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synced 2025-12-29 13:28:20 +00:00
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20 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| fbfcbaa156 | |||
| c4b1dd1b3d | |||
| a5bea5a661 | |||
| 22ba9ca891 | |||
| 92855c52f9 | |||
| 594d342bf0 | |||
| bb1946b930 | |||
| ef2b01059a | |||
| 5fa6a06079 | |||
| b718611149 | |||
| be85e20024 | |||
| 040228319e | |||
| ddd8db3cb0 | |||
| 692167ada2 | |||
| 524ef068f0 | |||
| b060dcdbe9 | |||
| e22525e2ee | |||
| ee61373069 | |||
| 1f922b6a47 | |||
| 9d7bdc0196 |
2
.github/workflows/build-nmage.yml
vendored
2
.github/workflows/build-nmage.yml
vendored
@ -12,7 +12,7 @@ jobs:
|
|||||||
- name: Install golang
|
- 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
|
||||||
|
|||||||
@ -19,7 +19,8 @@ import (
|
|||||||
type ColorFormat int
|
type ColorFormat int
|
||||||
|
|
||||||
const (
|
const (
|
||||||
ColorFormat_RGBA8 ColorFormat = iota
|
ColorFormat_Unknown ColorFormat = iota
|
||||||
|
ColorFormat_RGBA8
|
||||||
)
|
)
|
||||||
|
|
||||||
type Texture struct {
|
type Texture struct {
|
||||||
@ -45,7 +46,7 @@ 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 +104,9 @@ 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 +152,9 @@ 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 +217,9 @@ 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 +289,9 @@ 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]))
|
||||||
|
|||||||
@ -10,8 +10,10 @@ import (
|
|||||||
type BufUsage int
|
type BufUsage int
|
||||||
|
|
||||||
const (
|
const (
|
||||||
|
BufUsage_Unknown BufUsage = iota
|
||||||
|
|
||||||
//Buffer is set only once and used many times
|
//Buffer is set only once and used many times
|
||||||
BufUsage_Static BufUsage = iota
|
BufUsage_Static
|
||||||
//Buffer is changed a lot and used many times
|
//Buffer is changed a lot and used many times
|
||||||
BufUsage_Dynamic
|
BufUsage_Dynamic
|
||||||
//Buffer is set only once and used by the GPU at most a few times
|
//Buffer is set only once and used by the GPU at most a few times
|
||||||
|
|||||||
@ -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
|
|
||||||
}
|
|
||||||
521
buffers/framebuffer.go
Executable file
521
buffers/framebuffer.go
Executable file
@ -0,0 +1,521 @@
|
|||||||
|
package buffers
|
||||||
|
|
||||||
|
import (
|
||||||
|
"github.com/bloeys/nmage/assert"
|
||||||
|
"github.com/bloeys/nmage/logging"
|
||||||
|
"github.com/go-gl/gl/v4.1-core/gl"
|
||||||
|
)
|
||||||
|
|
||||||
|
type FramebufferAttachmentType int32
|
||||||
|
|
||||||
|
const (
|
||||||
|
FramebufferAttachmentType_Unknown FramebufferAttachmentType = iota
|
||||||
|
FramebufferAttachmentType_Texture
|
||||||
|
FramebufferAttachmentType_Renderbuffer
|
||||||
|
FramebufferAttachmentType_Cubemap
|
||||||
|
FramebufferAttachmentType_Cubemap_Array
|
||||||
|
)
|
||||||
|
|
||||||
|
func (f FramebufferAttachmentType) IsValid() bool {
|
||||||
|
|
||||||
|
switch f {
|
||||||
|
case FramebufferAttachmentType_Texture:
|
||||||
|
fallthrough
|
||||||
|
case FramebufferAttachmentType_Renderbuffer:
|
||||||
|
fallthrough
|
||||||
|
case FramebufferAttachmentType_Cubemap:
|
||||||
|
fallthrough
|
||||||
|
case FramebufferAttachmentType_Cubemap_Array:
|
||||||
|
return true
|
||||||
|
|
||||||
|
default:
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
type FramebufferAttachmentDataFormat int32
|
||||||
|
|
||||||
|
const (
|
||||||
|
FramebufferAttachmentDataFormat_Unknown FramebufferAttachmentDataFormat = iota
|
||||||
|
FramebufferAttachmentDataFormat_R32Int
|
||||||
|
FramebufferAttachmentDataFormat_RGBA8
|
||||||
|
FramebufferAttachmentDataFormat_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 attachType == FramebufferAttachmentType_Cubemap || attachType == FramebufferAttachmentType_Cubemap_Array {
|
||||||
|
logging.ErrLog.Fatalf("failed creating color attachment because cubemaps can not be color attachments (at least in this implementation. You might be able to do it manually)\n")
|
||||||
|
}
|
||||||
|
|
||||||
|
if !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)
|
||||||
|
}
|
||||||
|
|
||||||
|
if attachType == FramebufferAttachmentType_Cubemap_Array {
|
||||||
|
logging.ErrLog.Fatalf("failed creating cubemap array depth attachment because 'NewDepthCubemapArrayAttachment' must be used for that\n")
|
||||||
|
}
|
||||||
|
|
||||||
|
a := FramebufferAttachment{
|
||||||
|
Type: attachType,
|
||||||
|
Format: attachFormat,
|
||||||
|
}
|
||||||
|
|
||||||
|
fbo.Bind()
|
||||||
|
|
||||||
|
if attachType == FramebufferAttachmentType_Texture {
|
||||||
|
|
||||||
|
// Create texture
|
||||||
|
gl.GenTextures(1, &a.Id)
|
||||||
|
if a.Id == 0 {
|
||||||
|
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, a.Id)
|
||||||
|
gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), 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)
|
||||||
|
|
||||||
|
} else if attachType == FramebufferAttachmentType_Cubemap {
|
||||||
|
|
||||||
|
// Create cubemap
|
||||||
|
gl.GenTextures(1, &a.Id)
|
||||||
|
if a.Id == 0 {
|
||||||
|
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.BindTexture(gl.TEXTURE_CUBE_MAP, a.Id)
|
||||||
|
for i := 0; i < 6; i++ {
|
||||||
|
gl.TexImage2D(uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X+i), 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.FLOAT, nil)
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
|
||||||
|
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||||
|
|
||||||
|
// Attach to fbo
|
||||||
|
gl.FramebufferTexture(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, a.Id, 0)
|
||||||
|
}
|
||||||
|
|
||||||
|
fbo.UnBind()
|
||||||
|
fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT
|
||||||
|
fbo.Attachments = append(fbo.Attachments, a)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (fbo *Framebuffer) NewDepthCubemapArrayAttachment(
|
||||||
|
attachFormat FramebufferAttachmentDataFormat,
|
||||||
|
numCubemaps int32,
|
||||||
|
) {
|
||||||
|
|
||||||
|
if fbo.HasDepthAttachment() {
|
||||||
|
logging.ErrLog.Fatalf("failed creating cubemap array depth attachment for framebuffer because a depth attachment already exists\n")
|
||||||
|
}
|
||||||
|
|
||||||
|
if !attachFormat.IsDepthFormat() {
|
||||||
|
logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer due to attachment data format not being a valid depth-stencil type. Data format=%d\n", attachFormat)
|
||||||
|
}
|
||||||
|
|
||||||
|
a := FramebufferAttachment{
|
||||||
|
Type: FramebufferAttachmentType_Cubemap_Array,
|
||||||
|
Format: attachFormat,
|
||||||
|
}
|
||||||
|
|
||||||
|
fbo.Bind()
|
||||||
|
|
||||||
|
// Create cubemap array
|
||||||
|
gl.GenTextures(1, &a.Id)
|
||||||
|
if a.Id == 0 {
|
||||||
|
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.BindTexture(gl.TEXTURE_CUBE_MAP_ARRAY, a.Id)
|
||||||
|
|
||||||
|
gl.TexImage3D(
|
||||||
|
gl.TEXTURE_CUBE_MAP_ARRAY,
|
||||||
|
0,
|
||||||
|
attachFormat.GlInternalFormat(),
|
||||||
|
int32(fbo.Width),
|
||||||
|
int32(fbo.Height),
|
||||||
|
6*numCubemaps,
|
||||||
|
0,
|
||||||
|
attachFormat.GlFormat(),
|
||||||
|
gl.FLOAT,
|
||||||
|
nil,
|
||||||
|
)
|
||||||
|
|
||||||
|
gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
|
||||||
|
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||||
|
|
||||||
|
// Attach to fbo
|
||||||
|
gl.FramebufferTexture(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, a.Id, 0)
|
||||||
|
|
||||||
|
fbo.UnBind()
|
||||||
|
fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT
|
||||||
|
fbo.Attachments = append(fbo.Attachments, a)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (fbo *Framebuffer) 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)
|
||||||
|
}
|
||||||
|
|
||||||
|
// SetCubemapArrayLayerFace 'binds' a single face of a cubemap from the cubemap
|
||||||
|
// array to the fbo, such that rendering only affects that one face and the others inaccessible.
|
||||||
|
//
|
||||||
|
// If this is not called, the default is that the entire cubemap array and all the faces in it
|
||||||
|
// are bound and available for use when binding the fbo.
|
||||||
|
func (fbo *Framebuffer) SetCubemapArrayLayerFace(layerFace int32) {
|
||||||
|
|
||||||
|
for i := 0; i < len(fbo.Attachments); i++ {
|
||||||
|
|
||||||
|
a := &fbo.Attachments[i]
|
||||||
|
if a.Type != FramebufferAttachmentType_Cubemap_Array {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
|
||||||
|
assert.T(a.Format.IsDepthFormat(), "SetCubemapFromArray called but a cubemap array is set on a color attachment, which is not currently handled. Code must be updated!")
