (xDelta, yDelta int32) {
|
func GetMouseMotion() (xDelta, yDelta int32) {
|
||||||
return mouseMotion.XDelta, mouseMotion.YDelta
|
return mouseMotion.XDelta, mouseMotion.YDelta
|
||||||
}
|
}
|
||||||
@ -141,7 +155,7 @@ func GetMouseWheelMotion() (xDelta, yDelta int32) {
|
|||||||
return mouseWheel.XDelta, mouseWheel.YDelta
|
return mouseWheel.XDelta, mouseWheel.YDelta
|
||||||
}
|
}
|
||||||
|
|
||||||
//GetMouseWheelXNorm returns 1 if mouse wheel xDelta > 0, -1 if xDelta < 0, and 0 otherwise
|
// GetMouseWheelXNorm returns 1 if mouse wheel xDelta > 0, -1 if xDelta < 0, and 0 otherwise
|
||||||
func GetMouseWheelXNorm() int32 {
|
func GetMouseWheelXNorm() int32 {
|
||||||
|
|
||||||
if mouseWheel.XDelta > 0 {
|
if mouseWheel.XDelta > 0 {
|
||||||
@ -153,7 +167,7 @@ func GetMouseWheelXNorm() int32 {
|
|||||||
return 0
|
return 0
|
||||||
}
|
}
|
||||||
|
|
||||||
//returns 1 if mouse wheel yDelta > 0, -1 if yDelta < 0, and 0 otherwise
|
// returns 1 if mouse wheel yDelta > 0, -1 if yDelta < 0, and 0 otherwise
|
||||||
func GetMouseWheelYNorm() int32 {
|
func GetMouseWheelYNorm() int32 {
|
||||||
|
|
||||||
if mouseWheel.YDelta > 0 {
|
if mouseWheel.YDelta > 0 {
|
||||||
@ -167,8 +181,8 @@ func GetMouseWheelYNorm() int32 {
|
|||||||
|
|
||||||
func KeyClicked(kc sdl.Keycode) bool {
|
func KeyClicked(kc sdl.Keycode) bool {
|
||||||
|
|
||||||
ks := keyMap[kc]
|
ks, ok := keyMap[kc]
|
||||||
if ks == nil {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -177,8 +191,8 @@ func KeyClicked(kc sdl.Keycode) bool {
|
|||||||
|
|
||||||
func KeyReleased(kc sdl.Keycode) bool {
|
func KeyReleased(kc sdl.Keycode) bool {
|
||||||
|
|
||||||
ks := keyMap[kc]
|
ks, ok := keyMap[kc]
|
||||||
if ks == nil {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -187,8 +201,8 @@ func KeyReleased(kc sdl.Keycode) bool {
|
|||||||
|
|
||||||
func KeyDown(kc sdl.Keycode) bool {
|
func KeyDown(kc sdl.Keycode) bool {
|
||||||
|
|
||||||
ks := keyMap[kc]
|
ks, ok := keyMap[kc]
|
||||||
if ks == nil {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -197,8 +211,8 @@ func KeyDown(kc sdl.Keycode) bool {
|
|||||||
|
|
||||||
func KeyUp(kc sdl.Keycode) bool {
|
func KeyUp(kc sdl.Keycode) bool {
|
||||||
|
|
||||||
ks := keyMap[kc]
|
ks, ok := keyMap[kc]
|
||||||
if ks == nil {
|
if !ok {
|
||||||
return true
|
return true
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -207,8 +221,8 @@ func KeyUp(kc sdl.Keycode) bool {
|
|||||||
|
|
||||||
func MouseClicked(mb int) bool {
|
func MouseClicked(mb int) bool {
|
||||||
|
|
||||||
btn := mouseBtnMap[mb]
|
btn, ok := mouseBtnMap[mb]
|
||||||
if btn == nil {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -217,8 +231,8 @@ func MouseClicked(mb int) bool {
|
|||||||
|
|
||||||
func MouseDoubleClicked(mb int) bool {
|
func MouseDoubleClicked(mb int) bool {
|
||||||
|
|
||||||
btn := mouseBtnMap[mb]
|
btn, ok := mouseBtnMap[mb]
|
||||||
if btn == nil {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -226,8 +240,8 @@ func MouseDoubleClicked(mb int) bool {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func MouseReleased(mb int) bool {
|
func MouseReleased(mb int) bool {
|
||||||
btn := mouseBtnMap[mb]
|
btn, ok := mouseBtnMap[mb]
|
||||||
if btn == nil {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -236,8 +250,8 @@ func MouseReleased(mb int) bool {
|
|||||||
|
|
||||||
func MouseDown(mb int) bool {
|
func MouseDown(mb int) bool {
|
||||||
|
|
||||||
btn := mouseBtnMap[mb]
|
btn, ok := mouseBtnMap[mb]
|
||||||
if btn == nil {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -246,8 +260,8 @@ func MouseDown(mb int) bool {
|
|||||||
|
|
||||||
func MouseUp(mb int) bool {
|
func MouseUp(mb int) bool {
|
||||||
|
|
||||||
btn := mouseBtnMap[mb]
|
btn, ok := mouseBtnMap[mb]
|
||||||
if btn == nil {
|
if !ok {
|
||||||
return true
|
return true
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -8,30 +8,77 @@ import (
|
|||||||
"github.com/go-gl/gl/v4.1-core/gl"
|
"github.com/go-gl/gl/v4.1-core/gl"
|
||||||
)
|
)
|
||||||
|
|
||||||
|
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_ShadowMap TextureSlot = 11
|
||||||
|
)
|
||||||
|
|
||||||
type Material struct {
|
type Material struct {
