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23 Commits

Author SHA1 Message Date
8c6b1d5821 Adjust shadow map texture sizes 2024-05-06 23:23:52 +04:00
dfd1fe9c5e Material settings+normal matrices on CPU 2024-05-06 22:55:57 +04:00
24613823a7 Fix gitignore 2024-05-06 22:18:15 +04:00
0386f441d6 Profiling 2024-05-06 22:16:20 +04:00
57ab851534 Update gglm 2024-05-05 00:34:38 +04:00
d523c0951b Get rid of unneeded pointers+update todos 2024-05-01 01:16:33 +04:00
abd7079e61 Correct modifier keys input to imgui 2024-04-24 19:56:35 +04:00
4d8ccdaf56 Captured/uncaptured mode in input package+comments 2024-04-20 11:53:06 +04:00
a131e1b52d Add todo regarding input package 2024-04-20 11:14:29 +04:00
f35c217d73 Spotlight shadows 2024-04-16 10:34:30 +04:00
fbfcbaa156 Point light shadows+cubemap array fbo+cleanup 2024-04-15 10:49:18 +04:00
c4b1dd1b3d Geometry shader support+omnidirectional depth map shader+improvements 2024-04-15 05:09:07 +04:00
a5bea5a661 Cubemap depth fbo attachments 2024-04-15 04:16:44 +04:00
22ba9ca891 Fix comment 2024-04-15 03:22:25 +04:00
92855c52f9 Shader fixes 2024-04-15 03:19:40 +04:00
594d342bf0 Remove some stuff 2024-04-14 07:59:40 +04:00
bb1946b930 Simple percentage closer filtering for shadows 2024-04-14 07:58:47 +04:00
ef2b01059a Update calcshadow 2024-04-14 06:18:41 +04:00
5fa6a06079 Clamp to border for depth map+rotating cubes 2024-04-14 06:14:10 +04:00
b718611149 Improving shadows 2024-04-14 03:45:48 +04:00
be85e20024 Basic directional shadows 2024-04-14 02:50:40 +04:00
040228319e Depth fbo+renderer work+texture slots enum+optimize shaders+more 2024-04-13 23:55:52 +04:00
ddd8db3cb0 Framebuffers+unlit shader+screen quad shader 2024-04-13 08:03:17 +04:00
26 changed files with 2142 additions and 463 deletions

5
.gitignore vendored
View File

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

View File

@ -19,7 +19,8 @@ import (
type ColorFormat int
const (
ColorFormat_RGBA8 ColorFormat = iota
ColorFormat_Unknown ColorFormat = iota
ColorFormat_RGBA8
)
type Texture struct {