|
||||||
|
gl.FramebufferTextureLayer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, a.Id, 0, layerFace)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
logging.ErrLog.Fatalf("SetCubemapFromArray failed because no cubemap array attachment was found on fbo. Fbo=%+v\n", *fbo)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (fbo *Framebuffer) Delete() {
|
||||||
|
|
||||||
|
if fbo.Id == 0 {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.DeleteFramebuffers(1, &fbo.Id)
|
||||||
|
fbo.Id = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
func NewFramebuffer(width, height uint32) Framebuffer {
|
||||||
|
|
||||||
|
// It is allowed to have attachments of differnt sizes in one FBO,
|
||||||
|
// but that complicates things (e.g. which size to use for gl.viewport) and I don't see much use
|
||||||
|
// for it now, so we will have all attachments share size
|
||||||
|
fbo := Framebuffer{
|
||||||
|
Width: width,
|
||||||
|
Height: height,
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.GenFramebuffers(1, &fbo.Id)
|
||||||
|
if fbo.Id == 0 {
|
||||||
|
logging.ErrLog.Fatalf("failed to generate framebuffer. GlError=%d\n", gl.GetError())
|
||||||
|
}
|
||||||
|
|
||||||
|
return fbo
|
||||||
|
}
|
||||||
46
buffers/index_buffer.go
Executable file
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()
|
imguiCaptureMouse := imIo.WantCaptureMouse()
|
||||||
imguiCaptureKeyboard := imIo.WantCaptureKeyboard()
|
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
|
||||||
@ -203,6 +217,7 @@ func createWindow(title string, x, y, width, height int32, flags WindowFlags, re
|
|||||||
if err != nil {
|
if err != nil {
|
||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
|
|
||||||
win := &Window{
|
win := &Window{
|
||||||
SDLWin: sdlWin,
|
SDLWin: sdlWin,
|
||||||
EventCallbacks: make([]func(sdl.Event), 0),
|
EventCallbacks: make([]func(sdl.Event), 0),
|
||||||
@ -219,6 +234,10 @@ func createWindow(title string, x, y, width, height int32, flags WindowFlags, re
|
|||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Get rid of the blinding white startup screen (unfortunately there is still one frame of white)
|
||||||
|
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
|
||||||
|
sdlWin.GLSwap()
|
||||||
|
|
||||||
return win, err
|
return win, err
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -229,6 +248,7 @@ 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)
|
||||||
@ -239,6 +259,7 @@ func initOpenGL() error {
|
|||||||
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
|
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
|
||||||
|
|
||||||
gl.ClearColor(0, 0, 0, 1)
|
gl.ClearColor(0, 0, 0, 1)
|
||||||
|
|
||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -252,7 +273,6 @@ 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
|
||||||
|
|
||||||
|
|||||||
@ -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
|
||||||
}
|
}
|
||||||
|
|||||||
640
main.go
640
main.go
@ -7,15 +7,15 @@ import (
|
|||||||
|
|
||||||
imgui "github.com/AllenDang/cimgui-go"
|
imgui "github.com/AllenDang/cimgui-go"
|
||||||
"github.com/bloeys/gglm/gglm"
|
"github.com/bloeys/gglm/gglm"
|
||||||
|
"github.com/bloeys/nmage/assert"
|
||||||
"github.com/bloeys/nmage/assets"
|
"github.com/bloeys/nmage/assets"
|
||||||
|
"github.com/bloeys/nmage/buffers"
|
||||||
"github.com/bloeys/nmage/camera"
|
"github.com/bloeys/nmage/camera"
|
||||||
"github.com/bloeys/nmage/engine"
|
"github.com/bloeys/nmage/engine"
|
||||||
"github.com/bloeys/nmage/entity"
|
|
||||||
"github.com/bloeys/nmage/input"
|
"github.com/bloeys/nmage/input"
|
||||||
"github.com/bloeys/nmage/logging"
|
"github.com/bloeys/nmage/logging"
|
||||||
"github.com/bloeys/nmage/materials"
|
"github.com/bloeys/nmage/materials"
|
||||||
"github.com/bloeys/nmage/meshes"
|
"github.com/bloeys/nmage/meshes"
|
||||||
"github.com/bloeys/nmage/registry"
|
|
||||||
"github.com/bloeys/nmage/renderer/rend3dgl"
|
"github.com/bloeys/nmage/renderer/rend3dgl"
|
||||||
"github.com/bloeys/nmage/timing"
|
"github.com/bloeys/nmage/timing"
|
||||||
nmageimgui "github.com/bloeys/nmage/ui/imgui"
|
nmageimgui "github.com/bloeys/nmage/ui/imgui"
|
||||||
@ -26,14 +26,18 @@ import (
|
|||||||
/*
|
/*
|
||||||
@TODO:
|
@TODO:
|
||||||
- Rendering:
|
- Rendering:
|
||||||
- Phong lighting model ✅
|
- Blinn-Phong lighting model ✅
|
||||||
- Directional lights ✅
|
- Directional lights ✅
|
||||||
- Point lights ✅
|
- Point lights ✅
|
||||||
- Spotlights ✅
|
- Spotlights ✅
|
||||||
|
- Directional light shadows ✅
|
||||||
|
- Point light shadows ✅
|
||||||
|
- Spotlight shadows
|
||||||
- HDR
|
- HDR
|
||||||
- Cascaded shadow mapping
|
- Cascaded shadow mapping
|
||||||
- Skeletal animations
|
- Skeletal animations
|
||||||
- Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
|
- 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
|
- Renderer batching
|
||||||
- Scene graph
|
- Scene graph
|
||||||
- Separate engine loop from rendering loop? or leave it to the user?
|
- Separate engine loop from rendering loop? or leave it to the user?
|
||||||
@ -49,17 +53,67 @@ type DirLight struct {
|
|||||||
SpecularColor gglm.Vec3
|
SpecularColor gglm.Vec3
|
||||||
}
|
}
|
||||||
|
|
||||||
|
var (
|
||||||
|
dirLightSize float32 = 30
|
||||||
|
dirLightNear float32 = 0.1
|
||||||
|
dirLightFar float32 = 30
|
||||||
|
dirLightPos = gglm.NewVec3(0, 10, 0)
|
||||||
|
)
|
||||||
|
|
||||||
|
func (d *DirLight) GetProjViewMat() gglm.Mat4 {
|
||||||
|
|
||||||
|
// Some arbitrary position for the directional light
|
||||||
|
pos := dirLightPos
|
||||||
|
|
||||||
|
size := dirLightSize
|
||||||
|
nearClip := dirLightNear
|
||||||
|
farClip := dirLightFar
|
||||||
|
|
||||||
|
projMat := gglm.Ortho(-size, size, -size, size, nearClip, farClip).Mat4
|
||||||
|
viewMat := gglm.LookAtRH(pos, pos.Clone().Add(d.Dir.Clone().Scale(10)), gglm.NewVec3(0, 1, 0)).Mat4
|
||||||
|
|
||||||
|
return *projMat.Mul(&viewMat)
|
||||||
|
}
|
||||||
|
|
||||||
// Check https://wiki.ogre3d.org/tiki-index.php?page=-Point+Light+Attenuation for values
|
// Check https://wiki.ogre3d.org/tiki-index.php?page=-Point+Light+Attenuation for values
|
||||||
type PointLight struct {
|
type PointLight struct {
|
||||||
Pos gglm.Vec3
|
Pos gglm.Vec3
|
||||||
DiffuseColor gglm.Vec3
|
DiffuseColor gglm.Vec3
|
||||||
SpecularColor gglm.Vec3
|
SpecularColor gglm.Vec3
|
||||||
|
|
||||||
|
// @TODO
|
||||||
Radius float32
|
Radius float32
|
||||||
|
|
||||||
Constant float32
|
Constant float32
|
||||||
Linear float32
|
Linear float32
|
||||||
Quadratic float32
|
Quadratic float32
|
||||||
|
|
||||||
|
FarPlane float32
|
||||||
|
}
|
||||||
|
|
||||||
|
const (
|
||||||
|
MaxPointLights = 8
|
||||||
|
)
|
||||||
|
|
||||||
|
var (
|
||||||
|
pointLightNear float32 = 1
|
||||||
|
)
|
||||||
|
|
||||||
|
func (p *PointLight) GetProjViewMats(shadowMapWidth, shadowMapHeight float32) [6]gglm.Mat4 {
|
||||||
|
|
||||||
|
aspect := float32(shadowMapWidth) / float32(shadowMapHeight)
|
||||||
|
projMat := gglm.Perspective(90*gglm.Deg2Rad, aspect, pointLightNear, p.FarPlane)
|
||||||
|
|
||||||
|
projViewMats := [6]gglm.Mat4{
|
||||||
|
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(1, 0, 0).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
|
||||||
|
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(-1, 0, 0).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
|
||||||
|
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, 1, 0).Add(&p.Pos), gglm.NewVec3(0, 0, 1)).Mat4),
|
||||||
|
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, -1, 0).Add(&p.Pos), gglm.NewVec3(0, 0, -1)).Mat4),
|
||||||
|
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, 0, 1).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
|
||||||
|
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, 0, -1).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
|
||||||
|
}
|
||||||
|
|
||||||
|
return projViewMats
|
||||||
}
|
}
|
||||||
|
|
||||||
type SpotLight struct {
|
type SpotLight struct {
|
||||||
@ -98,11 +152,33 @@ var (
|
|||||||
yaw float32 = -1.5
|
yaw float32 = -1.5
|
||||||
cam *camera.Camera
|
cam *camera.Camera
|
||||||
|
|
||||||
whiteMat *materials.Material
|
// Demo fbo
|
||||||
containerMat *materials.Material
|
renderToDemoFbo = true
|
||||||
palleteMat *materials.Material
|
renderToBackBuffer = true
|
||||||
skyboxMat *materials.Material
|
demoFboScale = gglm.NewVec2(0.25, 0.25)
|
||||||
debugDepthMat *materials.Material
|
demoFboOffset = gglm.NewVec2(0.75, -0.75)
|
||||||
|
demoFbo buffers.Framebuffer
|
||||||
|
|
||||||
|
// Dir light fbo
|
||||||
|
showDirLightDepthMapFbo = true
|
||||||
|
dirLightDepthMapFboScale = gglm.NewVec2(0.25, 0.25)
|
||||||
|
dirLightDepthMapFboOffset = gglm.NewVec2(0.75, -0.2)
|
||||||
|
dirLightDepthMapFbo buffers.Framebuffer
|
||||||
|
|
||||||
|
// Point light fbo
|
||||||
|
omnidirDepthMapFbo buffers.Framebuffer
|
||||||
|
|
||||||
|
screenQuadVao buffers.VertexArray
|
||||||
|
screenQuadMat *materials.Material
|
||||||
|
|
||||||
|
unlitMat *materials.Material
|
||||||
|
whiteMat *materials.Material
|
||||||
|
containerMat *materials.Material
|
||||||
|
palleteMat *materials.Material
|
||||||
|
skyboxMat *materials.Material
|
||||||
|
dirLightDepthMapMat *materials.Material
|
||||||
|
omnidirDepthMapMat *materials.Material
|
||||||
|
debugDepthMat *materials.Material
|
||||||
|
|
||||||
cubeMesh *meshes.Mesh
|
cubeMesh *meshes.Mesh
|
||||||
sphereMesh *meshes.Mesh
|
sphereMesh *meshes.Mesh
|
||||||
@ -111,8 +187,8 @@ var (
|
|||||||
|
|
||||||
cubeModelMat = gglm.NewTrMatId()
|
cubeModelMat = gglm.NewTrMatId()
|
||||||
|
|
||||||
drawSkybox = true
|
renderSkybox = true
|
||||||
debugDrawDepthBuffer bool
|
renderDepthBuffer bool
|
||||||
|
|
||||||
skyboxCmap assets.Cubemap
|
skyboxCmap assets.Cubemap
|
||||||
|
|
||||||
@ -123,19 +199,21 @@ var (
|
|||||||
|
|
||||||
// Lights
|
// Lights
|
||||||
dirLight = DirLight{
|
dirLight = DirLight{
|
||||||
Dir: *gglm.NewVec3(0, -0.8, 0.2).Normalize(),
|
Dir: *gglm.NewVec3(0, -0.5, -0.8).Normalize(),
|
||||||
DiffuseColor: *gglm.NewVec3(0, 0, 0),
|
DiffuseColor: *gglm.NewVec3(1, 1, 1),
|
||||||
SpecularColor: *gglm.NewVec3(0, 0, 0),
|
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||||
}
|
}
|
||||||
pointLights = [...]PointLight{
|
pointLights = [...]PointLight{
|
||||||
{
|
{
|
||||||
Pos: *gglm.NewVec3(0, 5, 0),
|
Pos: *gglm.NewVec3(0, 2, -2),
|
||||||
DiffuseColor: *gglm.NewVec3(1, 0, 0),
|
DiffuseColor: *gglm.NewVec3(1, 0, 0),
|
||||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||||
// These values are for 50m range
|
// These values are for 50m range
|
||||||
Constant: 1.0,
|
Constant: 1.0,
|
||||||
Linear: 0.09,
|
Linear: 0.09,
|
||||||
Quadratic: 0.032,
|
Quadratic: 0.032,
|
||||||
|
|
||||||
|