|
||||||
Name string
|
Name string
|
||||||
ShaderProg shaders.ShaderProgram
|
ShaderProg shaders.ShaderProgram
|
||||||
|
|
||||||
DiffuseTex uint32
|
|
||||||
|
|
||||||
UnifLocs map[string]int32
|
UnifLocs map[string]int32
|
||||||
AttribLocs map[string]int32
|
AttribLocs map[string]int32
|
||||||
|
|
||||||
|
// Phong shading
|
||||||
|
DiffuseTex uint32
|
||||||
|
SpecularTex uint32
|
||||||
|
NormalTex uint32
|
||||||
|
EmissionTex uint32
|
||||||
|
|
||||||
|
// Shininess of specular highlights
|
||||||
|
Shininess float32
|
||||||
|
|
||||||
|
// Cubemap
|
||||||
|
CubemapTex uint32
|
||||||
|
|
||||||
|
// Shadowmaps
|
||||||
|
ShadowMap uint32
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) Bind() {
|
func (m *Material) Bind() {
|
||||||
|
|
||||||
gl.UseProgram(m.ShaderProg.ID)
|
gl.UseProgram(m.ShaderProg.ID)
|
||||||
|
|
||||||
gl.ActiveTexture(gl.TEXTURE0)
|
if m.DiffuseTex != 0 {
|
||||||
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
|
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Diffuse))
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
|
||||||
|
}
|
||||||
|
|
||||||
|
if m.SpecularTex != 0 {
|
||||||
|
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Specular))
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
|
||||||
|
}
|
||||||
|
|
||||||
|
if m.NormalTex != 0 {
|
||||||
|
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Normal))
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
|
||||||
|
}
|
||||||
|
|
||||||
|
if m.EmissionTex != 0 {
|
||||||
|
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Emission))
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
|
||||||
|
}
|
||||||
|
|
||||||
|
if m.CubemapTex != 0 {
|
||||||
|
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Cubemap))
|
||||||
|
gl.BindTexture(gl.TEXTURE_CUBE_MAP, m.CubemapTex)
|
||||||
|
}
|
||||||
|
|
||||||
|
if m.ShadowMap != 0 {
|
||||||
|
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_ShadowMap))
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, m.ShadowMap)
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) UnBind() {
|
func (m *Material) UnBind() {
|
||||||
gl.UseProgram(0)
|
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 {
|
func (m *Material) GetAttribLoc(attribName string) int32 {
|
||||||
@ -108,7 +155,7 @@ func NewMaterial(matName, shaderPath string) *Material {
|
|||||||
|
|
||||||
shdrProg, err := shaders.LoadAndCompileCombinedShader(shaderPath)
|
shdrProg, err := shaders.LoadAndCompileCombinedShader(shaderPath)
|
||||||
if err != nil {
|
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{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
|
||||||
@ -118,7 +165,7 @@ func NewMaterialSrc(matName string, shaderSrc []byte) *Material {
|
|||||||
|
|
||||||
shdrProg, err := shaders.LoadAndCompileCombinedShaderSrc(shaderSrc)
|
shdrProg, err := shaders.LoadAndCompileCombinedShaderSrc(shaderSrc)
|
||||||
if err != nil {
|
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{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
|
||||||
|
|||||||
@ -2,7 +2,6 @@ package meshes
|
|||||||
|
|
||||||
import (
|
import (
|
||||||
"errors"
|
"errors"
|
||||||
"fmt"
|
|
||||||
|
|
||||||
"github.com/bloeys/assimp-go/asig"
|
"github.com/bloeys/assimp-go/asig"
|
||||||
"github.com/bloeys/gglm/gglm"
|
"github.com/bloeys/gglm/gglm"
|
||||||
@ -18,7 +17,7 @@ type SubMesh struct {
|
|||||||
|
|
||||||
type Mesh struct {
|
type Mesh struct {
|
||||||
Name string
|
Name string
|
||||||
Buf buffers.Buffer
|
Vao buffers.VertexArray
|
||||||
SubMeshes []SubMesh
|
SubMeshes []SubMesh
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -36,21 +35,25 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
|||||||
|
|
||||||
mesh := &Mesh{
|
mesh := &Mesh{
|
||||||
Name: name,
|
Name: name,
|
||||||
Buf: buffers.NewBuffer(),
|
Vao: buffers.NewVertexArray(),
|
||||||
SubMeshes: make([]SubMesh, 0, 1),
|
SubMeshes: make([]SubMesh, 0, 1),
|
||||||
}
|
}
|
||||||
|
|
||||||
|
vbo := buffers.NewVertexBuffer()
|
||||||
|
ibo := buffers.NewIndexBuffer()
|
||||||
|
|
||||||
// Initial sizes assuming one submesh that has vertex pos+normals+texCoords, and 3 indices per face
|