View File

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

594
buffers/framebuffer.go Executable file
View File

@ -0,0 +1,594 @@
package buffers
import (
"github.com/bloeys/nmage/assert"
"github.com/bloeys/nmage/logging"
"github.com/go-gl/gl/v4.1-core/gl"
)
type FramebufferAttachmentType int32
const (
FramebufferAttachmentType_Unknown FramebufferAttachmentType = iota
FramebufferAttachmentType_Texture
FramebufferAttachmentType_Texture_Array
FramebufferAttachmentType_Renderbuffer
FramebufferAttachmentType_Cubemap
FramebufferAttachmentType_Cubemap_Array
)
func (f FramebufferAttachmentType) IsValid() bool {
switch f {
case FramebufferAttachmentType_Texture:
fallthrough
case FramebufferAttachmentType_Texture_Array:
fallthrough
case FramebufferAttachmentType_Renderbuffer:
fallthrough
case FramebufferAttachmentType_Cubemap:
fallthrough
case FramebufferAttachmentType_Cubemap_Array:
return true
default:
return false
}
}
type FramebufferAttachmentDataFormat int32
const (
FramebufferAttachmentDataFormat_Unknown FramebufferAttachmentDataFormat = iota
FramebufferAttachmentDataFormat_R32Int
FramebufferAttachmentDataFormat_RGBA8
FramebufferAttachmentDataFormat_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 attachType == FramebufferAttachmentType_Texture_Array {
logging.ErrLog.Fatalf("failed creating color attachment because texture arrays can not be color attachments (implementation can be updated to support it or you can do it manually)\n")
}
if !attachFormat.IsColorFormat() {
logging.ErrLog.Fatalf("failed creating color attachment for framebuffer due to attachment data format not being a valid color type. Data format=%d\n", attachFormat)
}
a := FramebufferAttachment{
Type: attachType,
Format: attachFormat,
}
fbo.Bind()
if attachType == FramebufferAttachmentType_Texture {
// Create texture
gl.GenTextures(1, &a.Id)
if a.Id == 0 {
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
}
gl.BindTexture(gl.TEXTURE_2D, a.Id)
gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), 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")
}
if attachType == FramebufferAttachmentType_Texture_Array {
logging.ErrLog.Fatalf("failed creating texture array depth attachment because 'NewDepthTextureArrayAttachment' must be used for that\n")
}
a := FramebufferAttachment{
Type: attachType,
Format: attachFormat,
}
fbo.Bind()
if attachType == FramebufferAttachmentType_Texture {
// Create texture
gl.GenTextures(1, &a.Id)
if a.Id == 0 {
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
}
gl.BindTexture(gl.TEXTURE_2D, a.Id)
gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), 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) NewDepthTextureArrayAttachment(
attachFormat FramebufferAttachmentDataFormat,
numTextures int32,
) {
if fbo.HasDepthAttachment() {
logging.ErrLog.Fatalf("failed creating texture array depth attachment for framebuffer because a depth attachment already exists\n")
}
if !attachFormat.IsDepthFormat() {
logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer due to attachment data format not being a valid depth-stencil type. Data format=%d\n", attachFormat)
}
a := FramebufferAttachment{
Type: FramebufferAttachmentType_Texture_Array,
Format: attachFormat,
}
fbo.Bind()
// Create cubemap array
gl.GenTextures(1, &a.Id)
if a.Id == 0 {
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
}
gl.BindTexture(gl.TEXTURE_2D_ARRAY, a.Id)
gl.TexImage3D(
gl.TEXTURE_2D_ARRAY,
0,
attachFormat.GlInternalFormat(),
int32(fbo.Width),
int32(fbo.Height),
numTextures,
0,
attachFormat.GlFormat(),
gl.FLOAT,
nil,
)
gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
// This is so that any sampling outside the depth map gives a full depth value.
// Useful for example when doing shadow maps where we want things outside
// the range of the texture to not show shadow
borderColor := []float32{1, 1, 1, 1}
gl.TexParameterfv(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_BORDER_COLOR, &borderColor[0])
gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
gl.BindTexture(gl.TEXTURE_2D_ARRAY, 0)
// Attach to fbo
gl.FramebufferTexture(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, a.Id, 0)
fbo.UnBind()
fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT
fbo.Attachments = append(fbo.Attachments, a)
}
func (fbo *Framebuffer) NewDepthStencilAttachment(
attachType FramebufferAttachmentType,
attachFormat FramebufferAttachmentDataFormat,
) {
if fbo.HasDepthAttachment() {
logging.ErrLog.Fatalf("failed creating depth-stencil attachment for framebuffer because a depth-stencil attachment already exists\n")
}
if !attachType.IsValid() {
logging.ErrLog.Fatalf("failed creating depth-stencil attachment for framebuffer due to unknown attachment type. Type=%d\n", attachType)
}
if !attachFormat.IsDepthFormat() {
logging.ErrLog.Fatalf("failed creating depth-stencil attachment for framebuffer due to attachment data format not being a valid depth-stencil type. Data format=%d\n", attachFormat)
}
a := FramebufferAttachment{
Type: attachType,
Format: attachFormat,
}
fbo.Bind()
if attachType == FramebufferAttachmentType_Texture {
// Create texture
gl.GenTextures(1, &a.Id)
if a.Id == 0 {
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
}
gl.BindTexture(gl.TEXTURE_2D, a.Id)
gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), 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
}