FarPlane: 25,
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
Pos: *gglm.NewVec3(0, -5, 0),
|
Pos: *gglm.NewVec3(0, -5, 0),
|
||||||
@ -144,6 +222,7 @@ var (
|
|||||||
Constant: 1.0,
|
Constant: 1.0,
|
||||||
Linear: 0.09,
|
Linear: 0.09,
|
||||||
Quadratic: 0.032,
|
Quadratic: 0.032,
|
||||||
|
FarPlane: 25,
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
Pos: *gglm.NewVec3(5, 0, 0),
|
Pos: *gglm.NewVec3(5, 0, 0),
|
||||||
@ -152,19 +231,21 @@ var (
|
|||||||
Constant: 1.0,
|
Constant: 1.0,
|
||||||
Linear: 0.09,
|
Linear: 0.09,
|
||||||
Quadratic: 0.032,
|
Quadratic: 0.032,
|
||||||
|
FarPlane: 25,
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
Pos: *gglm.NewVec3(-4, 0, 0),
|
Pos: *gglm.NewVec3(-3, 4, 3),
|
||||||
DiffuseColor: *gglm.NewVec3(0, 0, 1),
|
DiffuseColor: *gglm.NewVec3(1, 1, 1),
|
||||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||||
Constant: 1.0,
|
Constant: 1.0,
|
||||||
Linear: 0.09,
|
Linear: 0.09,
|
||||||
Quadratic: 0.032,
|
Quadratic: 0.032,
|
||||||
|
FarPlane: 25,
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
spotLights = [...]SpotLight{
|
spotLights = [...]SpotLight{
|
||||||
{
|
{
|
||||||
Pos: *gglm.NewVec3(0, 5, 0),
|
Pos: *gglm.NewVec3(2, 5, 5),
|
||||||
Dir: *gglm.NewVec3(0, -1, 0),
|
Dir: *gglm.NewVec3(0, -1, 0),
|
||||||
DiffuseColor: *gglm.NewVec3(0, 1, 1),
|
DiffuseColor: *gglm.NewVec3(0, 1, 1),
|
||||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||||
@ -176,64 +257,14 @@ var (
|
|||||||
)
|
)
|
||||||
|
|
||||||
type Game struct {
|
type Game struct {
|
||||||
|
WinWidth int32
|
||||||
|
WinHeight int32
|
||||||
Win *engine.Window
|
Win *engine.Window
|
||||||
ImGUIInfo nmageimgui.ImguiInfo
|
ImGUIInfo nmageimgui.ImguiInfo
|
||||||
}
|
}
|
||||||
|
|
||||||
type TransformComp struct {
|
|
||||||
entity.BaseComp
|
|
||||||
|
|
||||||
Pos *gglm.Vec3
|
|
||||||
Rot *gglm.Quat
|
|
||||||
Scale *gglm.Vec3
|
|
||||||
}
|
|
||||||
|
|
||||||
func (t *TransformComp) Name() string {
|
|
||||||
return "Transform Component"
|
|
||||||
}
|
|
||||||
|
|
||||||
func Test() {
|
|
||||||
|
|
||||||
// lvl := level.NewLevel("test level")
|
|
||||||
testRegistry := registry.NewRegistry[int](100)
|
|
||||||
|
|
||||||
e1, e1Handle := testRegistry.New()
|
|
||||||
e1CompContainer := entity.NewCompContainer()
|
|
||||||
fmt.Printf("Entity 1: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e1, e1Handle, e1Handle.Index(), e1Handle.Generation(), e1Handle.Flags())
|
|
||||||
|
|
||||||
trComp := entity.GetComp[*TransformComp](&e1CompContainer)
|
|
||||||
fmt.Println("Get comp before adding any:", trComp)
|
|
||||||
|
|
||||||
entity.AddComp(e1Handle, &e1CompContainer, &TransformComp{
|
|
||||||
Pos: gglm.NewVec3(0, 0, 0),
|
|
||||||
Rot: gglm.NewQuatEulerXYZ(0, 0, 0),
|
|
||||||
Scale: gglm.NewVec3(0, 0, 0),
|
|
||||||
})
|
|
||||||
trComp = entity.GetComp[*TransformComp](&e1CompContainer)
|
|
||||||
fmt.Println("Get transform comp:", trComp)
|
|
||||||
|
|
||||||
e2, e2Handle := testRegistry.New()
|
|
||||||
e3, e3Handle := testRegistry.New()
|
|
||||||
e4, e4Handle := testRegistry.New()
|
|
||||||
fmt.Printf("Entity 2: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e2, e2Handle, e2Handle.Index(), e2Handle.Generation(), e2Handle.Flags())
|
|
||||||
fmt.Printf("Entity 3: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e3, e3Handle, e3Handle.Index(), e3Handle.Generation(), e3Handle.Flags())
|
|
||||||
fmt.Printf("Entity 4: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e4, e4Handle, e4Handle.Index(), e4Handle.Generation(), e4Handle.Flags())
|
|
||||||
|
|
||||||
*e2 = 1000
|
|
||||||
fmt.Printf("Entity 2 value after registry get: %+v\n", *testRegistry.Get(e2Handle))
|
|
||||||
|
|
||||||
testRegistry.Free(e2Handle)
|
|
||||||
fmt.Printf("Entity 2 value after free: %+v\n", testRegistry.Get(e2Handle))
|
|
||||||
|
|
||||||
e5, e5Handle := testRegistry.New()
|
|
||||||
fmt.Printf("Entity 5: %+v; Handle: %+v; Index: %+v; Gen: %+v; Flags: %+v\n", e5, e5Handle, e5Handle.Index(), e5Handle.Generation(), e5Handle.Flags())
|
|
||||||
}
|
|
||||||
|
|
||||||
func main() {
|
func main() {
|
||||||
|
|
||||||
// Test()
|
|
||||||
// return
|
|
||||||
|
|
||||||
//Init engine
|
//Init engine
|
||||||
err := engine.Init()
|
err := engine.Init()
|
||||||
if err != nil {
|
if err != nil {
|
||||||
@ -254,6 +285,8 @@ func main() {
|
|||||||
|
|
||||||
game := &Game{
|
game := &Game{
|
||||||
Win: window,
|
Win: window,
|
||||||
|
WinWidth: int32(unscaledWindowWidth * dpiScaling),
|
||||||
|
WinHeight: int32(unscaledWindowHeight * dpiScaling),
|
||||||
ImGUIInfo: nmageimgui.NewImGui("./res/shaders/imgui.glsl"),
|
ImGUIInfo: nmageimgui.NewImGui("./res/shaders/imgui.glsl"),
|
||||||
}
|
}
|
||||||
window.EventCallbacks = append(window.EventCallbacks, game.handleWindowEvents)
|
window.EventCallbacks = append(window.EventCallbacks, game.handleWindowEvents)
|
||||||
@ -267,13 +300,12 @@ func (g *Game) handleWindowEvents(e sdl.Event) {
|
|||||||
case *sdl.WindowEvent:
|
case *sdl.WindowEvent:
|
||||||
if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
|
if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
|
||||||
|
|
||||||
width := e.Data1
|
g.WinWidth = e.Data1
|
||||||
height := e.Data2
|
g.WinHeight = e.Data2
|
||||||
cam.AspectRatio = float32(width) / float32(height)
|
cam.AspectRatio = float32(g.WinWidth) / float32(g.WinHeight)
|
||||||
cam.Update()
|
|
||||||
|
|
||||||
palleteMat.SetUnifMat4("projMat", &cam.ProjMat)
|
cam.Update()
|
||||||
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
|
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -349,27 +381,27 @@ func (g *Game) Init() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
//Load textures
|
//Load textures
|
||||||
whiteTex, err := assets.LoadTexturePNG("./res/textures/white.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
|
whiteTex, err := assets.LoadTexturePNG("./res/textures/white.png", &assets.TextureLoadOptions{})
|
||||||
if err != nil {
|
if err != nil {
|
||||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||||
}
|
}
|
||||||
|
|
||||||
blackTex, err := assets.LoadTexturePNG("./res/textures/black.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
|
blackTex, err := assets.LoadTexturePNG("./res/textures/black.png", &assets.TextureLoadOptions{})
|
||||||
if err != nil {
|
if err != nil {
|
||||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||||
}
|
}
|
||||||
|
|
||||||
containerDiffuseTex, err := assets.LoadTexturePNG("./res/textures/container-diffuse.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
|
containerDiffuseTex, err := assets.LoadTexturePNG("./res/textures/container-diffuse.png", &assets.TextureLoadOptions{})
|
||||||
if err != nil {
|
if err != nil {
|
||||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||||
}
|
}
|
||||||
|
|
||||||
containerSpecularTex, err := assets.LoadTexturePNG("./res/textures/container-specular.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
|
containerSpecularTex, err := assets.LoadTexturePNG("./res/textures/container-specular.png", &assets.TextureLoadOptions{})
|
||||||
if err != nil {
|
if err != nil {
|
||||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||||
}
|
}
|
||||||
|
|
||||||
palleteTex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
|
palleteTex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", &assets.TextureLoadOptions{})
|
||||||
if err != nil {
|
if err != nil {
|
||||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||||
}
|
}
|
||||||
@ -378,29 +410,40 @@ func (g *Game) Init() {
|
|||||||
"./res/textures/sb-right.jpg", "./res/textures/sb-left.jpg",
|
"./res/textures/sb-right.jpg", "./res/textures/sb-left.jpg",
|
||||||
"./res/textures/sb-top.jpg", "./res/textures/sb-bottom.jpg",
|
"./res/textures/sb-top.jpg", "./res/textures/sb-bottom.jpg",
|
||||||
"./res/textures/sb-front.jpg", "./res/textures/sb-back.jpg",
|
"./res/textures/sb-front.jpg", "./res/textures/sb-back.jpg",
|
||||||
&assets.TextureLoadOptions{TextureIsSrgba: true},
|
&assets.TextureLoadOptions{},
|
||||||
)
|
)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
|
logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//
|
||||||
// Create materials and assign any unused texture slots to black
|
// Create materials and assign any unused texture slots to black
|
||||||
|
//
|
||||||
|
screenQuadMat = materials.NewMaterial("Screen Quad Mat", "./res/shaders/screen-quad.glsl")
|
||||||
|
screenQuadMat.SetUnifVec2("scale", demoFboScale)
|
||||||
|
screenQuadMat.SetUnifVec2("offset", demoFboOffset)
|
||||||
|
screenQuadMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
|
||||||
|
|
||||||
|
unlitMat = materials.NewMaterial("Unlit mat", "./res/shaders/simple-unlit.glsl")
|
||||||
|
unlitMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
|
||||||
|
|
||||||
whiteMat = materials.NewMaterial("White mat", "./res/shaders/simple.glsl")
|
whiteMat = materials.NewMaterial("White mat", "./res/shaders/simple.glsl")
|
||||||
whiteMat.Shininess = 64
|
whiteMat.Shininess = 64
|
||||||
whiteMat.DiffuseTex = whiteTex.TexID
|
whiteMat.DiffuseTex = whiteTex.TexID
|
||||||
whiteMat.SpecularTex = blackTex.TexID
|
whiteMat.SpecularTex = blackTex.TexID
|
||||||
whiteMat.NormalTex = blackTex.TexID
|
whiteMat.NormalTex = blackTex.TexID
|
||||||
whiteMat.EmissionTex = blackTex.TexID
|
whiteMat.EmissionTex = blackTex.TexID
|
||||||
whiteMat.SetUnifInt32("material.diffuse", 0)
|
whiteMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
|
||||||
whiteMat.SetUnifInt32("material.specular", 1)
|
whiteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
||||||
// whiteMat.SetUnifInt32("material.normal", 2)
|
// whiteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||||
whiteMat.SetUnifInt32("material.emission", 3)
|
whiteMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
||||||
whiteMat.SetUnifMat4("projMat", &cam.ProjMat)
|
|
||||||
whiteMat.SetUnifVec3("ambientColor", ambientColor)
|
whiteMat.SetUnifVec3("ambientColor", ambientColor)
|
||||||
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
||||||
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||||
whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||||
whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||||
|
whiteMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap))
|
||||||
|
whiteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
||||||
|
|
||||||
containerMat = materials.NewMaterial("Container mat", "./res/shaders/simple.glsl")
|
containerMat = materials.NewMaterial("Container mat", "./res/shaders/simple.glsl")
|
||||||
containerMat.Shininess = 64
|
containerMat.Shininess = 64
|
||||||
@ -408,16 +451,17 @@ func (g *Game) Init() {
|
|||||||
containerMat.SpecularTex = containerSpecularTex.TexID
|