// Initial sizes assuming one submesh that has vertex pos+normals+texCoords, and 3 indices per face
|
||||||
var vertexBufData []float32 = make([]float32, 0, len(scene.Meshes[0].Vertices)*3*3*2)
|
var vertexBufData []float32 = make([]float32, 0, len(scene.Meshes[0].Vertices)*3*3*2)
|
||||||
var indexBufData []uint32 = make([]uint32, 0, len(scene.Meshes[0].Faces)*3)
|
var indexBufData []uint32 = make([]uint32, 0, len(scene.Meshes[0].Faces)*3)
|
||||||
|
|
||||||
|
// fmt.Printf("\nMesh %s has %d meshe(s) with first mesh having %d vertices\n", name, len(scene.Meshes), len(scene.Meshes[0].Vertices))
|
||||||
|
|
||||||
for i := 0; i < len(scene.Meshes); i++ {
|
for i := 0; i < len(scene.Meshes); i++ {
|
||||||
|
|
||||||
sceneMesh := scene.Meshes[i]
|
sceneMesh := scene.Meshes[i]
|
||||||
|
|
||||||
if len(sceneMesh.TexCoords[0]) == 0 {
|
if len(sceneMesh.TexCoords[0]) == 0 {
|
||||||
sceneMesh.TexCoords[0] = make([]gglm.Vec3, len(sceneMesh.Vertices))
|
sceneMesh.TexCoords[0] = make([]gglm.Vec3, len(sceneMesh.Vertices))
|
||||||
println("Zeroing tex coords for submesh", i)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
layoutToUse := []buffers.Element{{ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec2}}
|
layoutToUse := []buffers.Element{{ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec2}}
|
||||||
@ -59,17 +62,20 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
|||||||
}
|
}
|
||||||
|
|
||||||
if i == 0 {
|
if i == 0 {
|
||||||
mesh.Buf.SetLayout(layoutToUse...)
|
vbo.SetLayout(layoutToUse...)
|
||||||
} else {
|
} else {
|
||||||
|
|
||||||
// @NOTE: Require that all submeshes have the same vertex buffer layout
|
// @TODO @NOTE: This requirement is because we are using one VAO+VBO for all
|
||||||
firstSubmeshLayout := mesh.Buf.GetLayout()
|
// the meshes and so the buffer must have one format.
|
||||||
assert.T(len(firstSubmeshLayout) == len(layoutToUse), fmt.Sprintf("Vertex layout of submesh %d does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, firstSubmeshLayout, layoutToUse))
|
//
|
||||||
|
// If we want to allow different layouts then we can simply create one vbo per layout and put
|
||||||
|
// meshes of the same layout in the same vbo, and we store the index of the vbo the mesh
|
||||||
|
// uses in the submesh struct.
|
||||||
|
firstSubmeshLayout := vbo.GetLayout()
|
||||||
|
assert.T(len(firstSubmeshLayout) == len(layoutToUse), "Vertex layout of submesh '%d' of mesh '%s' at path '%s' does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, name, modelPath, firstSubmeshLayout, layoutToUse)
|
||||||
|
|
||||||
for i := 0; i < len(firstSubmeshLayout); i++ {
|
for i := 0; i < len(firstSubmeshLayout); i++ {
|
||||||
if firstSubmeshLayout[i].ElementType != layoutToUse[i].ElementType {
|
assert.T(firstSubmeshLayout[i].ElementType == layoutToUse[i].ElementType, "Vertex layout of submesh '%d' of mesh '%s' at path '%s' does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, name, modelPath, firstSubmeshLayout, layoutToUse)
|
||||||
panic(fmt.Sprintf("Vertex layout of submesh %d does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, firstSubmeshLayout, layoutToUse))
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -82,7 +88,7 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
|||||||
mesh.SubMeshes = append(mesh.SubMeshes, SubMesh{
|
mesh.SubMeshes = append(mesh.SubMeshes, SubMesh{
|
||||||
|
|
||||||
// Index of the vertex to start from (e.g. if index buffer says use vertex 5, and BaseVertex=3, the vertex used will be vertex 8)
|
// Index of the vertex to start from (e.g. if index buffer says use vertex 5, and BaseVertex=3, the vertex used will be vertex 8)
|
||||||
BaseVertex: int32(len(vertexBufData)*4) / mesh.Buf.Stride,
|
BaseVertex: int32(len(vertexBufData)*4) / vbo.Stride,
|
||||||
// Which index (in the index buffer) to start from
|
// Which index (in the index buffer) to start from
|
||||||
BaseIndex: uint32(len(indexBufData)),
|
BaseIndex: uint32(len(indexBufData)),
|
||||||
// How many indices in this submesh
|
// How many indices in this submesh
|
||||||
@ -93,9 +99,16 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
|||||||
indexBufData = append(indexBufData, indices...)