View File

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

View File

@ -33,25 +33,12 @@ type Window struct {
func (w *Window) handleInputs() {
input.EventLoopStart()
imIo := imgui.CurrentIO()
imguiCaptureMouse := imIo.WantCaptureMouse()
imguiCaptureKeyboard := imIo.WantCaptureKeyboard()
// These two are to fix a bug where state isn't cleared
// even after imgui captures the keyboard/mouse.
//
// For example, if player is moving due to key held and then imgui captures the keyboard,
// the player keeps moving even when the key is no longer pressed because the input system never
// receives the key up event.
if imguiCaptureMouse {
input.ClearMouseState()
}
if imguiCaptureKeyboard {
input.ClearKeyboardState()
}
input.EventLoopStart(imguiCaptureMouse, imguiCaptureKeyboard)
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
@ -65,46 +52,27 @@ func (w *Window) handleInputs() {
case *sdl.MouseWheelEvent:
if !imguiCaptureMouse {
input.HandleMouseWheelEvent(e)
}
input.HandleMouseWheelEvent(e)
imIo.AddMouseWheelDelta(float32(e.X), float32(e.Y))
case *sdl.KeyboardEvent:
if !imguiCaptureKeyboard {
input.HandleKeyboardEvent(e)
}
input.HandleKeyboardEvent(e)
// Send modifier key updates to imgui (based on the imgui SDL backend)
imIo.AddKeyEvent(imgui.ModCtrl, e.Keysym.Mod&sdl.KMOD_CTRL != 0)
imIo.AddKeyEvent(imgui.ModShift, e.Keysym.Mod&sdl.KMOD_SHIFT != 0)
imIo.AddKeyEvent(imgui.ModAlt, e.Keysym.Mod&sdl.KMOD_ALT != 0)
imIo.AddKeyEvent(imgui.ModSuper, e.Keysym.Mod&sdl.KMOD_GUI != 0)
imIo.AddKeyEvent(nmageimgui.SdlScancodeToImGuiKey(e.Keysym.Scancode), e.Type == sdl.KEYDOWN)
// Send modifier key updates to imgui
if e.Keysym.Sym == sdl.K_LCTRL || e.Keysym.Sym == sdl.K_RCTRL {
imIo.SetKeyCtrl(e.Type == sdl.KEYDOWN)
}
if e.Keysym.Sym == sdl.K_LSHIFT || e.Keysym.Sym == sdl.K_RSHIFT {
imIo.SetKeyShift(e.Type == sdl.KEYDOWN)
}
if e.Keysym.Sym == sdl.K_LALT || e.Keysym.Sym == sdl.K_RALT {
imIo.SetKeyAlt(e.Type == sdl.KEYDOWN)
}
if e.Keysym.Sym == sdl.K_LGUI || e.Keysym.Sym == sdl.K_RGUI {
imIo.SetKeySuper(e.Type == sdl.KEYDOWN)
}
case *sdl.TextInputEvent:
imIo.AddInputCharactersUTF8(e.GetText())
case *sdl.MouseButtonEvent:
if !imguiCaptureMouse {
input.HandleMouseBtnEvent(e)
}
input.HandleMouseBtnEvent(e)
isPressed := e.State == sdl.PRESSED
if e.Button == sdl.BUTTON_LEFT {
@ -117,9 +85,7 @@ func (w *Window) handleInputs() {
case *sdl.MouseMotionEvent:
if !imguiCaptureMouse {
input.HandleMouseMotionEvent(e)
}
input.HandleMouseMotionEvent(e)
case *sdl.WindowEvent:
@ -201,38 +167,45 @@ func initSDL() error {
return nil
}
func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (Window, error) {
return createWindow(title, x, y, width, height, WindowFlags_OPENGL|flags, rend)
}
func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags, rend renderer.Render) (Window, error) {
return createWindow(title, sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, width, height, WindowFlags_OPENGL|flags, rend)
}
func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (Window, error) {
assert.T(isInited, "engine.Init() was not called!")
sdlWin, err := sdl.CreateWindow(title, x, y, width, height, uint32(flags))
if err != nil {
return nil, err
}
win := &Window{
SDLWin: sdlWin,
win := Window{
SDLWin: nil,
EventCallbacks: make([]func(sdl.Event), 0),
Rend: rend,
}
win.GlCtx, err = sdlWin.GLCreateContext()
var err error
win.SDLWin, err = sdl.CreateWindow(title, x, y, width, height, uint32(flags))
if err != nil {
return nil, err
return win, err
}
win.GlCtx, err = win.SDLWin.GLCreateContext()
if err != nil {
return win, err
}
err = initOpenGL()
if err != nil {
return nil, err
return win, err
}
// Get rid of the blinding white startup screen (unfortunately there is still one frame of white)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
win.SDLWin.GLSwap()
return win, err
}
@ -254,6 +227,7 @@ func initOpenGL() error {
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.ClearColor(0, 0, 0, 1)
return nil
}

2
go.mod
View File

@ -8,7 +8,7 @@ require github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6
require (
github.com/bloeys/assimp-go v0.4.4
github.com/bloeys/gglm v0.43.0
github.com/bloeys/gglm v0.49.0
)
require (