containerMat.SpecularTex = containerSpecularTex.TexID
|
||||||
containerMat.NormalTex = blackTex.TexID
|
containerMat.NormalTex = blackTex.TexID
|
||||||
containerMat.EmissionTex = blackTex.TexID
|
containerMat.EmissionTex = blackTex.TexID
|
||||||
containerMat.SetUnifInt32("material.diffuse", 0)
|
containerMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
|
||||||
containerMat.SetUnifInt32("material.specular", 1)
|
containerMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
||||||
// containerMat.SetUnifInt32("material.normal", 2)
|
// containerMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||||
containerMat.SetUnifInt32("material.emission", 3)
|
containerMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
||||||
containerMat.SetUnifMat4("projMat", &cam.ProjMat)
|
|
||||||
containerMat.SetUnifVec3("ambientColor", ambientColor)
|
containerMat.SetUnifVec3("ambientColor", ambientColor)
|
||||||
containerMat.SetUnifFloat32("material.shininess", containerMat.Shininess)
|
containerMat.SetUnifFloat32("material.shininess", containerMat.Shininess)
|
||||||
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||||
containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||||
containerMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
containerMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||||
|
containerMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap))
|
||||||
|
containerMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
||||||
|
|
||||||
palleteMat = materials.NewMaterial("Pallete mat", "./res/shaders/simple.glsl")
|
palleteMat = materials.NewMaterial("Pallete mat", "./res/shaders/simple.glsl")
|
||||||
palleteMat.Shininess = 64
|
palleteMat.Shininess = 64
|
||||||
@ -425,63 +469,135 @@ func (g *Game) Init() {
|
|||||||
palleteMat.SpecularTex = blackTex.TexID
|
palleteMat.SpecularTex = blackTex.TexID
|
||||||
palleteMat.NormalTex = blackTex.TexID
|
palleteMat.NormalTex = blackTex.TexID
|
||||||
palleteMat.EmissionTex = blackTex.TexID
|
palleteMat.EmissionTex = blackTex.TexID
|
||||||
palleteMat.SetUnifInt32("material.diffuse", 0)
|
palleteMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
|
||||||
palleteMat.SetUnifInt32("material.specular", 1)
|
palleteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
||||||
// palleteMat.SetUnifInt32("material.normal", 2)
|
// palleteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||||
palleteMat.SetUnifInt32("material.emission", 3)
|
palleteMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
||||||
palleteMat.SetUnifMat4("projMat", &cam.ProjMat)
|
|
||||||
palleteMat.SetUnifVec3("ambientColor", ambientColor)
|
palleteMat.SetUnifVec3("ambientColor", ambientColor)
|
||||||
palleteMat.SetUnifFloat32("material.shininess", palleteMat.Shininess)
|
palleteMat.SetUnifFloat32("material.shininess", palleteMat.Shininess)
|
||||||
palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||||
palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||||
|
palleteMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap))
|
||||||
|
palleteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
||||||
|
|
||||||
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
|
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
|
||||||
debugDepthMat.SetUnifMat4("projMat", &cam.ProjMat)
|
|
||||||
|
dirLightDepthMapMat = materials.NewMaterial("Directional Depth Map mat", "./res/shaders/directional-depth-map.glsl")
|
||||||
|
|
||||||
|
omnidirDepthMapMat = materials.NewMaterial("Omnidirectional Depth Map mat", "./res/shaders/omnidirectional-depth-map.glsl")
|
||||||
|
|
||||||
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
|
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
|
||||||
|
skyboxMat.CubemapTex = skyboxCmap.TexID
|
||||||
|
skyboxMat.SetUnifInt32("skybox", int32(materials.TextureSlot_Cubemap))
|
||||||
|
|
||||||
// Movement, scale and rotation
|
// Cube model mat
|
||||||
translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
|
translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
|
||||||
scaleMat := gglm.NewScaleMat(gglm.NewVec3(1, 1, 1))
|
scaleMat := gglm.NewScaleMat(gglm.NewVec3(1, 1, 1))
|
||||||
rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(-90, -90, 0).AsRad()))
|
rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(-90, -90, 0).AsRad()))
|
||||||
cubeModelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
|
cubeModelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
|
||||||
|
|
||||||
|
// Screen quad vao setup.
|
||||||
|
// We don't actually care about the values here because the quad is hardcoded in the shader,
|
||||||
|
// but we just want to have a vao with 6 vertices and uv0 so opengl can be called properly
|
||||||
|
screenQuadVbo := buffers.NewVertexBuffer(buffers.Element{ElementType: buffers.DataTypeVec3}, buffers.Element{ElementType: buffers.DataTypeVec2})
|
||||||
|
screenQuadVbo.SetData(make([]float32, 6), buffers.BufUsage_Static)
|
||||||
|
screenQuadVao = buffers.NewVertexArray()
|
||||||
|
screenQuadVao.AddVertexBuffer(screenQuadVbo)
|
||||||
|
|
||||||
|
// Fbos and lights
|
||||||
|
g.initFbos()
|
||||||
g.updateLights()
|
g.updateLights()
|
||||||
updateViewMat()
|
|
||||||
|
// Initial camera update
|
||||||
|
cam.Update()
|
||||||
|
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (g *Game) initFbos() {
|
||||||
|
|
||||||
|
// Demo fbo
|
||||||
|
demoFbo = buffers.NewFramebuffer(uint32(g.WinWidth), uint32(g.WinHeight))
|
||||||
|
|
||||||
|
demoFbo.NewColorAttachment(
|
||||||
|
buffers.FramebufferAttachmentType_Texture,
|
||||||
|
buffers.FramebufferAttachmentDataFormat_SRGBA,
|
||||||
|
)
|
||||||
|
|
||||||
|
demoFbo.NewDepthStencilAttachment(
|
||||||
|
buffers.FramebufferAttachmentType_Renderbuffer,
|
||||||
|
buffers.FramebufferAttachmentDataFormat_Depth24Stencil8,
|
||||||
|
)
|
||||||
|
|
||||||
|
assert.T(demoFbo.IsComplete(), "Demo fbo is not complete after init")
|
||||||
|
|
||||||
|
// Depth map fbo
|
||||||
|
dirLightDepthMapFbo = buffers.NewFramebuffer(1024, 1024)
|
||||||
|
dirLightDepthMapFbo.SetNoColorBuffer()
|
||||||
|
dirLightDepthMapFbo.NewDepthAttachment(
|
||||||
|
buffers.FramebufferAttachmentType_Texture,
|
||||||
|
buffers.FramebufferAttachmentDataFormat_DepthF32,
|
||||||
|
)
|
||||||
|
|
||||||
|
assert.T(dirLightDepthMapFbo.IsComplete(), "Depth map fbo is not complete after init")
|
||||||
|
|
||||||
|
// Cubemap fbo
|
||||||
|
omnidirDepthMapFbo = buffers.NewFramebuffer(1024, 1024)
|
||||||
|
omnidirDepthMapFbo.SetNoColorBuffer()
|
||||||
|
omnidirDepthMapFbo.NewDepthCubemapArrayAttachment(
|
||||||
|
buffers.FramebufferAttachmentDataFormat_DepthF32,
|
||||||
|
MaxPointLights,
|
||||||
|
)
|
||||||
|
|
||||||
|
assert.T(omnidirDepthMapFbo.IsComplete(), "Cubemap fbo is not complete after init")
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *Game) updateLights() {
|
func (g *Game) updateLights() {
|
||||||
|
|
||||||
|
// Directional light
|
||||||
|
whiteMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||||
|
containerMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||||
|
palleteMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||||
|
|
||||||
|
// Point lights
|
||||||
for i := 0; i < len(pointLights); i++ {
|
for i := 0; i < len(pointLights); i++ {
|
||||||
|
|
||||||
pl := &pointLights[i]
|
p := &pointLights[i]
|
||||||
indexString := "pointLights[" + strconv.Itoa(i) + "]"
|
indexString := "pointLights[" + strconv.Itoa(i) + "]"
|
||||||
|
|
||||||
whiteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
whiteMat.SetUnifVec3(indexString+".pos", &p.Pos)
|
||||||
containerMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
containerMat.SetUnifVec3(indexString+".pos", &p.Pos)
|
||||||
palleteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
palleteMat.SetUnifVec3(indexString+".pos", &p.Pos)
|
||||||
|
|
||||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
whiteMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
|
||||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
containerMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
|
||||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
palleteMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
|
||||||
|
|
||||||
whiteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
whiteMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
|
||||||
containerMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
containerMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
|
||||||
palleteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
palleteMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
|
||||||
|
|
||||||
whiteMat.SetUnifFloat32(indexString+".constant", pl.Constant)
|
whiteMat.SetUnifFloat32(indexString+".constant", p.Constant)
|
||||||
containerMat.SetUnifFloat32(indexString+".constant", pl.Constant)
|
containerMat.SetUnifFloat32(indexString+".constant", p.Constant)
|
||||||
palleteMat.SetUnifFloat32(indexString+".constant", pl.Constant)
|
palleteMat.SetUnifFloat32(indexString+".constant", p.Constant)
|
||||||
|
|
||||||
whiteMat.SetUnifFloat32(indexString+".linear", pl.Linear)
|
whiteMat.SetUnifFloat32(indexString+".linear", p.Linear)
|
||||||
containerMat.SetUnifFloat32(indexString+".linear", pl.Linear)
|
containerMat.SetUnifFloat32(indexString+".linear", p.Linear)
|
||||||
palleteMat.SetUnifFloat32(indexString+".linear", pl.Linear)
|
palleteMat.SetUnifFloat32(indexString+".linear", p.Linear)
|
||||||
|
|
||||||
whiteMat.SetUnifFloat32(indexString+".quadratic", pl.Quadratic)
|
whiteMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
|
||||||
containerMat.SetUnifFloat32(indexString+".quadratic", pl.Quadratic)
|
containerMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
|
||||||
palleteMat.SetUnifFloat32(indexString+".quadratic", pl.Quadratic)
|
palleteMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
|
||||||
|
|
||||||
|
whiteMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
|
||||||
|
containerMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
|
||||||
|
palleteMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
whiteMat.CubemapArrayTex = omnidirDepthMapFbo.Attachments[0].Id
|
||||||
|
containerMat.CubemapArrayTex = omnidirDepthMapFbo.Attachments[0].Id
|
||||||
|
palleteMat.CubemapArrayTex = omnidirDepthMapFbo.Attachments[0].Id
|
||||||
|
|
||||||
|
// Spotlights
|
||||||
for i := 0; i < len(spotLights); i++ {
|
for i := 0; i < len(spotLights); i++ {
|
||||||
|
|
||||||
l := &spotLights[i]
|
l := &spotLights[i]
|
||||||
@ -545,10 +661,12 @@ func (g *Game) showDebugWindow() {
|
|||||||
// Camera
|
// Camera
|
||||||
imgui.Text("Camera")
|
imgui.Text("Camera")
|
||||||
if imgui.DragFloat3("Cam Pos", &cam.Pos.Data) {
|
if imgui.DragFloat3("Cam Pos", &cam.Pos.Data) {
|
||||||
updateViewMat()
|
cam.Update()