|
indexBufData = append(indexBufData, indices...)
|
||||||
}
|
}
|
||||||
|
|
||||||
// fmt.Printf("!!! Vertex count: %d; Submeshes: %+v\n", len(vertexBufData)*4/int(mesh.Buf.Stride), mesh.SubMeshes)
|
vbo.SetData(vertexBufData, buffers.BufUsage_Static)
|
||||||
mesh.Buf.SetData(vertexBufData)
|
ibo.SetData(indexBufData)
|
||||||
mesh.Buf.SetIndexBufData(indexBufData)
|
|
||||||
|
mesh.Vao.AddVertexBuffer(vbo)
|
||||||
|
mesh.Vao.SetIndexBuffer(ibo)
|
||||||
|
|
||||||
|
// This is needed so that if you load meshes one after the other the
|
||||||
|
// following mesh doesn't attach its vbo/ibo to this vao
|
||||||
|
mesh.Vao.UnBind()
|
||||||
|
|
||||||
return mesh, nil
|
return mesh, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -119,9 +132,9 @@ type arrToInterleave struct {
|
|||||||
|
|
||||||
func (a *arrToInterleave) get(i int) []float32 {
|
func (a *arrToInterleave) get(i int) []float32 {
|
||||||
|
|
||||||
assert.T(len(a.V2s) == 0 || len(a.V3s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
|
assert.T(len(a.V2s) == 0 || len(a.V3s) == 0, "One array should be set in arrToInterleave, but multiple arrays are set")
|
||||||
assert.T(len(a.V2s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
|
assert.T(len(a.V2s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but multiple arrays are set")
|
||||||
assert.T(len(a.V3s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
|
assert.T(len(a.V3s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but multiple arrays are set")
|
||||||
|
|
||||||
if len(a.V2s) > 0 {
|
if len(a.V2s) > 0 {
|
||||||
return a.V2s[i].Data[:]
|
return a.V2s[i].Data[:]
|
||||||
@ -173,7 +186,7 @@ func interleave(arrs ...arrToInterleave) []float32 {
|
|||||||
|
|
||||||
func flattenFaces(faces []asig.Face) []uint32 {
|
func flattenFaces(faces []asig.Face) []uint32 {
|
||||||
|
|
||||||
assert.T(len(faces[0].Indices) == 3, fmt.Sprintf("Face doesn't have 3 indices. Index count: %v\n", len(faces[0].Indices)))
|
assert.T(len(faces[0].Indices) == 3, "Face doesn't have 3 indices. Index count: %v\n", len(faces[0].Indices))
|
||||||
|
|
||||||
uints := make([]uint32, len(faces)*3)
|
uints := make([]uint32, len(faces)*3)
|
||||||
for i := 0; i < len(faces); i++ {
|
for i := 0; i < len(faces); i++ {
|
||||||
|
|||||||
@ -77,6 +77,10 @@ func (r *Registry[T]) New() (*T, Handle) {
|
|||||||
|
|
||||||
func (r *Registry[T]) Get(id Handle) *T {
|
func (r *Registry[T]) Get(id Handle) *T {
|
||||||
|
|
||||||
|
if id.IsZero() {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
index := id.Index()
|
index := id.Index()
|
||||||
assert.T(index < uint64(len(r.Handles)), "Failed to get entity because of invalid entity handle. Handle index is %d while registry only has %d slots. Handle: %+v", index, r.ItemCount, id)
|
assert.T(index < uint64(len(r.Handles)), "Failed to get entity because of invalid entity handle. Handle index is %d while registry only has %d slots. Handle: %+v", index, r.ItemCount, id)
|
||||||
|
|
||||||
|
|||||||
@ -16,6 +16,12 @@ const (
|
|||||||
// Byte 1: Generation; Byte 2: Flags; Bytes 3-8: Index
|
// Byte 1: Generation; Byte 2: Flags; Bytes 3-8: Index
|
||||||
type Handle uint64
|
type Handle uint64
|
||||||
|
|
||||||
|
// IsZero reports whether the handle is in its default 'zero' state.
