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https://github.com/bloeys/nmage.git
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Compare commits
13 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 692167ada2 | |||
| 524ef068f0 | |||
| b060dcdbe9 | |||
| e22525e2ee | |||
| ee61373069 | |||
| 1f922b6a47 | |||
| 9d7bdc0196 | |||
| 83922f1908 | |||
| c00f6d97dd | |||
| 3c0f82a735 | |||
| c058b82a92 | |||
| 908e5e96aa | |||
| c83e263476 |
4
.github/workflows/build-nmage.yml
vendored
4
.github/workflows/build-nmage.yml
vendored
@ -9,10 +9,10 @@ jobs:
|
||||
runs-on: macos-12
|
||||
steps:
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||||
|
||||
- name: Install golang 1.18
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||||
- name: Install golang
|
||||
uses: actions/setup-go@v3
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||||
with:
|
||||
go-version: '^1.18'
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||||
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
|
||||
|
||||
@ -45,7 +45,7 @@ type TextureLoadOptions struct {
|
||||
WriteToCache bool
|
||||
GenMipMaps bool
|
||||
KeepPixelsInMem bool
|
||||
TextureIsSrgba bool
|
||||
NoSrgba bool
|
||||
}
|
||||
|
||||
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)
|
||||
|
||||
// load and generate the texture
|
||||
internalFormat := int32(gl.RGBA8)
|
||||
if loadOptions.TextureIsSrgba {
|
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internalFormat = gl.SRGB_ALPHA
|
||||
internalFormat := int32(gl.SRGB_ALPHA)
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||||
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]))
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||||
@ -151,9 +151,9 @@ func LoadTextureInMemPngImg(img image.Image, loadOptions *TextureLoadOptions) (T
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
|
||||
// load and generate the texture
|
||||
internalFormat := int32(gl.RGBA8)
|
||||
if loadOptions.TextureIsSrgba {
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internalFormat = gl.SRGB_ALPHA
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||||
internalFormat := int32(gl.SRGB_ALPHA)
|
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if loadOptions.NoSrgba {
|
||||
internalFormat = gl.RGBA8
|
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}
|
||||
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, internalFormat, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
|
||||
@ -216,9 +216,9 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
|
||||
// load and generate the texture
|
||||
internalFormat := int32(gl.RGBA8)
|
||||
if loadOptions.TextureIsSrgba {
|
||||
internalFormat = gl.SRGB_ALPHA
|
||||
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]))
|
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@ -288,9 +288,9 @@ func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex st
|
||||
height := int32(nrgbaImg.Bounds().Dy())
|
||||
width := int32(nrgbaImg.Bounds().Dx())
|
||||
|
||||
internalFormat := int32(gl.RGBA8)
|
||||
if loadOptions.TextureIsSrgba {
|
||||
internalFormat = gl.SRGB_ALPHA
|
||||
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]))
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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
|
||||
}
|
||||
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
|
||||
}
|
||||
@ -39,6 +39,20 @@ func (w *Window) handleInputs() {
|
||||
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() {
|
||||
|
||||
//Fire callbacks
|
||||
@ -229,6 +243,7 @@ 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)
|
||||
@ -252,7 +267,6 @@ func SetSrgbFramebuffer(isEnabled bool) {
|
||||
}
|
||||
|
||||
func SetVSync(enabled bool) {
|
||||
assert.T(isInited, "engine.Init was not called!")
|
||||
|
||||
if enabled {
|
||||
sdl.GLSetSwapInterval(1)
|
||||
|
||||
2
go.mod
2
go.mod
@ -1,6 +1,6 @@
|
||||
module github.com/bloeys/nmage
|
||||
|
||||
go 1.18
|
||||
go 1.22
|
||||
|
||||
require github.com/veandco/go-sdl2 v0.4.35
|
||||
|
||||
|
||||
@ -40,15 +40,17 @@ var (
|
||||
|
||||
func EventLoopStart() {
|
||||
|
||||
for _, v := range keyMap {
|
||||
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
|
||||
@ -60,6 +62,16 @@ func EventLoopStart() {
|
||||
quitRequested = false
|
||||
}
|
||||
|
||||
func ClearKeyboardState() {
|
||||
clear(keyMap)
|
||||
}
|
||||
|
||||
func ClearMouseState() {
|
||||
clear(mouseBtnMap)
|
||||
mouseMotion = mouseMotionState{}
|
||||
mouseWheel = mouseWheelState{}
|
||||
}
|
||||
|
||||
func HandleQuitEvent(e *sdl.QuitEvent) {
|
||||
quitRequested = true
|
||||
}
|
||||
|
||||
599
main.go
599
main.go
@ -3,6 +3,7 @@ package main
|
||||
import (
|
||||
"fmt"
|
||||
"runtime"
|
||||
"strconv"
|
||||
|
||||
imgui "github.com/AllenDang/cimgui-go"
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
@ -22,16 +23,66 @@ import (
|
||||
"github.com/veandco/go-sdl2/sdl"
|
||||
)
|
||||
|
||||
// @Todo:
|
||||
// Integrate physx
|
||||
// Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
|
||||
// Renderer batching
|
||||
// Scene graph
|
||||
// Separate engine loop from rendering loop? or leave it to the user?