|
||||||
|
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
||||||
}
|
}
|
||||||
if imgui.DragFloat3("Cam Forward", &cam.Forward.Data) {
|
if imgui.DragFloat3("Cam Forward", &cam.Forward.Data) {
|
||||||
updateViewMat()
|
cam.Update()
|
||||||
|
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
||||||
}
|
}
|
||||||
|
|
||||||
imgui.Spacing()
|
imgui.Spacing()
|
||||||
@ -564,20 +682,11 @@ func (g *Game) showDebugWindow() {
|
|||||||
|
|
||||||
imgui.Spacing()
|
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
|
// Directional light
|
||||||
imgui.Text("Directional Light")
|
imgui.Text("Directional Light")
|
||||||
|
|
||||||
|
imgui.Checkbox("Render Directional Light Shadows", &renderDirLightShadows)
|
||||||
|
|
||||||
if imgui.DragFloat3("Direction", &dirLight.Dir.Data) {
|
if imgui.DragFloat3("Direction", &dirLight.Dir.Data) {
|
||||||
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||||
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||||
@ -596,9 +705,26 @@ func (g *Game) showDebugWindow() {
|
|||||||
palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
imgui.DragFloat3("dPos", &dirLightPos.Data)
|
||||||
|
imgui.DragFloat("dSize", &dirLightSize)
|
||||||
|
imgui.DragFloat("dNear", &dirLightNear)
|
||||||
|
imgui.DragFloat("dFar", &dirLightFar)
|
||||||
|
|
||||||
|
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()
|
imgui.Spacing()
|
||||||
|
|
||||||
// Point lights
|
// Point lights
|
||||||
|
imgui.Checkbox("Render Point Light Shadows", &renderPointLightShadows)
|
||||||
if imgui.BeginListBoxV("Point Lights", imgui.Vec2{Y: 200}) {
|
if imgui.BeginListBoxV("Point Lights", imgui.Vec2{Y: 200}) {
|
||||||
|
|
||||||
for i := 0; i < len(pointLights); i++ {
|
for i := 0; i < len(pointLights); i++ {
|
||||||
@ -692,11 +818,24 @@ func (g *Game) showDebugWindow() {
|
|||||||
imgui.EndListBox()
|
imgui.EndListBox()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Demo fbo
|
||||||
|
imgui.Text("Demo Framebuffer")
|
||||||
|
imgui.Checkbox("Show FBO##0", &renderToDemoFbo)
|
||||||
|
imgui.DragFloat2("Scale##0", &demoFboScale.Data)
|
||||||
|
imgui.DragFloat2("Offset##0", &demoFboOffset.Data)
|
||||||
|
|
||||||
|
// Depth map fbo
|
||||||
|
imgui.Text("Directional Light Depth Map Framebuffer")
|
||||||
|
imgui.Checkbox("Show FBO##1", &showDirLightDepthMapFbo)
|
||||||
|
imgui.DragFloat2("Scale##1", &dirLightDepthMapFboScale.Data)
|
||||||
|
imgui.DragFloat2("Offset##1", &dirLightDepthMapFboOffset.Data)
|
||||||
|
|
||||||
// Other
|
// Other
|
||||||
imgui.Text("Other Settings")
|
imgui.Text("Other Settings")
|
||||||
|
|
||||||
imgui.Checkbox("Draw Skybox", &drawSkybox)
|
imgui.Checkbox("Render skybox", &renderSkybox)
|
||||||
imgui.Checkbox("Debug depth buffer", &debugDrawDepthBuffer)
|
imgui.Checkbox("Render to back buffer", &renderToBackBuffer)
|
||||||
|
imgui.Checkbox("Render depth buffer", &renderDepthBuffer)
|
||||||
|
|
||||||
imgui.End()
|
imgui.End()
|
||||||
}
|
}
|
||||||
@ -724,7 +863,7 @@ func (g *Game) updateCameraLookAround() {
|
|||||||
// Update cam forward
|
// Update cam forward
|
||||||
cam.UpdateRotation(pitch, yaw)
|
cam.UpdateRotation(pitch, yaw)
|
||||||
|
|
||||||
updateViewMat()
|
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *Game) updateCameraPos() {
|
func (g *Game) updateCameraPos() {
|
||||||
@ -755,81 +894,202 @@ func (g *Game) updateCameraPos() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if update {
|
if update {
|
||||||
updateViewMat()
|
cam.Update()
|
||||||
|
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
var (
|
||||||
|
renderDirLightShadows = true
|
||||||
|
renderPointLightShadows = true
|
||||||
|
|
||||||
|
rotatingCubeSpeedDeg1 float32 = 45
|
||||||
|
rotatingCubeSpeedDeg2 float32 = 120
|
||||||
|
rotatingCubeTrMat1 = *gglm.NewTrMatId().Translate(gglm.NewVec3(-4, -1, 4))
|
||||||
|
rotatingCubeTrMat2 = *gglm.NewTrMatId().Translate(gglm.NewVec3(-1, 0.5, 4))
|
||||||
|
)
|
||||||
|
|
||||||
func (g *Game) Render() {
|
func (g *Game) Render() {
|
||||||
|
|
||||||
|
rotatingCubeTrMat1.Rotate(rotatingCubeSpeedDeg1*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(0, 1, 0))
|
||||||
|
rotatingCubeTrMat2.Rotate(rotatingCubeSpeedDeg2*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(1, 1, 0))
|
||||||
|
|
||||||
|
if renderDirLightShadows {
|
||||||
|
g.renderDirectionalShadowmap()
|
||||||
|
}
|
||||||
|
|
||||||
|
if renderPointLightShadows {
|
||||||
|
g.renderOmnidirectionalShadowmap()
|
||||||
|
}
|
||||||
|
|
||||||
|
if renderToBackBuffer {
|
||||||
|
|
||||||
|
if renderDepthBuffer {
|
||||||
|
g.RenderScene(debugDepthMat)
|
||||||
|
} else {
|
||||||
|
g.RenderScene(nil)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if renderSkybox {
|
||||||
|
g.DrawSkybox()
|
||||||
|
}
|
||||||
|
|
||||||
|
if renderToDemoFbo {
|
||||||
|
g.renderDemoFob()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (g *Game) renderDirectionalShadowmap() {
|
||||||
|
|
||||||
|
// Set some uniforms
|
||||||
|
dirLightProjViewMat := dirLight.GetProjViewMat()
|
||||||
|
|
||||||
|
whiteMat.SetUnifVec3("camPos", &cam.Pos)
|
||||||
|
whiteMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||||
|
|
||||||
|
containerMat.SetUnifVec3("camPos", &cam.Pos)
|
||||||
|
containerMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||||
|
|
||||||
|
palleteMat.SetUnifVec3("camPos", &cam.Pos)
|
||||||
|
palleteMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||||
|
|
||||||
|
dirLightDepthMapMat.SetUnifMat4("projViewMat", &dirLightProjViewMat)
|
||||||
|
|
||||||
|
// Start rendering
|
||||||
|
dirLightDepthMapFbo.BindWithViewport()
|
||||||
|
dirLightDepthMapFbo.Clear()
|
||||||
|
|
||||||
|
// Culling front faces helps 'peter panning' when
|
||||||
|
// drawing shadow maps, but works only for solids with a back face (i.e. quads won't cast shadows).
|
||||||
|
// Check more here: https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping
|
||||||
|
//
|
||||||
|
// Some note that this is too troublesome and fails in many cases. Might be better to remove.
|
||||||
|
gl.CullFace(gl.FRONT)
|
||||||
|
g.RenderScene(dirLightDepthMapMat)
|
||||||
|
gl.CullFace(gl.BACK)
|
||||||
|
|
||||||
|
dirLightDepthMapFbo.UnBindWithViewport(uint32(g.WinWidth), uint32(g.WinHeight))
|
||||||
|
|
||||||
|
if showDirLightDepthMapFbo {
|
||||||
|
screenQuadMat.DiffuseTex = dirLightDepthMapFbo.Attachments[0].Id
|
||||||
|
screenQuadMat.SetUnifVec2("offset", dirLightDepthMapFboOffset)
|
||||||
|
screenQuadMat.SetUnifVec2("scale", dirLightDepthMapFboScale)
|
||||||
|
screenQuadMat.Bind()
|
||||||
|
window.Rend.DrawVertexArray(screenQuadMat, &screenQuadVao, 0, 6)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (g *Game) renderOmnidirectionalShadowmap() {
|
||||||
|
|
||||||
|
omnidirDepthMapFbo.BindWithViewport()
|
||||||
|
omnidirDepthMapFbo.Clear()
|
||||||
|
|
||||||
|
for i := 0; i < len(pointLights); i++ {
|
||||||
|
|
||||||
|
p := &pointLights[i]
|
||||||
|
|
||||||
|
// Generic uniforms
|
||||||
|
omnidirDepthMapMat.SetUnifVec3("lightPos", &p.Pos)
|
||||||
|
omnidirDepthMapMat.SetUnifInt32("cubemapIndex", int32(i))
|
||||||
|
omnidirDepthMapMat.SetUnifFloat32("farPlane", p.FarPlane)
|
||||||
|
|
||||||
|
// Set projView matrices
|
||||||
|
projViewMats := p.GetProjViewMats(float32(omnidirDepthMapFbo.Width), float32(omnidirDepthMapFbo.Height))
|
||||||
|
for j := 0; j < len(projViewMats); j++ {
|
||||||
|
omnidirDepthMapMat.SetUnifMat4("cubemapProjViewMats["+strconv.Itoa(j)+"]", &projViewMats[j])
|
||||||
|
}
|
||||||
|
|
||||||
|
g.RenderScene(omnidirDepthMapMat)
|
||||||
|
}
|
||||||
|
|
||||||
|
omnidirDepthMapFbo.UnBindWithViewport(uint32(g.WinWidth), uint32(g.WinHeight))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (g *Game) renderDemoFob() {
|
||||||
|
|
||||||
|
demoFbo.Bind()
|
||||||
|
demoFbo.Clear()
|
||||||
|
|
||||||
|
if renderDepthBuffer {
|
||||||
|
g.RenderScene(debugDepthMat)
|
||||||
|
} else {
|
||||||
|
g.RenderScene(nil)
|
||||||
|
}
|
||||||
|
|
||||||
|
if renderSkybox {
|
||||||
|
g.DrawSkybox()
|
||||||
|
}
|
||||||
|
|
||||||
|
demoFbo.UnBind()
|
||||||
|
|
||||||
|
screenQuadMat.DiffuseTex = demoFbo.Attachments[0].Id
|
||||||
|
screenQuadMat.SetUnifVec2("offset", demoFboOffset)
|
||||||
|
screenQuadMat.SetUnifVec2("scale", demoFboScale)
|
||||||
|
|
||||||
|
window.Rend.DrawVertexArray(screenQuadMat, &screenQuadVao, 0, 6)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (g *Game) RenderScene(overrideMat *materials.Material) {
|
||||||
|
|
||||||
tempModelMatrix := cubeModelMat.Clone()
|
tempModelMatrix := cubeModelMat.Clone()
|
||||||
|
|
||||||
whiteMat.SetUnifVec3("camPos", &cam.Pos)
|
// See if we need overrides
|
||||||
containerMat.SetUnifVec3("camPos", &cam.Pos)
|
|
||||||
palleteMat.SetUnifVec3("camPos", &cam.Pos)
|
|
||||||
|
|
||||||
sunMat := palleteMat
|
sunMat := palleteMat
|
||||||
chairMat := palleteMat
|
chairMat := palleteMat
|
||||||
cubeMat := containerMat
|
cubeMat := containerMat
|
||||||
if debugDrawDepthBuffer {
|
|
||||||
sunMat = debugDepthMat
|
if overrideMat != nil {
|
||||||
chairMat = debugDepthMat
|
sunMat = overrideMat
|
||||||
cubeMat = debugDepthMat
|
chairMat = overrideMat
|
||||||
|
cubeMat = overrideMat
|
||||||
}
|
}
|
||||||
|
|
||||||
// Draw dir light
|
// 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)
|
window.Rend.DrawMesh(sphereMesh, gglm.NewTrMatId().Translate(gglm.NewVec3(0, 10, 0)).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), sunMat)
|
||||||
|
|
||||||
// Draw point lights
|
// Draw point lights
|
||||||
for i := 0; i < len(pointLights); i++ {
|
for i := 0; i < len(pointLights); i++ {
|
||||||
|
|
||||||
pl := &pointLights[i]
|
pl := &pointLights[i]
|
||||||
window.Rend.Draw(cubeMesh, gglm.NewTrMatId().Translate(&pl.Pos).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), sunMat)
|
window.Rend.DrawMesh(cubeMesh, gglm.NewTrMatId().Translate(&pl.Pos).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), sunMat)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Chair
|
// Chair
|
||||||
window.Rend.Draw(chairMesh, tempModelMatrix, chairMat)
|
window.Rend.DrawMesh(chairMesh, tempModelMatrix, chairMat)
|
||||||
|
|
||||||
// Ground
|
// Ground
|
||||||
window.Rend.Draw(cubeMesh, gglm.NewTrMatId().Translate(gglm.NewVec3(0, -3, 0)).Scale(gglm.NewVec3(20, 1, 20)), cubeMat)
|
window.Rend.DrawMesh(cubeMesh, gglm.NewTrMatId().Translate(gglm.NewVec3(0, -3, 0)).Scale(gglm.NewVec3(20, 1, 20)), cubeMat)
|
||||||
|
|
||||||
// Cubes
|
// Cubes
|
||||||
rowSize := 1
|
tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
|
||||||
for y := 0; y < rowSize; y++ {
|
window.Rend.DrawMesh(cubeMesh, tempModelMatrix, cubeMat)
|
||||||
for x := 0; x < rowSize; x++ {
|
|
||||||
tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