4
go.sum
View File

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

View File

@ -1,6 +1,23 @@
// The input package provides an interface to mouse and keyboard inputs
// like key clicks and releases, along with some higher level constructs like
// pressed/released this frames, double clicks, and normalized inputs.
//
// The input package has two sets of functions for most cases, where one
// is in the form 'xy' and the other 'xyCaptured'. The captured form
// always returns normal events even if the mouse or keyboard are captured
// by the UI system. The 'xy' form however will return zero/false if the
// respective input device is currently captured (with the exception of mouse position, that is always correctly returned).
//
// For most cases, you want to use the 'xy' form. For example, you only want to receive
// key down events for game character movement when the UI isn't capturing the keyboard,
// because otherwise the character will move while typing in a UI textbox.
//
// The functions IsMouseCaptured and IsKeyboardCaptured are also available.
package input
import "github.com/veandco/go-sdl2/sdl"
import (
"github.com/veandco/go-sdl2/sdl"
)
type keyState struct {
Key sdl.Keycode
@ -31,15 +48,22 @@ type mouseWheelState struct {
}
var (
keyMap = make(map[sdl.Keycode]keyState)
mouseBtnMap = make(map[int]mouseBtnState)
mouseMotion = mouseMotionState{}
mouseWheel = mouseWheelState{}
quitRequested bool
mouseWheel = mouseWheelState{}
mouseMotion = mouseMotionState{}
mouseBtnMap = make(map[int]mouseBtnState)
keyMap = make(map[sdl.Keycode]keyState)
isQuitRequested bool
isMouseCaptured bool
isKeyboardCaptured bool
)
func EventLoopStart() {
func EventLoopStart(mouseGotCaptured, keyboardGotCaptured bool) {
isMouseCaptured = mouseGotCaptured
isKeyboardCaptured = keyboardGotCaptured
// Update per-frame state
for k, v := range keyMap {
v.IsPressedThisFrame = false
v.IsReleasedThisFrame = false
@ -59,7 +83,7 @@ func EventLoopStart() {
mouseWheel.XDelta = 0
mouseWheel.YDelta = 0
quitRequested = false
isQuitRequested = false
}
func ClearKeyboardState() {
@ -73,11 +97,19 @@ func ClearMouseState() {
}
func HandleQuitEvent(e *sdl.QuitEvent) {
quitRequested = true
isQuitRequested = true
}
func IsMouseCaptured() bool {
return isMouseCaptured
}
func IsKeyboardCaptured() bool {
return isKeyboardCaptured
}
func IsQuitClicked() bool {
return quitRequested
return isQuitRequested
}
func HandleKeyboardEvent(e *sdl.KeyboardEvent) {
@ -123,18 +155,36 @@ func HandleMouseWheelEvent(e *sdl.MouseWheelEvent) {
mouseWheel.YDelta = e.Y
}
// GetMousePos returns the window coordinates of the mouse
// GetMousePos returns the window coordinates of the mouse regardless of whether the mouse is captured or not
func GetMousePos() (x, y int32) {
return mouseMotion.XPos, mouseMotion.YPos
}
// GetMouseMotion returns how many pixels were moved last frame
func GetMouseMotion() (xDelta, yDelta int32) {
if isMouseCaptured {
return 0, 0
}
return GetMouseMotionCaptured()
}
func GetMouseMotionCaptured() (xDelta, yDelta int32) {
return mouseMotion.XDelta, mouseMotion.YDelta
}
func GetMouseMotionNorm() (xDelta, yDelta int32) {
if isMouseCaptured {
return 0, 0
}
return GetMouseMotionNormCaptured()
}
func GetMouseMotionNormCaptured() (xDelta, yDelta int32) {
x, y := mouseMotion.XDelta, mouseMotion.YDelta
if x > 0 {
x = 1
@ -152,12 +202,31 @@ func GetMouseMotionNorm() (xDelta, yDelta int32) {
}