|
||||
// Abstract keys enum away from sdl
|
||||
// Proper Asset loading
|
||||
// Frustum culling
|
||||
// Material system editor with fields automatically extracted from the shader
|
||||
/*
|
||||
@TODO:
|
||||
- Rendering:
|
||||
- Blinn-Phong lighting model ✅
|
||||
- Directional lights ✅
|
||||
- Point lights ✅
|
||||
- Spotlights ✅
|
||||
- HDR
|
||||
- Cascaded shadow mapping
|
||||
- Skeletal animations
|
||||
- Proper model loading (i.e. load model by reading all its meshes, textures, and so on together)
|
||||
- Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing) ✅
|
||||
- Renderer batching
|
||||
- Scene graph
|
||||
- Separate engine loop from rendering loop? or leave it to the user?
|
||||
- Abstract keys enum away from sdl
|
||||
- Proper Asset loading
|
||||
- Frustum culling
|
||||
- Material system editor with fields automatically extracted from the shader
|
||||
*/
|
||||
|
||||
type DirLight struct {
|
||||
Dir gglm.Vec3
|
||||
DiffuseColor gglm.Vec3
|
||||
SpecularColor gglm.Vec3
|
||||
}
|
||||
|
||||
// Check https://wiki.ogre3d.org/tiki-index.php?page=-Point+Light+Attenuation for values
|
||||
type PointLight struct {
|
||||
Pos gglm.Vec3
|
||||
DiffuseColor gglm.Vec3
|
||||
SpecularColor gglm.Vec3
|
||||
|
||||
Radius float32
|
||||
|
||||
Constant float32
|
||||
Linear float32
|
||||
Quadratic float32
|
||||
}
|
||||
|
||||
type SpotLight struct {
|
||||
Pos gglm.Vec3
|
||||
Dir gglm.Vec3
|
||||
DiffuseColor gglm.Vec3
|
||||
SpecularColor gglm.Vec3
|
||||
InnerCutoff float32
|
||||
OuterCutoff float32
|
||||
}
|
||||
|
||||
// SetCutoffs properly sets the cosine values of the cutoffs using the passed
|
||||
// degrees.
|
||||
//
|
||||
// The light has full intensity within the inner cutoff, falloff between
|
||||
// inner-outer cutoff, and zero light beyond the outer cutoff.
|
||||
//
|
||||
// The inner cuttoff degree must be *smaller* than the outer cutoff
|
||||
func (s *SpotLight) SetCutoffs(innerCutoffAngleDeg, outerCutoffAngleDeg float32) {
|
||||
s.InnerCutoff = gglm.Cos32(innerCutoffAngleDeg * gglm.Deg2Rad)
|
||||
s.OuterCutoff = gglm.Cos32(outerCutoffAngleDeg * gglm.Deg2Rad)
|
||||
}
|
||||
|
||||
const (
|
||||
camSpeed = 15
|
||||
@ -45,30 +96,87 @@ var (
|
||||
window *engine.Window
|
||||
|
||||
pitch float32 = 0
|
||||
yaw float32 = -90
|
||||
yaw float32 = -1.5
|
||||
cam *camera.Camera
|
||||
|
||||
simpleMat *materials.Material
|
||||
skyboxMat *materials.Material
|
||||
whiteMat *materials.Material
|
||||
containerMat *materials.Material
|
||||
palleteMat *materials.Material
|
||||
skyboxMat *materials.Material
|
||||
debugDepthMat *materials.Material
|
||||
|
||||
chairMesh *meshes.Mesh
|
||||
cubeMesh *meshes.Mesh
|
||||
sphereMesh *meshes.Mesh
|
||||
chairMesh *meshes.Mesh
|
||||
skyboxMesh *meshes.Mesh
|
||||
|
||||
cubeModelMat = gglm.NewTrMatId()
|
||||
|
||||
lightPos1 = gglm.NewVec3(-2, 0, 2)
|
||||
lightColor1 = gglm.NewVec3(1, 1, 1)
|
||||
|
||||
debugDepthMat *materials.Material
|
||||
drawSkybox = true
|
||||
debugDrawDepthBuffer bool
|
||||
|
||||
skyboxCmap assets.Cubemap
|
||||
|
||||
dpiScaling float32
|
||||
|
||||
// Light settings
|
||||
ambientColor = gglm.NewVec3(0, 0, 0)
|
||||
|
||||
// Lights
|
||||
dirLight = DirLight{
|
||||
Dir: *gglm.NewVec3(0, -0.8, 0.2).Normalize(),
|
||||
DiffuseColor: *gglm.NewVec3(0, 0, 0),
|
||||
SpecularColor: *gglm.NewVec3(0, 0, 0),
|
||||
}
|
||||
pointLights = [...]PointLight{
|
||||
{
|
||||
Pos: *gglm.NewVec3(0, 5, 0),
|
||||
DiffuseColor: *gglm.NewVec3(1, 0, 0),
|
||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||
// These values are for 50m range
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
},
|
||||
{
|
||||
Pos: *gglm.NewVec3(0, -5, 0),
|
||||
DiffuseColor: *gglm.NewVec3(0, 1, 0),
|
||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
},
|
||||
{
|
||||
Pos: *gglm.NewVec3(5, 0, 0),
|
||||
DiffuseColor: *gglm.NewVec3(1, 1, 1),
|
||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
},
|
||||
{
|
||||
Pos: *gglm.NewVec3(-4, 0, 0),
|
||||
DiffuseColor: *gglm.NewVec3(0, 0, 1),
|
||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
},
|
||||
}
|
||||
spotLights = [...]SpotLight{
|
||||
{
|
||||
Pos: *gglm.NewVec3(0, 5, 0),
|
||||
Dir: *gglm.NewVec3(0, -1, 0),
|
||||
DiffuseColor: *gglm.NewVec3(0, 1, 1),
|
||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||
// These must be cosine values
|
||||
InnerCutoff: gglm.Cos32(15 * gglm.Deg2Rad),
|
||||
OuterCutoff: gglm.Cos32(20 * gglm.Deg2Rad),
|
||||
},
|
||||
}
|
||||
)
|
||||
|
||||
type OurGame struct {
|
||||
type Game struct {
|
||||
Win *engine.Window
|
||||
ImGUIInfo nmageimgui.ImguiInfo
|
||||
}
|
||||
@ -145,7 +253,7 @@ func main() {
|
||||
engine.SetVSync(false)
|