|
|
||||||
window.Rend.Draw(cubeMesh, tempModelMatrix, cubeMat)
|
|
||||||
}
|
|
||||||
tempModelMatrix.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
|
|
||||||
}
|
|
||||||
|
|
||||||
if drawSkybox {
|
tempModelMatrix.Translate(gglm.NewVec3(0, -1, -4))
|
||||||
g.DrawSkybox()
|
window.Rend.DrawMesh(cubeMesh, tempModelMatrix, cubeMat)
|
||||||
}
|
|
||||||
|
// Rotating cubes
|
||||||
|
window.Rend.DrawMesh(cubeMesh, &rotatingCubeTrMat1, cubeMat)
|
||||||
|
|
||||||
|
window.Rend.DrawMesh(cubeMesh, &rotatingCubeTrMat2, cubeMat)
|
||||||
|
|
||||||
|
// Cubes generator
|
||||||
|
// rowSize := 1
|
||||||
|
// for y := 0; y < rowSize; y++ {
|
||||||
|
// for x := 0; x < rowSize; x++ {
|
||||||
|
// tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
|
||||||
|
// window.Rend.DrawMesh(cubeMesh, tempModelMatrix, cubeMat)
|
||||||
|
// }
|
||||||
|
// tempModelMatrix.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
|
||||||
|
// }
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *Game) DrawSkybox() {
|
func (g *Game) DrawSkybox() {
|
||||||
|
|
||||||
gl.Disable(gl.CULL_FACE)
|
gl.Disable(gl.CULL_FACE)
|
||||||
gl.DepthFunc(gl.LEQUAL)
|
gl.DepthFunc(gl.LEQUAL)
|
||||||
skyboxMesh.Buf.Bind()
|
|
||||||
skyboxMat.Bind()
|
|
||||||
gl.ActiveTexture(gl.TEXTURE0)
|
|
||||||
gl.BindTexture(gl.TEXTURE_CUBE_MAP, skyboxCmap.TexID)
|
|
||||||
|
|
||||||
viewMat := cam.ViewMat.Clone()
|
window.Rend.DrawCubemap(skyboxMesh, skyboxMat)
|
||||||
viewMat.Set(0, 3, 0)
|
|
||||||
viewMat.Set(1, 3, 0)
|
|
||||||
viewMat.Set(2, 3, 0)
|
|
||||||
viewMat.Set(3, 0, 0)
|
|
||||||
viewMat.Set(3, 1, 0)
|
|
||||||
viewMat.Set(3, 2, 0)
|
|
||||||
viewMat.Set(3, 3, 0)
|
|
||||||
|
|
||||||
skyboxMat.SetUnifMat4("viewMat", viewMat)
|
|
||||||
skyboxMat.SetUnifMat4("projMat", &cam.ProjMat)
|
|
||||||
for i := 0; i < len(skyboxMesh.SubMeshes); i++ {
|
|
||||||
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, skyboxMesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(skyboxMesh.SubMeshes[i].BaseIndex), skyboxMesh.SubMeshes[i].BaseVertex)
|
|
||||||
}
|
|
||||||
|
|
||||||
gl.DepthFunc(gl.LESS)
|
gl.DepthFunc(gl.LESS)
|
||||||
gl.Enable(gl.CULL_FACE)
|
gl.Enable(gl.CULL_FACE)
|
||||||
@ -842,10 +1102,24 @@ func (g *Game) DeInit() {
|
|||||||
g.Win.Destroy()
|
g.Win.Destroy()
|
||||||
}
|
}
|
||||||
|
|
||||||
func updateViewMat() {
|
func updateAllProjViewMats(projMat, viewMat gglm.Mat4) {
|
||||||
cam.Update()
|
|
||||||
whiteMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
projViewMat := projMat.Clone().Mul(&viewMat)
|
||||||
containerMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
|
||||||
palleteMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
unlitMat.SetUnifMat4("projViewMat", projViewMat)
|
||||||
debugDepthMat.SetUnifMat4("viewMat", &cam.ViewMat)
|
whiteMat.SetUnifMat4("projViewMat", projViewMat)
|
||||||
|
containerMat.SetUnifMat4("projViewMat", projViewMat)
|
||||||
|
palleteMat.SetUnifMat4("projViewMat", projViewMat)
|
||||||
|
debugDepthMat.SetUnifMat4("projViewMat", projViewMat)
|
||||||
|
|
||||||
|
// Update skybox projViewMat
|
||||||
|
skyboxViewMat := viewMat.Clone()
|
||||||
|
skyboxViewMat.Set(0, 3, 0)
|
||||||
|
skyboxViewMat.Set(1, 3, 0)
|
||||||
|
skyboxViewMat.Set(2, 3, 0)
|
||||||
|
skyboxViewMat.Set(3, 0, 0)
|
||||||
|
skyboxViewMat.Set(3, 1, 0)
|
||||||
|
skyboxViewMat.Set(3, 2, 0)
|
||||||
|
skyboxViewMat.Set(3, 3, 0)
|
||||||
|
skyboxMat.SetUnifMat4("projViewMat", projMat.Clone().Mul(skyboxViewMat))
|
||||||
}
|
}
|
||||||
|
|||||||
@ -8,6 +8,18 @@ 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
|
||||||
|
TextureSlot_Cubemap_Array TextureSlot = 12
|
||||||
|
)
|
||||||
|
|
||||||
type Material struct {
|
type Material struct {
|
||||||
Name string
|
Name string
|
||||||
ShaderProg shaders.ShaderProgram
|
ShaderProg shaders.ShaderProgram
|
||||||
@ -15,47 +27,66 @@ type Material struct {
|
|||||||
UnifLocs map[string]int32
|
UnifLocs map[string]int32
|
||||||
AttribLocs map[string]int32
|
AttribLocs map[string]int32
|
||||||
|
|
||||||
|
// @TODO do this in a better way. Perhaps something like how we do fbo attachments
|
||||||
// Phong shading
|
// Phong shading
|
||||||
DiffuseTex uint32
|
DiffuseTex uint32
|
||||||
SpecularTex uint32
|
SpecularTex uint32
|
||||||
NormalTex uint32
|
NormalTex uint32
|
||||||
EmissionTex uint32
|
EmissionTex uint32
|
||||||
|
|
||||||
|
// Shininess of specular highlights
|
||||||
Shininess float32
|
Shininess float32
|
||||||
|
|
||||||
|
// Cubemaps
|
||||||
|
CubemapTex uint32
|
||||||
|
CubemapArrayTex uint32
|
||||||
|
|
||||||
|
// Shadowmaps
|
||||||
|
ShadowMapTex1 uint32
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) Bind() {
|
func (m *Material) Bind() {
|
||||||
|
|
||||||
gl.UseProgram(m.ShaderProg.ID)
|
m.ShaderProg.Bind()
|
||||||
|
|
||||||
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)
|
||||||
|
}
|
||||||
|
|
||||||
gl.ActiveTexture(gl.TEXTURE1)
|
if m.SpecularTex != 0 {
|
||||||
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
|
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Specular))
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
|
||||||
|
}
|
||||||
|
|
||||||
gl.ActiveTexture(gl.TEXTURE2)
|
if m.NormalTex != 0 {
|
||||||
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
|
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Normal))
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
|
||||||
|
}
|
||||||
|
|
||||||
gl.ActiveTexture(gl.TEXTURE3)
|
if m.EmissionTex != 0 {
|
||||||
gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
|
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.CubemapArrayTex != 0 {
|
||||||
|
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Cubemap_Array))
|
||||||
|
gl.BindTexture(gl.TEXTURE_CUBE_MAP_ARRAY, m.CubemapArrayTex)
|
||||||
|
}
|
||||||
|
|
||||||
|
if m.ShadowMapTex1 != 0 {
|
||||||
|
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_ShadowMap))
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, m.ShadowMapTex1)
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
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)
|
|
||||||
|
|
||||||
// gl.ActiveTexture(gl.TEXTURE1)
|
|
||||||
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
|
||||||
|
|
||||||
// gl.ActiveTexture(gl.TEXTURE2)
|
|
||||||
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
|
||||||
|
|
||||||
// gl.ActiveTexture(gl.TEXTURE3)
|
|
||||||
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) GetAttribLoc(attribName string) int32 {
|
func (m *Material) GetAttribLoc(attribName string) int32 {
|
||||||
@ -65,7 +96,7 @@ func (m *Material) GetAttribLoc(attribName string) int32 {
|
|||||||
return loc
|
return loc
|
||||||
}
|
}
|
||||||
|
|
||||||
loc = gl.GetAttribLocation(m.ShaderProg.ID, gl.Str(attribName+"\x00"))
|
loc = gl.GetAttribLocation(m.ShaderProg.Id, gl.Str(attribName+"\x00"))
|
||||||
assert.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
|
assert.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
|
||||||
m.AttribLocs[attribName] = loc
|
m.AttribLocs[attribName] = loc
|
||||||
return loc
|
return loc
|
||||||
@ -78,7 +109,7 @@ func (m *Material) GetUnifLoc(uniformName string) int32 {
|
|||||||
return loc
|
return loc
|
||||||
}
|
}
|
||||||
|
|
||||||
loc = gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
|
loc = gl.GetUniformLocation(m.ShaderProg.Id, gl.Str(uniformName+"\x00"))
|
||||||
assert.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
|
assert.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
|
||||||
m.UnifLocs[uniformName] = loc
|
m.UnifLocs[uniformName] = loc
|
||||||
return loc
|
return loc
|
||||||
@ -93,46 +124,46 @@ func (m *Material) DisableAttribute(attribName string) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) SetUnifInt32(uniformName string, val int32) {
|
func (m *Material) SetUnifInt32(uniformName string, val int32) {
|
||||||
gl.ProgramUniform1i(m.ShaderProg.ID, m.GetUnifLoc(uniformName), val)
|
gl.ProgramUniform1i(m.ShaderProg.Id, m.GetUnifLoc(uniformName), val)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) SetUnifFloat32(uniformName string, val float32) {
|
func (m *Material) SetUnifFloat32(uniformName string, val float32) {
|
||||||
gl.ProgramUniform1f(m.ShaderProg.ID, m.GetUnifLoc(uniformName), val)
|
gl.ProgramUniform1f(m.ShaderProg.Id, m.GetUnifLoc(uniformName), val)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
|
func (m *Material) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
|
||||||
gl.ProgramUniform2fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec2.Data[0])
|
gl.ProgramUniform2fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec2.Data[0])
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) {
|
func (m *Material) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) {
|
||||||
gl.ProgramUniform3fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec3.Data[0])
|
gl.ProgramUniform3fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec3.Data[0])
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
|
func (m *Material) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
|
||||||
gl.ProgramUniform4fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec4.Data[0])
|
gl.ProgramUniform4fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec4.Data[0])
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
|
func (m *Material) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
|
||||||
gl.ProgramUniformMatrix2fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat2.Data[0][0])
|
gl.ProgramUniformMatrix2fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat2.Data[0][0])
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
|
func (m *Material) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
|
||||||
gl.ProgramUniformMatrix3fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat3.Data[0][0])
|
gl.ProgramUniformMatrix3fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat3.Data[0][0])
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
|
func (m *Material) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
|
||||||
gl.ProgramUniformMatrix4fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat4.Data[0][0])
|
gl.ProgramUniformMatrix4fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat4.Data[0][0])
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) Delete() {
|
func (m *Material) Delete() {
|
||||||
gl.DeleteProgram(m.ShaderProg.ID)
|
gl.DeleteProgram(m.ShaderProg.Id)
|
||||||
}
|
}
|
||||||
|
|
||||||
func NewMaterial(matName, shaderPath string) *Material {
|
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)}
|
||||||
@ -142,7 +173,7 @@ 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++ {
|
||||||
|
|||||||
@ -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.