func GetMouseWheelMotion() (xDelta, yDelta int32) {
if isMouseCaptured {
return 0, 0
}
return GetMouseWheelMotionCaptured()
}
func GetMouseWheelMotionCaptured() (xDelta, yDelta int32) {
return mouseWheel.XDelta, mouseWheel.YDelta
}
// GetMouseWheelXNorm returns 1 if mouse wheel xDelta > 0, -1 if xDelta < 0, and 0 otherwise
func GetMouseWheelXNorm() int32 {
if isMouseCaptured {
return 0
}
return GetMouseWheelXNormCaptured()
}
// GetMouseWheelXNormCaptured returns 1 if mouse wheel xDelta > 0, -1 if xDelta < 0, and 0 otherwise
func GetMouseWheelXNormCaptured() int32 {
if mouseWheel.XDelta > 0 {
return 1
} else if mouseWheel.XDelta < 0 {
@ -167,9 +236,19 @@ func GetMouseWheelXNorm() int32 {
return 0
}
// returns 1 if mouse wheel yDelta > 0, -1 if yDelta < 0, and 0 otherwise
// GetMouseWheelYNorm returns 1 if mouse wheel yDelta > 0, -1 if yDelta < 0, and 0 otherwise
func GetMouseWheelYNorm() int32 {
if isMouseCaptured {
return 0
}
return GetMouseWheelYNormCaptured()
}
// GetMouseWheelYNormCaptured returns 1 if mouse wheel yDelta > 0, -1 if yDelta < 0, and 0 otherwise
func GetMouseWheelYNormCaptured() int32 {
if mouseWheel.YDelta > 0 {
return 1
} else if mouseWheel.YDelta < 0 {
@ -181,6 +260,15 @@ func GetMouseWheelYNorm() int32 {
func KeyClicked(kc sdl.Keycode) bool {
if isKeyboardCaptured {
return false
}
return KeyClickedCaptured(kc)
}
func KeyClickedCaptured(kc sdl.Keycode) bool {
ks, ok := keyMap[kc]
if !ok {
return false
@ -191,6 +279,15 @@ func KeyClicked(kc sdl.Keycode) bool {
func KeyReleased(kc sdl.Keycode) bool {
if isKeyboardCaptured {
return false
}
return KeyReleasedCaptured(kc)
}
func KeyReleasedCaptured(kc sdl.Keycode) bool {
ks, ok := keyMap[kc]
if !ok {
return false
@ -201,6 +298,15 @@ func KeyReleased(kc sdl.Keycode) bool {
func KeyDown(kc sdl.Keycode) bool {
if isKeyboardCaptured {
return false
}
return KeyDownCaptured(kc)
}
func KeyDownCaptured(kc sdl.Keycode) bool {
ks, ok := keyMap[kc]
if !ok {
return false
@ -211,6 +317,15 @@ func KeyDown(kc sdl.Keycode) bool {
func KeyUp(kc sdl.Keycode) bool {
if isKeyboardCaptured {
return false
}
return KeyUpCaptured(kc)
}
func KeyUpCaptured(kc sdl.Keycode) bool {
ks, ok := keyMap[kc]
if !ok {
return true
@ -221,6 +336,15 @@ func KeyUp(kc sdl.Keycode) bool {
func MouseClicked(mb int) bool {
if isMouseCaptured {
return false
}
return MouseClickedCaptued(mb)
}
func MouseClickedCaptued(mb int) bool {
btn, ok := mouseBtnMap[mb]
if !ok {
return false
@ -231,6 +355,15 @@ func MouseClicked(mb int) bool {
func MouseDoubleClicked(mb int) bool {
if isMouseCaptured {
return false
}
return MouseDoubleClickedCaptured(mb)
}
func MouseDoubleClickedCaptured(mb int) bool {
btn, ok := mouseBtnMap[mb]
if !ok {
return false
@ -240,6 +373,16 @@ func MouseDoubleClicked(mb int) bool {
}
func MouseReleased(mb int) bool {
if isMouseCaptured {
return false
}
return MouseReleasedCaptured(mb)
}
func MouseReleasedCaptured(mb int) bool {
btn, ok := mouseBtnMap[mb]
if !ok {
return false
@ -250,6 +393,15 @@ func MouseReleased(mb int) bool {
func MouseDown(mb int) bool {
if isMouseCaptured {
return false
}
return MouseDownCaptued(mb)
}
func MouseDownCaptued(mb int) bool {
btn, ok := mouseBtnMap[mb]
if !ok {
return false
@ -260,6 +412,15 @@ func MouseDown(mb int) bool {
func MouseUp(mb int) bool {
if isMouseCaptured {
return false
}
return MouseUpCaptured(mb)
}
func MouseUpCaptured(mb int) bool {
btn, ok := mouseBtnMap[mb]
if !ok {
return true