||||
engine.SetSrgbFramebuffer(true)
|
||||
|
||||
game := &OurGame{
|
||||
game := &Game{
|
||||
Win: window,
|
||||
ImGUIInfo: nmageimgui.NewImGui("./res/shaders/imgui.glsl"),
|
||||
}
|
||||
@ -154,7 +262,7 @@ func main() {
|
||||
engine.Run(game, window, game.ImGUIInfo)
|
||||
}
|
||||
|
||||
func (g *OurGame) handleWindowEvents(e sdl.Event) {
|
||||
func (g *Game) handleWindowEvents(e sdl.Event) {
|
||||
|
||||
switch e := e.(type) {
|
||||
case *sdl.WindowEvent:
|
||||
@ -165,7 +273,7 @@ func (g *OurGame) handleWindowEvents(e sdl.Event) {
|
||||
cam.AspectRatio = float32(width) / float32(height)
|
||||
cam.Update()
|
||||
|
||||
simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
palleteMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
}
|
||||
}
|
||||
@ -205,17 +313,28 @@ func getDpiScaling(unscaledWindowWidth, unscaledWindowHeight int32) float32 {
|
||||
return dpiScaling
|
||||
}
|
||||
|
||||
func (g *OurGame) Init() {
|
||||
func (g *Game) Init() {
|
||||
|
||||
var err error
|
||||
|
||||
//Create materials
|
||||
simpleMat = materials.NewMaterial("Simple mat", "./res/shaders/simple.glsl")
|
||||
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
|
||||
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
|
||||
// Camera
|
||||
winWidth, winHeight := g.Win.SDLWin.GetSize()
|
||||
cam = camera.NewPerspective(
|
||||
gglm.NewVec3(0, 0, 10),
|
||||
gglm.NewVec3(0, 0, -1),
|
||||
gglm.NewVec3(0, 1, 0),
|
||||
0.1, 200,
|
||||
45*gglm.Deg2Rad,
|
||||
float32(winWidth)/float32(winHeight),
|
||||
)
|
||||
|
||||
//Load meshes
|
||||
cubeMesh, err = meshes.NewMesh("Cube", "./res/models/tex-cube.fbx", 0)
|
||||
cubeMesh, err = meshes.NewMesh("Cube", "./res/models/cube.fbx", 0)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
|
||||
}
|
||||
|
||||
sphereMesh, err = meshes.NewMesh("Sphere", "./res/models/sphere.fbx", 0)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
|
||||
}
|
||||
@ -231,7 +350,27 @@ func (g *OurGame) Init() {
|
||||
}
|
||||
|
||||
//Load textures
|
||||
tex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
|
||||
whiteTex, err := assets.LoadTexturePNG("./res/textures/white.png", &assets.TextureLoadOptions{})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
blackTex, err := assets.LoadTexturePNG("./res/textures/black.png", &assets.TextureLoadOptions{})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
containerDiffuseTex, err := assets.LoadTexturePNG("./res/textures/container-diffuse.png", &assets.TextureLoadOptions{})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
containerSpecularTex, err := assets.LoadTexturePNG("./res/textures/container-specular.png", &assets.TextureLoadOptions{})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
palleteTex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", &assets.TextureLoadOptions{})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
@ -240,45 +379,142 @@ func (g *OurGame) Init() {
|
||||
"./res/textures/sb-right.jpg", "./res/textures/sb-left.jpg",
|
||||
"./res/textures/sb-top.jpg", "./res/textures/sb-bottom.jpg",
|
||||
"./res/textures/sb-front.jpg", "./res/textures/sb-back.jpg",
|
||||
&assets.TextureLoadOptions{TextureIsSrgba: true},
|
||||
&assets.TextureLoadOptions{},
|
||||
)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
|
||||
}
|
||||
|
||||
// Configure materials
|
||||
simpleMat.DiffuseTex = tex.TexID
|
||||
// Create materials and assign any unused texture slots to black
|
||||
whiteMat = materials.NewMaterial("White mat", "./res/shaders/simple.glsl")
|
||||
whiteMat.Shininess = 64
|
||||
whiteMat.DiffuseTex = whiteTex.TexID
|
||||
whiteMat.SpecularTex = blackTex.TexID
|
||||
whiteMat.NormalTex = blackTex.TexID
|
||||
whiteMat.EmissionTex = blackTex.TexID
|
||||
whiteMat.SetUnifInt32("material.diffuse", 0)
|
||||
whiteMat.SetUnifInt32("material.specular", 1)
|
||||
// whiteMat.SetUnifInt32("material.normal", 2)
|
||||
whiteMat.SetUnifInt32("material.emission", 3)
|
||||
whiteMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
whiteMat.SetUnifVec3("ambientColor", ambientColor)
|
||||
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
||||
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
|
||||
//Movement, scale and rotation
|
||||
containerMat = materials.NewMaterial("Container mat", "./res/shaders/simple.glsl")
|
||||
containerMat.Shininess = 64
|
||||
containerMat.DiffuseTex = containerDiffuseTex.TexID
|
||||
containerMat.SpecularTex = containerSpecularTex.TexID
|
||||
containerMat.NormalTex = blackTex.TexID
|
||||
containerMat.EmissionTex = blackTex.TexID
|
||||
containerMat.SetUnifInt32("material.diffuse", 0)
|
||||
containerMat.SetUnifInt32("material.specular", 1)
|
||||
// containerMat.SetUnifInt32("material.normal", 2)