|
||||||
|
// A zero handle is an invalid handle that does NOT point to any entity
|
||||||
|
func (h Handle) IsZero() bool {
|
||||||
|
return h == 0
|
||||||
|
}
|
||||||
|
|
||||||
func (h Handle) HasFlag(ef HandleFlag) bool {
|
func (h Handle) HasFlag(ef HandleFlag) bool {
|
||||||
return h.Flags()&ef > 0
|
return h.Flags()&ef > 0
|
||||||
}
|
}
|
||||||
|
|||||||
@ -2,6 +2,7 @@ package rend3dgl
|
|||||||
|
|
||||||
import (
|
import (
|
||||||
"github.com/bloeys/gglm/gglm"
|
"github.com/bloeys/gglm/gglm"
|
||||||
|
"github.com/bloeys/nmage/buffers"
|
||||||
"github.com/bloeys/nmage/materials"
|
"github.com/bloeys/nmage/materials"
|
||||||
"github.com/bloeys/nmage/meshes"
|
"github.com/bloeys/nmage/meshes"
|
||||||
"github.com/bloeys/nmage/renderer"
|
"github.com/bloeys/nmage/renderer"
|
||||||
@ -11,23 +12,56 @@ import (
|
|||||||
var _ renderer.Render = &Rend3DGL{}
|
var _ renderer.Render = &Rend3DGL{}
|
||||||
|
|
||||||
type Rend3DGL struct {
|
type Rend3DGL struct {
|
||||||
|
BoundVao *buffers.VertexArray
|
||||||
BoundMesh *meshes.Mesh
|
BoundMesh *meshes.Mesh
|
||||||
BoundMat *materials.Material
|
BoundMat *materials.Material
|
||||||
}
|
}
|
||||||
|
|
||||||
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 {
|
if mesh != r.BoundMesh {
|
||||||
mesh.Buf.Bind()
|
mesh.Vao.Bind()
|
||||||
r3d.BoundMesh = mesh
|
r.BoundMesh = mesh
|
||||||
}
|
}
|
||||||
|
|
||||||
if mat != r3d.BoundMat {
|
if mat != r.BoundMat {
|
||||||
mat.Bind()
|
mat.Bind()
|
||||||
r3d.BoundMat = mat
|
r.BoundMat = mat
|
||||||
}
|
}
|
||||||
|
|
||||||
mat.SetUnifMat4("modelMat", &trMat.Mat4)
|
mat.SetUnifMat4("modelMat", &modelMat.Mat4)
|
||||||
|
|
||||||
|
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 != r.BoundVao {
|
||||||
|
vao.Bind()
|
||||||
|
r.BoundVao = vao
|
||||||
|
}
|
||||||
|
|
||||||
|
if mat != r.BoundMat {
|
||||||
|
mat.Bind()
|
||||||
|
r.BoundMat = mat
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.DrawArrays(gl.TRIANGLES, firstElement, elementCount)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (r *Rend3DGL) DrawCubemap(mesh *meshes.Mesh, mat *materials.Material) {
|
||||||
|
|
||||||
|
if mesh != r.BoundMesh {
|
||||||
|
mesh.Vao.Bind()
|
||||||
|
r.BoundMesh = mesh
|
||||||
|
}
|
||||||
|
|
||||||
|
if mat != r.BoundMat {
|
||||||
|
mat.Bind()
|
||||||
|
r.BoundMat = mat
|
||||||
|
}
|
||||||
|
|
||||||
for i := 0; i < len(mesh.SubMeshes); i++ {
|
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)
|
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, mesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(mesh.SubMeshes[i].BaseIndex), mesh.SubMeshes[i].BaseVertex)
|
||||||
|
|||||||
@ -2,11 +2,14 @@ package renderer
|
|||||||
|
|
||||||
import (
|
import (
|
||||||
"github.com/bloeys/gglm/gglm"
|
"github.com/bloeys/gglm/gglm"
|
||||||
|
"github.com/bloeys/nmage/buffers"
|
||||||
"github.com/bloeys/nmage/materials"
|
"github.com/bloeys/nmage/materials"
|
||||||
"github.com/bloeys/nmage/meshes"
|
"github.com/bloeys/nmage/meshes"
|
||||||
)
|
)
|
||||||
|
|
||||||
type Render interface {
|
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()
|
FrameEnd()
|
||||||
}
|
}
|
||||||
|
|||||||
Binary file not shown.
BIN
res/models/cube.fbx
Executable file
BIN
res/models/cube.fbx
Executable file
Binary file not shown.
BIN
res/models/sphere.fbx
Executable file
BIN
res/models/sphere.fbx
Executable file
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -13,17 +13,18 @@ out vec3 fragPos;
|
|||||||
|
|
||||||
//MVP = Model View Projection
|
//MVP = Model View Projection
|
||||||
uniform mat4 modelMat;
|
uniform mat4 modelMat;
|
||||||
uniform mat4 viewMat;
|
uniform mat4 projViewMat;
|
||||||
uniform mat4 projMat;
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||||
vertUV0 = vertUV0In;
|
vertUV0 = vertUV0In;
|
||||||
vertColor = vertColorIn;
|
vertColor = vertColorIn;
|
||||||
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
|
||||||
|
|
||||||
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
|
vec4 modelVert = modelMat * vec4(vertPosIn, 1);
|
||||||
|
fragPos = modelVert.xyz;
|
||||||
|
|
||||||
|
gl_Position = projViewMat * modelVert;
|
||||||
}
|
}
|
||||||
|
|
||||||
//shader:fragment
|
//shader:fragment
|
||||||
|
|||||||
21
res/shaders/depth-map.glsl
Executable file
21
res/shaders/depth-map.glsl
Executable file
@ -0,0 +1,21 @@
|
|||||||
|
//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;
|
||||||
|
}
|
||||||
45
res/shaders/screen-quad.glsl
Executable file
45
res/shaders/screen-quad.glsl
Executable file
@ -0,0 +1,45 @@
|
|||||||
|
//shader:vertex
|
||||||
|
#version 410
|
||||||
|
|
||||||
|
out vec2 vertUV0;
|
||||||
|
|
||||||
|
// Hardcoded vertex positions for a fullscreen quad.