951
main.go

File diff suppressed because it is too large Load Diff

View File

@ -8,54 +8,113 @@ import (
"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_Cubemap_Array TextureSlot = 11
TextureSlot_ShadowMap1 TextureSlot = 12
TextureSlot_ShadowMap_Array1 TextureSlot = 13
)
type MaterialSettings uint64
const (
MaterialSettings_None MaterialSettings = iota
MaterialSettings_HasModelMat MaterialSettings = 1 << (iota - 1)
MaterialSettings_HasNormalMat
)
func (ms *MaterialSettings) Set(flags MaterialSettings) {
*ms |= flags
}
func (ms *MaterialSettings) Remove(flags MaterialSettings) {
*ms &= ^flags
}
func (ms *MaterialSettings) Has(flags MaterialSettings) bool {
return *ms&flags == flags
}
type Material struct {
Name string
ShaderProg shaders.ShaderProgram
Settings MaterialSettings
UnifLocs map[string]int32
AttribLocs map[string]int32
// @TODO do this in a better way. Perhaps something like how we do fbo attachments
// Phong shading
DiffuseTex uint32
SpecularTex uint32
NormalTex uint32
EmissionTex uint32
// Shininess of specular highlights
Shininess float32
// Cubemaps
CubemapTex uint32
CubemapArrayTex uint32
// Shadowmaps
ShadowMapTex1 uint32
ShadowMapTexArray1 uint32
}
func (m *Material) Bind() {
gl.UseProgram(m.ShaderProg.ID)
m.ShaderProg.Bind()
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
if m.DiffuseTex != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Diffuse))
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
}
gl.ActiveTexture(gl.TEXTURE1)
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
if m.SpecularTex != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Specular))
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
}
gl.ActiveTexture(gl.TEXTURE2)
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
if m.NormalTex != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Normal))
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
}
gl.ActiveTexture(gl.TEXTURE3)
gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
if m.EmissionTex != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Emission))
gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
}
if m.CubemapTex != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Cubemap))
gl.BindTexture(gl.TEXTURE_CUBE_MAP, m.CubemapTex)
}
if m.CubemapArrayTex != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Cubemap_Array))
gl.BindTexture(gl.TEXTURE_CUBE_MAP_ARRAY, m.CubemapArrayTex)
}
if m.ShadowMapTex1 != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_ShadowMap1))
gl.BindTexture(gl.TEXTURE_2D, m.ShadowMapTex1)
}
if m.ShadowMapTexArray1 != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_ShadowMap_Array1))
gl.BindTexture(gl.TEXTURE_2D_ARRAY, m.ShadowMapTexArray1)
}
}
func (m *Material) UnBind() {
gl.UseProgram(0)
//TODO: Should we unbind textures here? Are these two lines needed?
// gl.ActiveTexture(gl.TEXTURE0)
// gl.BindTexture(gl.TEXTURE_2D, 0)
// 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 {
@ -65,7 +124,7 @@ func (m *Material) GetAttribLoc(attribName string) int32 {
return loc
}
loc = gl.GetAttribLocation(m.ShaderProg.ID, gl.Str(attribName+"\x00"))
loc = gl.GetAttribLocation(m.ShaderProg.Id, gl.Str(attribName+"\x00"))
assert.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
m.AttribLocs[attribName] = loc
return loc
@ -78,7 +137,7 @@ func (m *Material) GetUnifLoc(uniformName string) int32 {
return loc
}
loc = gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
loc = gl.GetUniformLocation(m.ShaderProg.Id, gl.Str(uniformName+"\x00"))
assert.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
m.UnifLocs[uniformName] = loc
return loc
@ -93,57 +152,57 @@ func (m *Material) DisableAttribute(attribName string) {
}
func (m *Material) SetUnifInt32(uniformName string, val int32) {
gl.ProgramUniform1i(m.ShaderProg.ID, m.GetUnifLoc(uniformName), val)
gl.ProgramUniform1i(m.ShaderProg.Id, m.GetUnifLoc(uniformName), val)
}
func (m *Material) SetUnifFloat32(uniformName string, val float32) {
gl.ProgramUniform1f(m.ShaderProg.ID, m.GetUnifLoc(uniformName), val)
gl.ProgramUniform1f(m.ShaderProg.Id, m.GetUnifLoc(uniformName), val)
}
func (m *Material) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
gl.ProgramUniform2fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec2.Data[0])
gl.ProgramUniform2fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec2.Data[0])
}
func (m *Material) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) {
gl.ProgramUniform3fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec3.Data[0])
gl.ProgramUniform3fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec3.Data[0])
}
func (m *Material) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
gl.ProgramUniform4fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec4.Data[0])
gl.ProgramUniform4fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec4.Data[0])
}
func (m *Material) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
gl.ProgramUniformMatrix2fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat2.Data[0][0])
gl.ProgramUniformMatrix2fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat2.Data[0][0])
}
func (m *Material) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
gl.ProgramUniformMatrix3fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat3.Data[0][0])
gl.ProgramUniformMatrix3fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat3.Data[0][0])
}
func (m *Material) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
gl.ProgramUniformMatrix4fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat4.Data[0][0])
gl.ProgramUniformMatrix4fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat4.Data[0][0])
}
func (m *Material) Delete() {
gl.DeleteProgram(m.ShaderProg.ID)
gl.DeleteProgram(m.ShaderProg.Id)
}
func NewMaterial(matName, shaderPath string) *Material {
func NewMaterial(matName, shaderPath string) Material {
shdrProg, err := shaders.LoadAndCompileCombinedShader(shaderPath)
if err != nil {
logging.ErrLog.Fatalln("Failed to create new material. Err: ", err)
logging.ErrLog.Fatalf("Failed to create new material '%s'. Err: %s\n", matName, err.Error())
}
return &Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
return Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
}
func NewMaterialSrc(matName string, shaderSrc []byte) *Material {
func NewMaterialSrc(matName string, shaderSrc []byte) Material {
shdrProg, err := shaders.LoadAndCompileCombinedShaderSrc(shaderSrc)
if err != nil {
logging.ErrLog.Fatalln("Failed to create new material. Err: ", err)
logging.ErrLog.Fatalf("Failed to create new material '%s'. Err: %s\n", matName, err.Error())
}
return &Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
return Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
}