|
||||
containerMat.SetUnifInt32("material.emission", 3)
|
||||
containerMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
containerMat.SetUnifVec3("ambientColor", ambientColor)
|
||||
containerMat.SetUnifFloat32("material.shininess", containerMat.Shininess)
|
||||
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
containerMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
|
||||
palleteMat = materials.NewMaterial("Pallete mat", "./res/shaders/simple.glsl")
|
||||
palleteMat.Shininess = 64
|
||||
palleteMat.DiffuseTex = palleteTex.TexID
|
||||
palleteMat.SpecularTex = blackTex.TexID
|
||||
palleteMat.NormalTex = blackTex.TexID
|
||||
palleteMat.EmissionTex = blackTex.TexID
|
||||
palleteMat.SetUnifInt32("material.diffuse", 0)
|
||||
palleteMat.SetUnifInt32("material.specular", 1)
|
||||
// palleteMat.SetUnifInt32("material.normal", 2)
|
||||
palleteMat.SetUnifInt32("material.emission", 3)
|
||||
palleteMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
palleteMat.SetUnifVec3("ambientColor", ambientColor)
|
||||
palleteMat.SetUnifFloat32("material.shininess", palleteMat.Shininess)
|
||||
palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
|
||||
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
|
||||
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
|
||||
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
|
||||
|
||||
// Movement, scale and rotation
|
||||
translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
|
||||
scaleMat := gglm.NewScaleMat(gglm.NewVec3(1, 1, 1))
|
||||
rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(-90, -90, 0).AsRad()))
|
||||
|
||||
cubeModelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
|
||||
|
||||
// Camera
|
||||
winWidth, winHeight := g.Win.SDLWin.GetSize()
|
||||
cam = camera.NewPerspective(
|
||||
gglm.NewVec3(0, 0, 10),
|
||||
gglm.NewVec3(0, 0, -1),
|
||||
gglm.NewVec3(0, 1, 0),
|
||||
0.1, 200,
|
||||
45*gglm.Deg2Rad,
|
||||
float32(winWidth)/float32(winHeight),
|
||||
)
|
||||
simpleMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
|
||||
g.updateLights()
|
||||
updateViewMat()
|
||||
|
||||
//Lights
|
||||
simpleMat.SetUnifVec3("lightPos1", lightPos1)
|
||||
simpleMat.SetUnifVec3("lightColor1", lightColor1)
|
||||
|
||||
sdl.SetRelativeMouseMode(true)
|
||||
}
|
||||
|
||||
func (g *OurGame) Update() {
|
||||
func (g *Game) updateLights() {
|
||||
|
||||
for i := 0; i < len(pointLights); i++ {
|
||||
|
||||
pl := &pointLights[i]
|
||||
indexString := "pointLights[" + strconv.Itoa(i) + "]"
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
containerMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
palleteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".constant", pl.Constant)
|
||||
containerMat.SetUnifFloat32(indexString+".constant", pl.Constant)
|
||||
palleteMat.SetUnifFloat32(indexString+".constant", pl.Constant)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".linear", pl.Linear)
|
||||
containerMat.SetUnifFloat32(indexString+".linear", pl.Linear)
|
||||
palleteMat.SetUnifFloat32(indexString+".linear", pl.Linear)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".quadratic", pl.Quadratic)
|
||||
containerMat.SetUnifFloat32(indexString+".quadratic", pl.Quadratic)
|
||||
palleteMat.SetUnifFloat32(indexString+".quadratic", pl.Quadratic)
|
||||
}
|
||||
|
||||
for i := 0; i < len(spotLights); i++ {
|
||||
|
||||
l := &spotLights[i]
|
||||
indexString := "spotLights[" + strconv.Itoa(i) + "]"
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
containerMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
palleteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
containerMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
palleteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
containerMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
palleteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
containerMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
palleteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) Update() {
|
||||
|
||||
if input.IsQuitClicked() || input.KeyClicked(sdl.K_ESCAPE) {
|
||||
engine.Quit()
|
||||
@ -287,31 +523,12 @@ func (g *OurGame) Update() {
|
||||
g.updateCameraLookAround()
|
||||
g.updateCameraPos()
|
||||
|
||||
imgui.ShowDemoWindow()
|
||||
|
||||
//Rotating cubes
|
||||
if input.KeyDown(sdl.K_SPACE) {
|
||||
cubeModelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
|
||||
}
|
||||
|
||||
imgui.Begin("Debug controls")
|
||||
if imgui.DragFloat3("Cam Pos", &cam.Pos.Data) {
|
||||
updateViewMat()
|
||||
}
|
||||
if imgui.DragFloat3("Cam Forward", &cam.Forward.Data) {
|
||||
updateViewMat()
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Light Pos 1", &lightPos1.Data) {