|
||||||
|
// Format: vec4(pos.x, pos.y, uv0.x, uv0.y)
|
||||||
|
vec4 quadData[6] = vec4[](
|
||||||
|
vec4(-1.0, 1.0, 0.0, 1.0),
|
||||||
|
vec4(-1.0, -1.0, 0.0, 0.0),
|
||||||
|
vec4(1.0, -1.0, 1.0, 0.0),
|
||||||
|
vec4(-1.0, 1.0, 0.0, 1.0),
|
||||||
|
vec4(1.0, -1.0, 1.0, 0.0),
|
||||||
|
vec4(1.0, 1.0, 1.0, 1.0)
|
||||||
|
);
|
||||||
|
|
||||||
|
uniform vec2 scale = vec2(1, 1);
|
||||||
|
uniform vec2 offset = vec2(0, 0);
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 vertData = quadData[gl_VertexID];
|
||||||
|
|
||||||
|
vertUV0 = vertData.zw;
|
||||||
|
gl_Position = vec4((vertData.xy * scale) + offset, 0.0, 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
//shader:fragment
|
||||||
|
#version 410
|
||||||
|
|
||||||
|
struct Material {
|
||||||
|
sampler2D diffuse;
|
||||||
|
};
|
||||||
|
|
||||||
|
uniform Material material;
|
||||||
|
|
||||||
|
in vec2 vertUV0;
|
||||||
|
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 diffuseTexColor = texture(material.diffuse, vertUV0);
|
||||||
|
fragColor = vec4(diffuseTexColor.rgb, 1);
|
||||||
|
}
|
||||||
54
res/shaders/simple-unlit.glsl
Executable file
54
res/shaders/simple-unlit.glsl
Executable file
@ -0,0 +1,54 @@
|
|||||||
|
//shader:vertex
|
||||||
|
#version 410
|
||||||
|
|
||||||
|
layout(location=0) in vec3 vertPosIn;
|
||||||
|
layout(location=1) in vec3 vertNormalIn;
|
||||||
|
layout(location=2) in vec2 vertUV0In;
|
||||||
|
layout(location=3) in vec3 vertColorIn;
|
||||||
|
|
||||||
|
out vec3 vertNormal;
|
||||||
|
out vec2 vertUV0;
|
||||||
|
out vec3 vertColor;
|
||||||
|
out vec3 fragPos;
|
||||||
|
|
||||||
|
//MVP = Model View Projection
|
||||||
|
uniform mat4 modelMat;
|
||||||
|
uniform mat4 projViewMat;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// @TODO: Calculate this on the CPU and send it as a uniform
|
||||||
|
//
|
||||||
|
// This produces the normal matrix that multiplies with the model normal to produce the
|
||||||
|
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
|
||||||
|
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||||
|
|
||||||
|
vertUV0 = vertUV0In;
|
||||||
|
vertColor = vertColorIn;
|
||||||
|
|
||||||
|
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 vec3 vertNormal;
|
||||||
|
in vec2 vertUV0;
|
||||||
|
in vec3 fragPos;
|
||||||
|
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 diffuseTexColor = texture(material.diffuse, vertUV0);
|
||||||
|
fragColor = vec4(diffuseTexColor.rgb, 1);
|
||||||
|
}
|
||||||
@ -10,46 +10,232 @@ out vec3 vertNormal;
|
|||||||
out vec2 vertUV0;
|
out vec2 vertUV0;
|
||||||
out vec3 vertColor;
|
out vec3 vertColor;
|
||||||
out vec3 fragPos;
|
out vec3 fragPos;
|
||||||
|
out vec4 fragPosDirLight;
|
||||||
|
|
||||||
//MVP = Model View Projection
|
|
||||||
uniform mat4 modelMat;
|
uniform mat4 modelMat;
|
||||||
uniform mat4 viewMat;
|
uniform mat4 projViewMat;
|
||||||
uniform mat4 projMat;
|
uniform mat4 dirLightProjViewMat;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
// @TODO: Calculate this on the CPU and send it as a uniform
|
||||||
|
//
|
||||||
|
// This produces the normal matrix that multiplies with the model normal to produce the
|
||||||
|
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
|
||||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||||
|
|
||||||
vertUV0 = vertUV0In;
|
vertUV0 = vertUV0In;
|
||||||
vertColor = vertColorIn;
|
vertColor = vertColorIn;
|
||||||
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
|
||||||
|
|
||||||
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
|
vec4 modelVert = modelMat * vec4(vertPosIn, 1);
|
||||||
|
fragPos = modelVert.xyz;
|
||||||
|
fragPosDirLight = dirLightProjViewMat * vec4(fragPos, 1);
|
||||||
|
|
||||||
|
gl_Position = projViewMat * modelVert;
|
||||||
}
|
}
|
||||||
|
|
||||||
//shader:fragment
|
//shader:fragment
|
||||||
#version 410
|
#version 410
|
||||||
|
|
||||||
uniform float ambientStrength = 0;
|
struct Material {
|
||||||
uniform vec3 ambientLightColor = vec3(1, 1, 1);
|
sampler2D diffuse;
|
||||||
|
sampler2D specular;
|
||||||
|
// sampler2D normal;
|
||||||
|
sampler2D emission;
|
||||||
|
float shininess;
|
||||||
|
};
|
||||||
|
|
||||||
uniform vec3 lightPos1;
|
uniform Material material;
|