View File

@ -21,19 +21,19 @@ type Mesh struct {
SubMeshes []SubMesh
}
func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh, error) {
func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (Mesh, error) {
scene, release, err := asig.ImportFile(modelPath, asig.PostProcessTriangulate|postProcessFlags)
if err != nil {
return nil, errors.New("Failed to load model. Err: " + err.Error())
return Mesh{}, errors.New("Failed to load model. Err: " + err.Error())
}
defer release()
if len(scene.Meshes) == 0 {
return nil, errors.New("No meshes found in file: " + modelPath)
return Mesh{}, errors.New("No meshes found in file: " + modelPath)
}
mesh := &Mesh{
mesh := Mesh{
Name: name,
Vao: buffers.NewVertexArray(),
SubMeshes: make([]SubMesh, 0, 1),

View File

@ -2,6 +2,7 @@ package rend3dgl
import (
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/buffers"
"github.com/bloeys/nmage/materials"
"github.com/bloeys/nmage/meshes"
"github.com/bloeys/nmage/renderer"
@ -11,23 +12,63 @@ import (
var _ renderer.Render = &Rend3DGL{}
type Rend3DGL struct {
BoundVao *buffers.VertexArray
BoundMesh *meshes.Mesh
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.Vao.Bind()
r3d.BoundMesh = mesh
r.BoundMesh = mesh
}
if mat != r3d.BoundMat {
if mat != r.BoundMat {
mat.Bind()
r3d.BoundMat = mat
r.BoundMat = mat
}
mat.SetUnifMat4("modelMat", &trMat.Mat4)
if mat.Settings.Has(materials.MaterialSettings_HasModelMat) {
mat.SetUnifMat4("modelMat", &modelMat.Mat4)
}
if mat.Settings.Has(materials.MaterialSettings_HasNormalMat) {
normalMat := modelMat.Clone().InvertAndTranspose().ToMat3()
mat.SetUnifMat3("normalMat", &normalMat)
}
for i := 0; i < len(mesh.SubMeshes); i++ {
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, mesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(mesh.SubMeshes[i].BaseIndex), mesh.SubMeshes[i].BaseVertex)
}
}
func (r *Rend3DGL) DrawVertexArray(mat *materials.Material, vao *buffers.VertexArray, firstElement int32, elementCount int32) {
if vao != 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++ {
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, mesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(mesh.SubMeshes[i].BaseIndex), mesh.SubMeshes[i].BaseVertex)

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

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

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@ -2,35 +2,31 @@
#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 viewMat;
uniform mat4 projMat;
uniform mat4 projViewMat;
void main()
{
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
vertUV0 = vertUV0In;
vertColor = vertColorIn;
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
vec4 modelVert = modelMat * vec4(vertPosIn, 1);
fragPos = modelVert.xyz;
gl_Position = projViewMat * modelVert;
}
//shader:fragment
#version 410
in vec3 vertColor;
in vec3 vertNormal;
in vec2 vertUV0;
in vec3 fragPos;

21
res/shaders/depth-map.glsl Executable file
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@ -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;
}

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

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

45
res/shaders/simple-unlit.glsl Executable file
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@ -0,0 +1,45 @@
//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 vec2 vertUV0;
out vec3 vertColor;
out vec3 fragPos;
uniform mat4 modelMat;
uniform mat4 projViewMat;
void main()
{
vertUV0 = vertUV0In;
vertColor = vertColorIn;
vec4 modelVert = modelMat * vec4(vertPosIn, 1);
fragPos = modelVert.xyz;
gl_Position = projViewMat * modelVert;
}
//shader:fragment
#version 410
struct Material {
sampler2D diffuse;
};
uniform Material material;
in vec3 vertColor;
in vec2 vertUV0;
in vec3 fragPos;
out vec4 fragColor;
void main()
{
vec4 diffuseTexColor = texture(material.diffuse, vertUV0);
fragColor = vec4(diffuseTexColor.rgb, 1);
}