|
||||
simpleMat.SetUnifVec3("lightPos1", lightPos1)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Light Color 1", &lightColor1.Data) {
|
||||
simpleMat.SetUnifVec3("lightColor1", lightColor1)
|
||||
}
|
||||
|
||||
imgui.Checkbox("Debug depth buffer", &debugDrawDepthBuffer)
|
||||
imgui.End()
|
||||
g.showDebugWindow()
|
||||
|
||||
if input.KeyClicked(sdl.K_F4) {
|
||||
fmt.Printf("Pos: %s; Forward: %s; |Forward|: %f\n", cam.Pos.String(), cam.Forward.String(), cam.Forward.Mag())
|
||||
@ -320,7 +537,172 @@ func (g *OurGame) Update() {
|
||||
g.Win.SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
|
||||
}
|
||||
|
||||
func (g *OurGame) updateCameraLookAround() {
|
||||
func (g *Game) showDebugWindow() {
|
||||
|
||||
imgui.ShowDemoWindow()
|
||||
|
||||
imgui.Begin("Debug controls")
|
||||
|
||||
// Camera
|
||||
imgui.Text("Camera")
|
||||
if imgui.DragFloat3("Cam Pos", &cam.Pos.Data) {
|
||||
updateViewMat()
|
||||
}
|
||||
if imgui.DragFloat3("Cam Forward", &cam.Forward.Data) {
|
||||
updateViewMat()
|
||||
}
|
||||
|
||||
imgui.Spacing()
|
||||
|
||||
// Ambient light
|
||||
imgui.Text("Ambient Light")
|
||||
|
||||
if imgui.DragFloat3("Ambient Color", &ambientColor.Data) {
|
||||
whiteMat.SetUnifVec3("ambientColor", ambientColor)
|
||||
containerMat.SetUnifVec3("ambientColor", ambientColor)
|
||||
palleteMat.SetUnifVec3("ambientColor", ambientColor)
|
||||
}
|
||||
|
||||
imgui.Spacing()
|
||||
|
||||
// Specular
|
||||
imgui.Text("Specular Settings")
|
||||
|
||||
if imgui.DragFloat("Specular Shininess", &whiteMat.Shininess) {
|
||||
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
||||
containerMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
||||
palleteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
||||
}
|
||||
|
||||
imgui.Spacing()
|
||||
|
||||
// Directional light
|
||||
imgui.Text("Directional Light")
|
||||
|
||||
if imgui.DragFloat3("Direction", &dirLight.Dir.Data) {
|
||||
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
palleteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Diffuse Color", &dirLight.DiffuseColor.Data) {
|
||||
whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Specular Color", &dirLight.SpecularColor.Data) {
|
||||
whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
containerMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
}
|
||||
|
||||
imgui.Spacing()
|
||||
|
||||
// Point lights
|
||||
if imgui.BeginListBoxV("Point Lights", imgui.Vec2{Y: 200}) {
|
||||
|
||||
for i := 0; i < len(pointLights); i++ {
|
||||
|
||||
pl := &pointLights[i]
|
||||
indexNumString := strconv.Itoa(i)
|
||||
|
||||
if !imgui.TreeNodeExStrV("Point Light "+indexNumString, imgui.TreeNodeFlagsSpanAvailWidth) {
|
||||
continue
|
||||
}
|
||||
|
||||
indexString := "pointLights[" + indexNumString + "]"
|
||||
|
||||
if imgui.DragFloat3("Pos", &pl.Pos.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
containerMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
palleteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Diffuse Color", &pl.DiffuseColor.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Specular Color", &pl.SpecularColor.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
}
|
||||
|
||||
imgui.TreePop()
|
||||
}
|
||||
|
||||
imgui.EndListBox()
|
||||
}
|
||||
|
||||
// Spot lights
|
||||
if imgui.BeginListBoxV("Spot Lights", imgui.Vec2{Y: 200}) {
|
||||
|
||||
for i := 0; i < len(spotLights); i++ {
|
||||
|
||||
l := &spotLights[i]
|
||||
indexNumString := strconv.Itoa(i)
|
||||
|
||||
if !imgui.TreeNodeExStrV("Spot Light "+indexNumString, imgui.TreeNodeFlagsSpanAvailWidth) {
|
||||
continue
|
||||
}
|
||||
|
||||
indexString := "spotLights[" + indexNumString + "]"
|
||||
|
||||
if imgui.DragFloat3("Pos", &l.Pos.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
containerMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
palleteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Dir", &l.Dir.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
containerMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
palleteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Diffuse Color", &l.DiffuseColor.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Specular Color", &l.SpecularColor.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
}
|
||||
|
||||
if imgui.DragFloat("Inner Cutoff", &l.InnerCutoff) {
|
||||
whiteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
containerMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
palleteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
}
|
||||
|
||||
if imgui.DragFloat("Outer Cutoff", &l.OuterCutoff) {
|
||||
whiteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
containerMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
palleteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
}
|
||||
|
||||
imgui.TreePop()
|
||||
}
|
||||
|
||||
imgui.EndListBox()
|
||||
}
|
||||
|
||||
// Other
|
||||
imgui.Text("Other Settings")
|
||||
|
||||
imgui.Checkbox("Draw Skybox", &drawSkybox)
|
||||
imgui.Checkbox("Debug depth buffer", &debugDrawDepthBuffer)
|
||||
|
||||
imgui.End()
|
||||
}
|
||||
|
||||
func (g *Game) updateCameraLookAround() {
|
||||
|
||||
mouseX, mouseY := input.GetMouseMotion()
|
||||
if (mouseX == 0 && mouseY == 0) || !input.MouseDown(sdl.BUTTON_RIGHT) {
|
||||
@ -332,12 +714,12 @@ func (g *OurGame) updateCameraLookAround() {
|
||||
|
||||
// Pitch
|
||||
pitch += float32(-mouseY) * mouseSensitivity * timing.DT()
|
||||
if pitch > 89.0 {
|
||||
pitch = 89.0
|
||||
if pitch > 1.5 {
|
||||
pitch = 1.5
|
||||
}
|
||||
|
||||
if pitch < -89.0 {
|
||||
pitch = -89.0
|
||||
if pitch < -1.5 {
|
||||
pitch = -1.5
|
||||
}
|
||||
|
||||
// Update cam forward
|
||||
@ -346,7 +728,7 @@ func (g *OurGame) updateCameraLookAround() {
|
||||
updateViewMat()
|
||||
}
|
||||
|
||||
func (g *OurGame) updateCameraPos() {
|
||||
func (g *Game) updateCameraPos() {
|
||||
|
||||
update := false
|
||||
|
||||
@ -378,33 +760,59 @@ func (g *OurGame) updateCameraPos() {
|
||||
}
|
||||
}
|
||||
|
||||
func (g *OurGame) Render() {
|
||||
|
||||
matToUse := simpleMat
|
||||
if debugDrawDepthBuffer {
|
||||
matToUse = debugDepthMat
|
||||
}
|
||||
func (g *Game) Render() {
|
||||
|
||||
tempModelMatrix := cubeModelMat.Clone()
|
||||
window.Rend.Draw(chairMesh, tempModelMatrix, matToUse)
|
||||
|
||||
whiteMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
containerMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
palleteMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
|
||||
sunMat := palleteMat
|
||||
chairMat := palleteMat
|
||||
cubeMat := containerMat
|
||||
if debugDrawDepthBuffer {
|
||||
sunMat = debugDepthMat
|
||||
chairMat = debugDepthMat
|
||||
cubeMat = debugDepthMat
|
||||
}
|
||||
|
||||
// Draw dir light
|
||||
window.Rend.Draw(sphereMesh, gglm.NewTrMatId().Translate(gglm.NewVec3(0, 10, 0)).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), sunMat)
|
||||
|
||||
// Draw point lights
|
||||
for i := 0; i < len(pointLights); i++ {
|
||||
|
||||
pl := &pointLights[i]
|
||||
window.Rend.Draw(cubeMesh, gglm.NewTrMatId().Translate(&pl.Pos).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), sunMat)
|
||||
}
|
||||
|
||||
// Chair
|
||||
window.Rend.Draw(chairMesh, tempModelMatrix, chairMat)
|
||||
|
||||
// Ground
|
||||
window.Rend.Draw(cubeMesh, gglm.NewTrMatId().Translate(gglm.NewVec3(0, -3, 0)).Scale(gglm.NewVec3(20, 1, 20)), cubeMat)
|
||||
|
||||
// Cubes
|
||||
rowSize := 1
|
||||
for y := 0; y < rowSize; y++ {
|
||||
for x := 0; x < rowSize; x++ {
|
||||
tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
|
||||
window.Rend.Draw(cubeMesh, tempModelMatrix, matToUse)
|
||||
window.Rend.Draw(cubeMesh, tempModelMatrix, cubeMat)
|
||||
}
|
||||
tempModelMatrix.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
|
||||
}
|
||||
|
||||
g.DrawSkybox()
|
||||
if drawSkybox {
|
||||
g.DrawSkybox()
|
||||
}
|
||||
}
|
||||
|
||||
func (g *OurGame) DrawSkybox() {
|
||||
func (g *Game) DrawSkybox() {
|
||||
|
||||
gl.Disable(gl.CULL_FACE)
|
||||
gl.DepthFunc(gl.LEQUAL)
|
||||
skyboxMesh.Buf.Bind()
|
||||
skyboxMesh.Vao.Bind()
|
||||
skyboxMat.Bind()
|
||||
gl.ActiveTexture(gl.TEXTURE0)
|
||||
gl.BindTexture(gl.TEXTURE_CUBE_MAP, skyboxCmap.TexID)
|
||||
@ -420,7 +828,6 @@ func (g *OurGame) DrawSkybox() {
|
||||
|
||||
skyboxMat.SetUnifMat4("viewMat", viewMat)
|
||||
skyboxMat.SetUnifMat4("projMat", &cam.ProjMat)
|
||||
// window.Rend.Draw(cubeMesh, gglm.NewTrMatId(), skyboxMat)
|
||||
for i := 0; i < len(skyboxMesh.SubMeshes); i++ {
|
||||
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, skyboxMesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(skyboxMesh.SubMeshes[i].BaseIndex), skyboxMesh.SubMeshes[i].BaseVertex)
|
||||
}
|
||||
@ -429,15 +836,17 @@ func (g *OurGame) DrawSkybox() {
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
}
|
||||
|
||||
func (g *OurGame) FrameEnd() {
|
||||
func (g *Game) FrameEnd() {
|
||||
}
|
||||
|
||||
func (g *OurGame) DeInit() {
|
||||
func (g *Game) DeInit() {
|
||||
g.Win.Destroy()
|
||||
}
|
||||
|
||||
func updateViewMat() {
|
||||
cam.Update()
|
||||
simpleMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
whiteMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
containerMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
palleteMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
debugDepthMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
||||
}
|
||||