||||||
uniform vec3 lightColor1;
|
|
||||||
|
|
||||||
uniform sampler2D diffTex;
|
struct DirLight {
|
||||||
|
vec3 dir;
|
||||||
|
vec3 diffuseColor;
|
||||||
|
vec3 specularColor;
|
||||||
|
sampler2D shadowMap;
|
||||||
|
};
|
||||||
|
|
||||||
|
uniform DirLight dirLight;
|
||||||
|
|
||||||
|
struct PointLight {
|
||||||
|
vec3 pos;
|
||||||
|
vec3 diffuseColor;
|
||||||
|
vec3 specularColor;
|
||||||
|
float constant;
|
||||||
|
float linear;
|
||||||
|
float quadratic;
|
||||||
|
};
|
||||||
|
|
||||||
|
#define NUM_POINT_LIGHTS 16
|
||||||
|
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
||||||
|
|
||||||
|
struct SpotLight {
|
||||||
|
vec3 pos;
|
||||||
|
vec3 dir;
|
||||||
|
vec3 diffuseColor;
|
||||||
|
vec3 specularColor;
|
||||||
|
float innerCutoff;
|
||||||
|
float outerCutoff;
|
||||||
|
};
|
||||||
|
|
||||||
|
#define NUM_SPOT_LIGHTS 4
|
||||||
|
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||||
|
|
||||||
|
uniform vec3 camPos;
|
||||||
|
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
|
||||||
|
|
||||||
in vec3 vertColor;
|
in vec3 vertColor;
|
||||||
in vec3 vertNormal;
|
in vec3 vertNormal;
|
||||||
in vec2 vertUV0;
|
in vec2 vertUV0;
|
||||||
in vec3 fragPos;
|
in vec3 fragPos;
|
||||||
|
in vec4 fragPosDirLight;
|
||||||
|
|
||||||
out vec4 fragColor;
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
// Global variables used as cache for lighting calculations
|
||||||
|
vec4 diffuseTexColor;
|
||||||
|
vec4 specularTexColor;
|
||||||
|
vec4 emissionTexColor;
|
||||||
|
vec3 normalizedVertNorm;
|
||||||
|
vec3 viewDir;
|
||||||
|
|
||||||
|
float CalcShadow(sampler2D shadowMap, vec3 lightDir)
|
||||||
|
{
|
||||||
|
// Move from clip space to NDC
|
||||||
|
vec3 projCoords = fragPosDirLight.xyz / fragPosDirLight.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, lightDir)), 0.005);
|
||||||
|
|
||||||
|
// 'Percentage Close Filtering'. B
|
||||||
|
// 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(-dirLight.dir);
|
||||||
|
|
||||||
|
// Diffuse
|
||||||
|
float diffuseAmount = max(0.0, dot(normalizedVertNorm, lightDir));
|
||||||
|
vec3 finalDiffuse = diffuseAmount * dirLight.diffuseColor * diffuseTexColor.rgb;
|
||||||
|
|
||||||
|
// Specular
|
||||||
|
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||||
|
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||||
|
vec3 finalSpecular = specularAmount * dirLight.specularColor * specularTexColor.rgb;
|
||||||
|
|
||||||
|
// Shadow
|
||||||
|
float shadow = CalcShadow(dirLight.shadowMap, lightDir);
|
||||||
|
|
||||||
|
return (finalDiffuse + finalSpecular) * (1 - shadow);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 CalcPointLight(PointLight pointLight)
|
||||||
|
{
|
||||||
|
// Ignore unset lights
|
||||||
|
if (pointLight.constant == 0){
|
||||||
|
return vec3(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 lightDir = normalize(pointLight.pos - fragPos);
|
||||||
|
|
||||||
|
// Diffuse
|
||||||
|
float diffuseAmount = max(0.0, dot(normalizedVertNorm, lightDir));
|
||||||
|
vec3 finalDiffuse = diffuseAmount * pointLight.diffuseColor * diffuseTexColor.rgb;
|
||||||
|
|
||||||
|
// Specular
|
||||||
|
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||||
|
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||||
|
vec3 finalSpecular = specularAmount * pointLight.specularColor * specularTexColor.rgb;
|
||||||
|
|
||||||
|
// attenuation
|
||||||
|
float distToLight = length(pointLight.pos - fragPos);
|
||||||
|
float attenuation = 1 / (pointLight.constant + pointLight.linear * distToLight + pointLight.quadratic * (distToLight * distToLight));
|
||||||
|
|
||||||
|
return (finalDiffuse + finalSpecular) * attenuation;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 CalcSpotLight(SpotLight light)
|
||||||
|
{
|
||||||
|
if (light.innerCutoff == 0)
|
||||||
|
return vec3(0);
|
||||||
|
|
||||||
|
vec3 fragToLightDir = normalize(light.pos - fragPos);
|
||||||
|
|
||||||
|
// Spot light cone with full intensity within inner cutoff,
|
||||||
|
// and falloff between inner-outer cutoffs, and zero
|
||||||
|
// light after outer cutoff
|
||||||
|
float theta = dot(fragToLightDir, normalize(-light.dir));
|
||||||
|
float epsilon = (light.innerCutoff - light.outerCutoff);