@ -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/directional-depth-map.glsl
Executable file
21
res/shaders/directional-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;
|
||||||
|
}
|
||||||
65
res/shaders/omnidirectional-depth-map.glsl
Executable file
65
res/shaders/omnidirectional-depth-map.glsl
Executable file
@ -0,0 +1,65 @@
|
|||||||
|
//shader:vertex
|
||||||
|
#version 410
|
||||||
|
|
||||||
|
layout(location=0) in vec3 vertPosIn;
|
||||||
|
|
||||||
|
uniform mat4 modelMat;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = modelMat * vec4(vertPosIn, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
//shader:geometry
|
||||||
|
#version 410
|
||||||
|
|
||||||
|
layout (triangles) in;
|
||||||
|
|
||||||
|
// Cubemap means 6 faces, and the
|
||||||
|
// input 3 triangle vertices are drawn once per face, so 6*3=18
|
||||||
|
layout (triangle_strip, max_vertices=18) out;
|
||||||
|
|
||||||
|
uniform int cubemapIndex;
|
||||||
|
uniform mat4 cubemapProjViewMats[6];
|
||||||
|
|
||||||
|
out vec4 FragPos;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
for(int face = 0; face < 6; ++face)
|
||||||
|
{
|
||||||
|
// Built in variable that specifies which cubemap face we are rendering to
|
||||||
|
// and only works when a cubemap is attached to the active fbo.
|
||||||
|
//
|
||||||
|
// We use an additional index here because our fbo has a cubemap array
|
||||||
|
gl_Layer = (cubemapIndex * 6) + face;
|
||||||
|
|
||||||
|
// Transform each triangle vertex
|
||||||
|
for(int i = 0; i < 3; ++i)
|
||||||
|
{
|
||||||
|
FragPos = gl_in[i].gl_Position;
|
||||||
|
gl_Position = cubemapProjViewMats[face] * FragPos;
|
||||||
|
EmitVertex();
|
||||||
|
}
|
||||||
|
EndPrimitive();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//shader:fragment
|
||||||
|
#version 410
|
||||||
|
|
||||||
|
in vec4 FragPos;
|
||||||
|
|
||||||
|
uniform vec3 lightPos;
|
||||||
|
uniform float farPlane;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Get distance between fragment and light source
|
||||||
|
float lightDistance = length(FragPos.xyz - lightPos);
|
||||||
|
|
||||||
|
// Map to [0, 1] by dividing by far plane and use it as our depth
|
||||||
|
lightDistance = lightDistance / farPlane;
|
||||||
|
|
||||||
|
gl_FragDepth = lightDistance;
|
||||||
|
}
|
||||||
45
res/shaders/screen-quad.glsl
Executable file
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);
|
||||||
|
}
|
||||||
@ -10,25 +10,28 @@ 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
|
// @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
|
// 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
|
// 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
|
||||||
@ -48,6 +51,7 @@ struct DirLight {
|
|||||||
vec3 dir;
|
vec3 dir;
|
||||||
vec3 diffuseColor;
|
vec3 diffuseColor;
|
||||||
vec3 specularColor;
|
vec3 specularColor;
|
||||||
|
sampler2D shadowMap;
|
||||||
};
|
};
|
||||||
|
|
||||||
uniform DirLight dirLight;
|
uniform DirLight dirLight;
|
||||||
@ -59,10 +63,12 @@ struct PointLight {
|
|||||||
float constant;
|
float constant;
|
||||||
float linear;
|
float linear;
|
||||||
float quadratic;
|
float quadratic;
|
||||||
|
float farPlane;
|
||||||
};
|
};
|
||||||
|
|
||||||
#define NUM_POINT_LIGHTS 16
|
#define NUM_POINT_LIGHTS 8
|
||||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
||||||
|
uniform samplerCubeArray pointLightCubeShadowMaps;
|
||||||
|
|
||||||
struct SpotLight {
|
struct SpotLight {
|
||||||
vec3 pos;
|
vec3 pos;
|
||||||
@ -83,6 +89,7 @@ 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;
|
||||||
|
|
||||||
@ -93,6 +100,46 @@ vec4 emissionTexColor;
|
|||||||
vec3 normalizedVertNorm;
|
vec3 normalizedVertNorm;
|
||||||
vec3 viewDir;
|
vec3 viewDir;
|
||||||
|
|
||||||
|
float CalcDirShadow(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'.
|
||||||
|
// 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 CalcDirLight()
|
||||||
{
|
{
|
||||||
vec3 lightDir = normalize(-dirLight.dir);
|
vec3 lightDir = normalize(-dirLight.dir);
|
||||||
@ -102,14 +149,35 @@ vec3 CalcDirLight()
|
|||||||
vec3 finalDiffuse = diffuseAmount * dirLight.diffuseColor * diffuseTexColor.rgb;
|
vec3 finalDiffuse = diffuseAmount * dirLight.diffuseColor * diffuseTexColor.rgb;
|
||||||
|
|
||||||
// Specular
|
// Specular
|
||||||
vec3 reflectDir = reflect(-lightDir, normalizedVertNorm);
|
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||||
float specularAmount = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||||
vec3 finalSpecular = specularAmount * dirLight.specularColor * specularTexColor.rgb;
|
vec3 finalSpecular = specularAmount * dirLight.specularColor * specularTexColor.rgb;
|
||||||
|
|
||||||
return finalDiffuse + finalSpecular;
|
// Shadow
|
||||||
|
float shadow = CalcDirShadow(dirLight.shadowMap, lightDir);
|
||||||
|
|
||||||
|
return (finalDiffuse + finalSpecular) * (1 - shadow);
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 CalcPointLight(PointLight pointLight)
|
float CalcPointShadow(int lightIndex, vec3 lightPos, vec3 lightDir, float farPlane) {
|
||||||
|
|
||||||
|
vec3 lightToFrag = fragPos - lightPos;
|
||||||
|
|
||||||
|
float closestDepth = texture(pointLightCubeShadowMaps, vec4(lightToFrag, lightIndex)).r;
|
||||||
|
|
||||||
|
// We stored depth in the cubemap in the range [0, 1], so now we move back to [0, farPlane]
|
||||||
|
closestDepth *= farPlane;
|
||||||
|
|
||||||
|
// Get depth of current fragment
|
||||||
|
float currentDepth = length(lightToFrag);
|
||||||
|
|
||||||
|
float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
|
||||||
|
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
|
||||||
|
|
||||||
|
return shadow;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 CalcPointLight(PointLight pointLight, int lightIndex)
|
||||||
{
|
{
|
||||||
// Ignore unset lights
|
// Ignore unset lights
|
||||||
if (pointLight.constant == 0){
|
if (pointLight.constant == 0){
|
||||||
@ -123,15 +191,18 @@ vec3 CalcPointLight(PointLight pointLight)
|
|||||||
vec3 finalDiffuse = diffuseAmount * pointLight.diffuseColor * diffuseTexColor.rgb;
|
vec3 finalDiffuse = diffuseAmount * pointLight.diffuseColor * diffuseTexColor.rgb;
|
||||||
|
|
||||||
// Specular
|
// Specular
|
||||||
vec3 reflectDir = reflect(-lightDir, normalizedVertNorm);
|
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||||
float specularAmount = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||||
vec3 finalSpecular = specularAmount * pointLight.specularColor * specularTexColor.rgb;
|
vec3 finalSpecular = specularAmount * pointLight.specularColor * specularTexColor.rgb;
|
||||||
|
|
||||||
// attenuation
|
// Attenuation
|
||||||
float distToLight = length(pointLight.pos - fragPos);
|
float distToLight = length(pointLight.pos - fragPos);
|
||||||
float attenuation = 1.0 / (pointLight.constant + pointLight.linear * distToLight + pointLight.quadratic * (distToLight * distToLight));
|
float attenuation = 1 / (pointLight.constant + pointLight.linear * distToLight + pointLight.quadratic * (distToLight * distToLight));
|
||||||
|
|
||||||
return (finalDiffuse + finalSpecular) * attenuation;
|
// Shadow
|
||||||
|
float shadow = CalcPointShadow(lightIndex, pointLight.pos, lightDir, pointLight.farPlane);
|
||||||
|
|
||||||
|
return (finalDiffuse + finalSpecular) * attenuation * (1 - shadow);
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 CalcSpotLight(SpotLight light)
|
vec3 CalcSpotLight(SpotLight light)
|
||||||
@ -146,7 +217,7 @@ vec3 CalcSpotLight(SpotLight light)
|
|||||||
// light after outer cutoff
|
// light after outer cutoff
|
||||||
float theta = dot(fragToLightDir, normalize(-light.dir));
|
float theta = dot(fragToLightDir, normalize(-light.dir));
|
||||||
float epsilon = (light.innerCutoff - light.outerCutoff);
|
float epsilon = (light.innerCutoff - light.outerCutoff);
|
||||||
float intensity = clamp((theta - light.outerCutoff) / epsilon, 0.0, 1.0);
|
float intensity = clamp((theta - light.outerCutoff) / epsilon, float(0), float(1));
|
||||||
|
|
||||||
if (intensity == 0)
|
if (intensity == 0)
|
||||||
return vec3(0);
|
return vec3(0);
|
||||||
@ -156,8 +227,8 @@ vec3 CalcSpotLight(SpotLight light)
|
|||||||
vec3 finalDiffuse = diffuseAmount * light.diffuseColor * diffuseTexColor.rgb;
|
vec3 finalDiffuse = diffuseAmount * light.diffuseColor * diffuseTexColor.rgb;
|
||||||
|
|
||||||
// Specular
|
// Specular
|
||||||
vec3 reflectDir = reflect(-fragToLightDir, normalizedVertNorm);
|
vec3 halfwayDir = normalize(fragToLightDir + viewDir);
|
||||||
float specularAmount = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||||
vec3 finalSpecular = specularAmount * light.specularColor * specularTexColor.rgb;
|
vec3 finalSpecular = specularAmount * light.specularColor * specularTexColor.rgb;
|
||||||
|
|
||||||
return (finalDiffuse + finalSpecular) * intensity;
|
return (finalDiffuse + finalSpecular) * intensity;
|
||||||
@ -178,7 +249,7 @@ void main()
|
|||||||
|
|
||||||
for (int i = 0; i < NUM_POINT_LIGHTS; i++)
|
for (int i = 0; i < NUM_POINT_LIGHTS; i++)
|
||||||
{
|
{
|
||||||
finalColor += CalcPointLight(pointLights[i]);
|
finalColor += CalcPointLight(pointLights[i], i);
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
|
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
|
||||||
|
|||||||
@ -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;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -6,32 +6,48 @@ import (
|
|||||||
)
|
)
|
||||||
|
|
||||||
type ShaderProgram struct {
|
type ShaderProgram struct {
|
||||||
ID uint32
|
Id uint32
|
||||||
VertShaderID uint32
|
VertShaderId uint32
|
||||||
FragShaderID uint32
|
FragShaderId uint32
|
||||||
|
GeomShaderId uint32
|
||||||
}
|
}
|
||||||
|
|
||||||
func (sp *ShaderProgram) AttachShader(shader Shader) {
|