|
||||
@ -12,10 +12,16 @@ type Material struct {
|
||||
Name string
|
||||
ShaderProg shaders.ShaderProgram
|
||||
|
||||
DiffuseTex uint32
|
||||
|
||||
UnifLocs map[string]int32
|
||||
AttribLocs map[string]int32
|
||||
|
||||
// Phong shading
|
||||
DiffuseTex uint32
|
||||
SpecularTex uint32
|
||||
NormalTex uint32
|
||||
EmissionTex uint32
|
||||
|
||||
Shininess float32
|
||||
}
|
||||
|
||||
func (m *Material) Bind() {
|
||||
@ -24,6 +30,15 @@ func (m *Material) Bind() {
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE0)
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE1)
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE2)
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE3)
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
|
||||
}
|
||||
|
||||
func (m *Material) UnBind() {
|
||||
@ -32,6 +47,15 @@ func (m *Material) UnBind() {
|
||||
//TODO: Should we unbind textures here? Are these two lines needed?
|
||||
// gl.ActiveTexture(gl.TEXTURE0)
|
||||
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
|
||||
// gl.ActiveTexture(gl.TEXTURE1)
|
||||
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
|
||||
// gl.ActiveTexture(gl.TEXTURE2)
|
||||
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
|
||||
// gl.ActiveTexture(gl.TEXTURE3)
|
||||
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
}
|
||||
|
||||
func (m *Material) GetAttribLoc(attribName string) int32 {
|
||||
|
||||
@ -2,7 +2,6 @@ package meshes
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"fmt"
|
||||
|
||||
"github.com/bloeys/assimp-go/asig"
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
@ -18,7 +17,7 @@ type SubMesh struct {
|
||||
|
||||
type Mesh struct {
|
||||
Name string
|
||||
Buf buffers.Buffer
|
||||
Vao buffers.VertexArray
|
||||
SubMeshes []SubMesh
|
||||
}
|
||||
|
||||
@ -36,21 +35,25 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
||||
|
||||
mesh := &Mesh{
|
||||
Name: name,
|
||||
Buf: buffers.NewBuffer(),
|
||||
Vao: buffers.NewVertexArray(),
|
||||
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
|
||||
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)
|
||||
|
||||
// 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)
|
||||
}
|
||||
|
||||
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 {
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
@ -82,7 +88,7 @@ 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 +99,16 @@ 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 +132,9 @@ 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 +186,7 @@ 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++ {
|
||||
|
||||
@ -18,7 +18,7 @@ type Rend3DGL struct {
|
||||
func (r3d *Rend3DGL) Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material) {
|
||||
|
||||
if mesh != r3d.BoundMesh {
|
||||
mesh.Buf.Bind()
|
||||
mesh.Vao.Bind()
|
||||
r3d.BoundMesh = mesh
|
||||
}
|
||||
|
||||
|
||||
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.
@ -18,7 +18,12 @@ uniform mat4 projMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
// @TODO: Calculate this on the CPU and send it as a uniform
|
||||
|
||||
// This produces the normal matrix that multiplies with the model normal to produce the
|
||||
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
|
||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||
|
||||
vertUV0 = vertUV0In;
|
||||
vertColor = vertColorIn;
|
||||
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
||||
@ -29,13 +34,50 @@ void main()
|
||||
//shader:fragment
|
||||
#version 410
|
||||
|
||||
uniform float ambientStrength = 0;
|
||||
uniform vec3 ambientLightColor = vec3(1, 1, 1);
|
||||
struct Material {
|
||||
sampler2D diffuse;
|
||||
sampler2D specular;
|
||||
// sampler2D normal;
|
||||
sampler2D emission;
|
||||
float shininess;
|
||||
};
|
||||
|
||||
uniform vec3 lightPos1;
|
||||
uniform vec3 lightColor1;
|
||||
uniform Material material;
|
||||
|
||||
uniform sampler2D diffTex;
|
||||
struct DirLight {
|
||||
vec3 dir;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
};
|
||||
|
||||
uniform DirLight dirLight;
|
||||
|
||||
struct PointLight {
|
||||
vec3 pos;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
};
|
||||
|
||||
#define NUM_POINT_LIGHTS 16
|
||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
|
||||
struct SpotLight {
|
||||
vec3 pos;
|
||||
vec3 dir;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
float innerCutoff;
|
||||
float outerCutoff;
|
||||
};
|
||||
|
||||
#define NUM_SPOT_LIGHTS 4
|
||||
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||
|
||||
uniform vec3 camPos;
|
||||
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
|
||||
|
||||
in vec3 vertColor;
|
||||
in vec3 vertNormal;
|
||||