|
||||||
|
float intensity = clamp((theta - light.outerCutoff) / epsilon, 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 + viewDir);
|
||||||
|
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||||
|
vec3 finalSpecular = specularAmount * light.specularColor * specularTexColor.rgb;
|
||||||
|
|
||||||
|
return (finalDiffuse + finalSpecular) * intensity;
|
||||||
|
}
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec3 lightDir = normalize(lightPos1 - fragPos);
|
// Shared values
|
||||||
float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
|
diffuseTexColor = texture(material.diffuse, vertUV0);
|
||||||
|
specularTexColor = texture(material.specular, vertUV0);
|
||||||
|
emissionTexColor = texture(material.emission, vertUV0);
|
||||||
|
|
||||||
vec3 finalAmbientColor = ambientLightColor * ambientStrength;
|
normalizedVertNorm = normalize(vertNormal);
|
||||||
vec4 texColor = texture(diffTex, vertUV0);
|
viewDir = normalize(camPos - fragPos);
|
||||||
fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
|
|
||||||
}
|
// Light contributions
|
||||||
|
vec3 finalColor = CalcDirLight();
|
||||||
|
|
||||||
|
for (int i = 0; i < NUM_POINT_LIGHTS; i++)
|
||||||
|
{
|
||||||
|
finalColor += CalcPointLight(pointLights[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
|
||||||
|
{
|
||||||
|
finalColor += CalcSpotLight(spotLights[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 finalEmission = emissionTexColor.rgb;
|
||||||
|
vec3 finalAmbient = ambientColor * diffuseTexColor.rgb;
|
||||||
|
|
||||||
|
fragColor = vec4(finalColor + finalAmbient + finalEmission, 1);
|
||||||
|
}
|
||||||
|
|||||||
@ -8,13 +8,12 @@ layout(location=3) in vec3 vertColorIn;
|
|||||||
|
|
||||||
out vec3 vertUV0;
|
out vec3 vertUV0;
|
||||||
|
|
||||||
uniform mat4 viewMat;
|
uniform mat4 projViewMat;
|
||||||
uniform mat4 projMat;
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vertUV0 = vec3(vertPosIn.x, vertPosIn.y, -vertPosIn.z);
|
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;
|
gl_Position = pos.xyww;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
BIN
res/textures/black.png
Executable file
BIN
res/textures/black.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 142 B |
BIN
res/textures/container-diffuse.png
Executable file
BIN
res/textures/container-diffuse.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 457 KiB |
BIN
res/textures/container-specular.png
Executable file
BIN
res/textures/container-specular.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 141 KiB |
BIN
res/textures/white.png
Executable file
BIN
res/textures/white.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 232 B |
@ -109,6 +109,7 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
|
|||||||
cmd.CallUserCallback(list)
|
cmd.CallUserCallback(list)
|
||||||
} else {
|
} else {
|
||||||
|
|
||||||
|
gl.ActiveTexture(gl.TEXTURE0)
|
||||||
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
|
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
|
||||||
clipRect := cmd.ClipRect()
|
clipRect := cmd.ClipRect()
|
||||||
gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
|
gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
|
||||||
@ -142,6 +143,7 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
|
|||||||
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
|
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
|
||||||
pixels, width, height, _ := a.GetTextureDataAsAlpha8()
|
pixels, width, height, _ := a.GetTextureDataAsAlpha8()
|
||||||
|
|
||||||
|
gl.ActiveTexture(gl.TEXTURE0)
|
||||||
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
|
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
|
||||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
||||||
|
|
||||||
@ -225,6 +227,7 @@ func NewImGui(shaderPath string) ImguiInfo {
|
|||||||
gl.GenTextures(1, imguiInfo.TexID)
|
gl.GenTextures(1, imguiInfo.TexID)
|
||||||
|
|
||||||
// Upload font to gpu
|
// Upload font to gpu
|
||||||
|
gl.ActiveTexture(gl.TEXTURE0)
|
||||||
gl.BindTexture(gl.TEXTURE_2D, *imguiInfo.TexID)
|
gl.BindTexture(gl.TEXTURE_2D, *imguiInfo.TexID)
|
||||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||||
|
|||||||
Reference in New Issue
Block a user