func (sp *ShaderProgram) AttachShader(shader Shader) {
|
||||||
|
|
||||||
gl.AttachShader(sp.ID, shader.ID)
|
gl.AttachShader(sp.Id, shader.Id)
|
||||||
switch shader.ShaderType {
|
switch shader.Type {
|
||||||
case VertexShaderType:
|
case ShaderType_Vertex:
|
||||||
sp.VertShaderID = shader.ID
|
sp.VertShaderId = shader.Id
|
||||||
case FragmentShaderType:
|
case ShaderType_Fragment:
|
||||||
sp.FragShaderID = shader.ID
|
sp.FragShaderId = shader.Id
|
||||||
|
case ShaderType_Geometry:
|
||||||
|
sp.GeomShaderId = shader.Id
|
||||||
default:
|
default:
|
||||||
logging.ErrLog.Println("Unknown shader type ", shader.ShaderType, " for ID ", shader.ID)
|
logging.ErrLog.Fatalf("Unknown shader type '%d' for shader id '%d'\n", shader.Type, shader.Id)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
func (sp *ShaderProgram) Link() {
|
func (sp *ShaderProgram) Link() {
|
||||||
|
|
||||||
gl.LinkProgram(sp.ID)
|
gl.LinkProgram(sp.Id)
|
||||||
|
|
||||||
if sp.VertShaderID != 0 {
|
if sp.VertShaderId != 0 {
|
||||||
gl.DeleteShader(sp.VertShaderID)
|
gl.DeleteShader(sp.VertShaderId)
|
||||||
}
|
}
|
||||||
if sp.FragShaderID != 0 {
|
|
||||||
gl.DeleteShader(sp.FragShaderID)
|
if sp.FragShaderId != 0 {
|
||||||
|
gl.DeleteShader(sp.FragShaderId)
|
||||||
|
}
|
||||||
|
|
||||||
|
if sp.GeomShaderId != 0 {
|
||||||
|
gl.DeleteShader(sp.GeomShaderId)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (s *ShaderProgram) Bind() {
|
||||||
|
gl.UseProgram(s.Id)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (s *ShaderProgram) UnBind() {
|
||||||
|
gl.UseProgram(0)
|
||||||
|
}
|
||||||
|
|||||||
@ -1,10 +1,31 @@
|
|||||||
package shaders
|
package shaders
|
||||||
|
|
||||||
import "github.com/go-gl/gl/v4.1-core/gl"
|
import (
|
||||||
|
"github.com/bloeys/nmage/logging"
|
||||||
|
"github.com/go-gl/gl/v4.1-core/gl"
|
||||||
|
)
|
||||||
|
|
||||||
type ShaderType int
|
type ShaderType int32
|
||||||
|
|
||||||
|
func (s ShaderType) ToGl() uint32 {
|
||||||
|
|
||||||
|
switch s {
|
||||||
|
case ShaderType_Vertex:
|
||||||
|
return gl.VERTEX_SHADER
|
||||||
|
case ShaderType_Fragment:
|
||||||
|
return gl.FRAGMENT_SHADER
|
||||||
|
case ShaderType_Geometry:
|
||||||
|
return gl.GEOMETRY_SHADER
|
||||||
|
|
||||||
|
default:
|
||||||
|
logging.ErrLog.Fatalf("Unknown shader type '%d'\n", s)
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
const (
|
const (
|
||||||
VertexShaderType ShaderType = gl.VERTEX_SHADER
|
ShaderType_Unknown ShaderType = iota
|
||||||
FragmentShaderType ShaderType = gl.FRAGMENT_SHADER
|
ShaderType_Vertex
|
||||||
|
ShaderType_Fragment
|
||||||
|
ShaderType_Geometry
|
||||||
)
|
)
|
||||||
|
|||||||
@ -3,6 +3,7 @@ package shaders
|
|||||||
import (
|
import (
|
||||||
"bytes"
|
"bytes"
|
||||||
"errors"
|
"errors"
|
||||||
|
"fmt"
|
||||||
"os"
|
"os"
|
||||||
"strings"
|
"strings"
|
||||||
|
|
||||||
@ -11,12 +12,13 @@ import (
|
|||||||
)
|
)
|
||||||
|
|
||||||
type Shader struct {
|
type Shader struct {
|
||||||
ID uint32
|
Id uint32
|
||||||
ShaderType ShaderType
|
Type ShaderType
|
||||||
}
|
}
|
||||||
|
|
||||||
func (s Shader) Delete() {
|
func (s *Shader) Delete() {
|
||||||
gl.DeleteShader(s.ID)
|
gl.DeleteShader(s.Id)
|
||||||
|
s.Id = 0
|
||||||
}
|
}
|
||||||
|
|
||||||
func NewShaderProgram() (ShaderProgram, error) {
|
func NewShaderProgram() (ShaderProgram, error) {
|
||||||
@ -26,7 +28,7 @@ func NewShaderProgram() (ShaderProgram, error) {
|
|||||||
return ShaderProgram{}, errors.New("failed to create shader program")
|
return ShaderProgram{}, errors.New("failed to create shader program")
|
||||||
}
|
}
|
||||||
|
|
||||||
return ShaderProgram{ID: id}, nil
|
return ShaderProgram{Id: id}, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
func LoadAndCompileCombinedShader(shaderPath string) (ShaderProgram, error) {
|
func LoadAndCompileCombinedShader(shaderPath string) (ShaderProgram, error) {
|
||||||
@ -43,8 +45,8 @@ func LoadAndCompileCombinedShader(shaderPath string) (ShaderProgram, error) {
|
|||||||
func LoadAndCompileCombinedShaderSrc(shaderSrc []byte) (ShaderProgram, error) {
|
func LoadAndCompileCombinedShaderSrc(shaderSrc []byte) (ShaderProgram, error) {
|
||||||
|
|
||||||
shaderSources := bytes.Split(shaderSrc, []byte("//shader:"))
|
shaderSources := bytes.Split(shaderSrc, []byte("//shader:"))
|
||||||
if len(shaderSources) == 1 {
|
if len(shaderSources) < 2 {
|
||||||
return ShaderProgram{}, errors.New("failed to read combined shader. Did not find '//shader:vertex' or '//shader:fragment'")
|
return ShaderProgram{}, errors.New("failed to read combined shader. The minimum shader types to have are '//shader:vertex' and '//shader:fragment'")
|
||||||
}
|
}
|
||||||
|
|
||||||
shdrProg, err := NewShaderProgram()
|
shdrProg, err := NewShaderProgram()
|
||||||
@ -65,12 +67,15 @@ func LoadAndCompileCombinedShaderSrc(shaderSrc []byte) (ShaderProgram, error) {
|
|||||||
var shdrType ShaderType
|
var shdrType ShaderType
|
||||||
if bytes.HasPrefix(src, []byte("vertex")) {
|
if bytes.HasPrefix(src, []byte("vertex")) {
|
||||||
src = src[6:]
|
src = src[6:]
|
||||||
shdrType = VertexShaderType
|
shdrType = ShaderType_Vertex
|
||||||
} else if bytes.HasPrefix(src, []byte("fragment")) {
|
} else if bytes.HasPrefix(src, []byte("fragment")) {
|
||||||
src = src[8:]
|
src = src[8:]
|
||||||
shdrType = FragmentShaderType
|
shdrType = ShaderType_Fragment
|
||||||
|
} else if bytes.HasPrefix(src, []byte("geometry")) {
|
||||||
|
src = src[8:]
|
||||||
|
shdrType = ShaderType_Geometry
|
||||||
} else {
|
} else {
|
||||||
return ShaderProgram{}, errors.New("unknown shader type. Must be '//shader:vertex' or '//shader:fragment'")
|
return ShaderProgram{}, errors.New("unknown shader type. Must be '//shader:vertex' or '//shader:fragment' or '//shader:geometry'")
|
||||||
}
|
}
|
||||||
|
|
||||||
shdr, err := CompileShaderOfType(src, shdrType)
|
shdr, err := CompileShaderOfType(src, shdrType)
|
||||||
@ -83,7 +88,15 @@ func LoadAndCompileCombinedShaderSrc(shaderSrc []byte) (ShaderProgram, error) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if loadedShdrCount == 0 {
|
if loadedShdrCount == 0 {
|
||||||
return ShaderProgram{}, errors.New("no valid shaders found. Please put '//shader:vertex' or '//shader:fragment' before your shaders")
|
return ShaderProgram{}, errors.New("no valid shaders found. Please put '//shader:vertex' or '//shader:fragment' or '//shader:geometry' before your shaders")
|
||||||
|
}
|
||||||
|
|
||||||
|
if shdrProg.VertShaderId == 0 {
|
||||||
|
return ShaderProgram{}, errors.New("no valid vertex shader found. Please put '//shader:vertex' before your vertex shader")
|
||||||
|
}
|
||||||
|
|
||||||
|
if shdrProg.FragShaderId == 0 {
|
||||||
|
return ShaderProgram{}, errors.New("no valid fragment shader found. Please put '//shader:fragment' before your vertex shader")
|
||||||
}
|
}
|
||||||
|
|
||||||
shdrProg.Link()
|
shdrProg.Link()
|
||||||
@ -92,41 +105,40 @@ func LoadAndCompileCombinedShaderSrc(shaderSrc []byte) (ShaderProgram, error) {
|
|||||||
|
|
||||||
func CompileShaderOfType(shaderSource []byte, shaderType ShaderType) (Shader, error) {
|
func CompileShaderOfType(shaderSource []byte, shaderType ShaderType) (Shader, error) {
|
||||||
|
|
||||||
shaderID := gl.CreateShader(uint32(shaderType))
|
shaderId := gl.CreateShader(shaderType.ToGl())
|
||||||
if shaderID == 0 {
|
if shaderId == 0 {
|
||||||
logging.ErrLog.Println("Failed to create shader.")
|
return Shader{}, fmt.Errorf("failed to create OpenGl shader. OpenGl Error=%d", gl.GetError())
|
||||||
return Shader{}, errors.New("failed to create shader")
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//Load shader source and compile
|
//Load shader source and compile
|
||||||
shaderCStr, shaderFree := gl.Strs(string(shaderSource) + "\x00")
|
shaderCStr, shaderFree := gl.Strs(string(shaderSource) + "\x00")
|
||||||
defer shaderFree()
|
defer shaderFree()
|
||||||
gl.ShaderSource(shaderID, 1, shaderCStr, nil)
|
gl.ShaderSource(shaderId, 1, shaderCStr, nil)
|
||||||
|
|
||||||
gl.CompileShader(shaderID)
|
gl.CompileShader(shaderId)
|
||||||
if err := getShaderCompileErrors(shaderID); err != nil {
|
if err := getShaderCompileErrors(shaderId); err != nil {
|
||||||
gl.DeleteShader(shaderID)
|
gl.DeleteShader(shaderId)
|
||||||
return Shader{}, err
|
return Shader{}, err
|
||||||
}
|
}
|
||||||
|
|
||||||
return Shader{ID: shaderID, ShaderType: shaderType}, nil
|
return Shader{Id: shaderId, Type: shaderType}, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
func getShaderCompileErrors(shaderID uint32) error {
|
func getShaderCompileErrors(shaderId uint32) error {
|
||||||
|
|
||||||
var compiledSuccessfully int32
|
var compiledSuccessfully int32
|
||||||
gl.GetShaderiv(shaderID, gl.COMPILE_STATUS, &compiledSuccessfully)
|
gl.GetShaderiv(shaderId, gl.COMPILE_STATUS, &compiledSuccessfully)
|
||||||
if compiledSuccessfully == gl.TRUE {
|
if compiledSuccessfully == gl.TRUE {
|
||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
|
|
||||||
var logLength int32
|
var logLength int32
|
||||||
gl.GetShaderiv(shaderID, gl.INFO_LOG_LENGTH, &logLength)
|
gl.GetShaderiv(shaderId, gl.INFO_LOG_LENGTH, &logLength)
|
||||||
|
|
||||||
log := gl.Str(strings.Repeat("\x00", int(logLength)))
|
log := gl.Str(strings.Repeat("\x00", int(logLength)))
|
||||||
gl.GetShaderInfoLog(shaderID, logLength, nil, log)
|
gl.GetShaderInfoLog(shaderId, logLength, nil, log)
|
||||||
|
|
||||||
errMsg := gl.GoStr(log)
|
errMsg := gl.GoStr(log)
|
||||||
logging.ErrLog.Println("Compilation of shader with id ", shaderID, " failed. Err: ", errMsg)
|
logging.ErrLog.Println("Compilation of shader with id ", shaderId, " failed. Err: ", errMsg)
|
||||||
return errors.New(errMsg)
|
return errors.New(errMsg)
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user