@ -44,12 +86,108 @@ in vec3 fragPos;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
// Global variables used as cache for lighting calculations
|
||||
vec4 diffuseTexColor;
|
||||
vec4 specularTexColor;
|
||||
vec4 emissionTexColor;
|
||||
vec3 normalizedVertNorm;
|
||||
vec3 viewDir;
|
||||
|
||||
vec3 CalcDirLight()
|
||||
{
|
||||
vec3 lightDir = normalize(-dirLight.dir);
|
||||
|
||||
// Diffuse
|
||||
float diffuseAmount = max(0.0, dot(normalizedVertNorm, lightDir));
|
||||
vec3 finalDiffuse = diffuseAmount * dirLight.diffuseColor * diffuseTexColor.rgb;
|
||||
|
||||
// Specular
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||
vec3 finalSpecular = specularAmount * dirLight.specularColor * specularTexColor.rgb;
|
||||
|
||||
return finalDiffuse + finalSpecular;
|
||||
}
|
||||
|
||||
vec3 CalcPointLight(PointLight pointLight)
|
||||
{
|
||||
// Ignore unset lights
|
||||
if (pointLight.constant == 0){
|
||||
return vec3(0);
|
||||
}
|
||||
|
||||
vec3 lightDir = normalize(pointLight.pos - fragPos);
|
||||
|
||||
// Diffuse
|
||||
float diffuseAmount = max(0.0, dot(normalizedVertNorm, lightDir));
|
||||
vec3 finalDiffuse = diffuseAmount * pointLight.diffuseColor * diffuseTexColor.rgb;
|
||||
|
||||
// Specular
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||
vec3 finalSpecular = specularAmount * pointLight.specularColor * specularTexColor.rgb;
|
||||
|
||||
// attenuation
|
||||
float distToLight = length(pointLight.pos - fragPos);
|
||||
float attenuation = 1.0 / (pointLight.constant + pointLight.linear * distToLight + pointLight.quadratic * (distToLight * distToLight));
|
||||
|
||||
return (finalDiffuse + finalSpecular) * attenuation;
|
||||
}
|
||||
|
||||
vec3 CalcSpotLight(SpotLight light)
|
||||
{
|
||||
if (light.innerCutoff == 0)
|
||||
return vec3(0);
|
||||
|
||||
vec3 fragToLightDir = normalize(light.pos - fragPos);
|
||||
|
||||
// Spot light cone with full intensity within inner cutoff,
|
||||
// and falloff between inner-outer cutoffs, and zero
|
||||
// light after outer cutoff
|
||||
float theta = dot(fragToLightDir, normalize(-light.dir));
|
||||
float epsilon = (light.innerCutoff - light.outerCutoff);
|
||||
float intensity = clamp((theta - light.outerCutoff) / epsilon, 0.0, 1.0);
|
||||
|
||||
if (intensity == 0)
|
||||
return vec3(0);
|
||||
|
||||
// Diffuse
|
||||
float diffuseAmount = max(0.0, dot(normalizedVertNorm, fragToLightDir));
|
||||
vec3 finalDiffuse = diffuseAmount * light.diffuseColor * diffuseTexColor.rgb;
|
||||
|
||||
// Specular
|
||||
vec3 halfwayDir = normalize(fragToLightDir + viewDir);
|
||||
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||
vec3 finalSpecular = specularAmount * light.specularColor * specularTexColor.rgb;
|
||||
|
||||
return (finalDiffuse + finalSpecular) * intensity;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lightDir = normalize(lightPos1 - fragPos);
|
||||
float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
|
||||
// Shared values
|
||||
diffuseTexColor = texture(material.diffuse, vertUV0);
|
||||
specularTexColor = texture(material.specular, vertUV0);
|
||||
emissionTexColor = texture(material.emission, vertUV0);
|
||||
|
||||
vec3 finalAmbientColor = ambientLightColor * ambientStrength;
|
||||
vec4 texColor = texture(diffTex, vertUV0);
|
||||
fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
|
||||
}
|
||||
normalizedVertNorm = normalize(vertNormal);
|
||||
viewDir = normalize(camPos - fragPos);
|
||||
|
||||
// Light contributions
|
||||
vec3 finalColor = CalcDirLight();
|
||||
|
||||
for (int i = 0; i < NUM_POINT_LIGHTS; i++)
|
||||
{
|
||||
finalColor += CalcPointLight(pointLights[i]);
|
||||
}
|
||||
|
||||
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
|
||||
{
|
||||
finalColor += CalcSpotLight(spotLights[i]);
|
||||
}
|
||||
|
||||
vec3 finalEmission = emissionTexColor.rgb;
|
||||
vec3 finalAmbient = ambientColor * diffuseTexColor.rgb;
|
||||
|
||||
fragColor = vec4(finalColor + finalAmbient + finalEmission, 1);
|
||||
}
|
||||
|
||||
BIN
res/textures/black.png
Executable file
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)
|
||||
} else {
|
||||
|
||||
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))
|
||||
@ -142,6 +143,7 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
|
||||
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
|
||||
pixels, width, height, _ := a.GetTextureDataAsAlpha8()
|
||||
|
||||
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)
|
||||
|
||||
@ -225,6 +227,7 @@ func NewImGui(shaderPath string) ImguiInfo {
|
||||
gl.GenTextures(1, imguiInfo.TexID)
|
||||
|
||||
// Upload font to gpu
|
||||
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)
|
||||
|
||||
Reference in New Issue
Block a user