View File

@ -6,29 +6,36 @@ layout(location=1) in vec3 vertNormalIn;
layout(location=2) in vec2 vertUV0In;
layout(location=3) in vec3 vertColorIn;
uniform mat4 modelMat;
uniform mat3 normalMat;
uniform mat4 projViewMat;
uniform mat4 dirLightProjViewMat;
#define NUM_SPOT_LIGHTS 4
uniform mat4 spotLightProjViewMats[NUM_SPOT_LIGHTS];
out vec3 vertNormal;
out vec2 vertUV0;
out vec3 vertColor;
out vec3 fragPos;
//MVP = Model View Projection
uniform mat4 modelMat;
uniform mat4 viewMat;
uniform mat4 projMat;
out vec4 fragPosDirLight;
out vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
void main()
{
// @TODO: Calculate this on the CPU and send it as a uniform
// This produces the normal matrix that multiplies with the model normal to produce the
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
vertNormal = normalMat * vertNormalIn;
vertUV0 = vertUV0In;
vertColor = vertColorIn;
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
vec4 modelVert = modelMat * vec4(vertPosIn, 1);
fragPos = modelVert.xyz;
fragPosDirLight = dirLightProjViewMat * vec4(fragPos, 1);
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
fragPosSpotLight[i] = spotLightProjViewMats[i] * vec4(fragPos, 1);
gl_Position = projViewMat * modelVert;
}
//shader:fragment
@ -48,6 +55,7 @@ struct DirLight {
vec3 dir;
vec3 diffuseColor;
vec3 specularColor;
sampler2D shadowMap;
};
uniform DirLight dirLight;
@ -59,10 +67,12 @@ struct PointLight {
float constant;
float linear;
float quadratic;
float farPlane;
};
#define NUM_POINT_LIGHTS 16
#define NUM_POINT_LIGHTS 8
uniform PointLight pointLights[NUM_POINT_LIGHTS];
uniform samplerCubeArray pointLightCubeShadowMaps;
struct SpotLight {
vec3 pos;
@ -75,6 +85,7 @@ struct SpotLight {
#define NUM_SPOT_LIGHTS 4
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
uniform sampler2DArray spotLightShadowMaps;
uniform vec3 camPos;
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
@ -83,6 +94,8 @@ in vec3 vertColor;
in vec3 vertNormal;
in vec2 vertUV0;
in vec3 fragPos;
in vec4 fragPosDirLight;
in vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
out vec4 fragColor;
@ -93,6 +106,46 @@ vec4 emissionTexColor;
vec3 normalizedVertNorm;
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 lightDir = normalize(-dirLight.dir);
@ -106,10 +159,31 @@ vec3 CalcDirLight()
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
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
if (pointLight.constant == 0){
@ -127,14 +201,57 @@ vec3 CalcPointLight(PointLight pointLight)
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
vec3 finalSpecular = specularAmount * pointLight.specularColor * specularTexColor.rgb;
// attenuation
// Attenuation
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)
float CalcSpotShadow(vec3 lightDir, int lightIndex)
{
// Move from clip space to NDC
vec3 projCoords = fragPosSpotLight[lightIndex].xyz / fragPosSpotLight[lightIndex].w;
// Move from [-1,1] to [0, 1]
projCoords = projCoords * 0.5 + 0.5;
// If sampling outside the depth texture then force 'no shadow'
if(projCoords.z > 1)
return 0;
// currentDepth is the fragment depth from the light's perspective
float currentDepth = projCoords.z;
// Bias in the range [0.005, 0.05] depending on the angle, where a higher
// angle gives a higher bias, as shadow acne gets worse with angle
float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
// 'Percentage Close Filtering'.
// Basically get soft shadows by averaging this texel and surrounding ones
float shadow = 0;
vec2 texelSize = 1 / textureSize(spotLightShadowMaps, 0).xy;
for(int x = -1; x <= 1; x++)
{
for(int y = -1; y <= 1; y++)
{
float pcfDepth = texture(spotLightShadowMaps, vec3(projCoords.xy + vec2(x, y) * texelSize, lightIndex)).r;
// If our depth is larger than the lights closest depth at the texel we checked (projCoords),
// then there is something closer to the light than us, and so we are in shadow
shadow += currentDepth - bias > pcfDepth ? 1 : 0;
}
}
shadow /= 9;
return shadow;
}
vec3 CalcSpotLight(SpotLight light, int lightIndex)
{
if (light.innerCutoff == 0)
return vec3(0);
@ -146,7 +263,7 @@ vec3 CalcSpotLight(SpotLight light)
// light after outer cutoff
float theta = dot(fragToLightDir, normalize(-light.dir));
float epsilon = (light.innerCutoff - light.outerCutoff);
float intensity = clamp((theta - light.outerCutoff) / epsilon, 0.0, 1.0);
float intensity = clamp((theta - light.outerCutoff) / epsilon, float(0), float(1));
if (intensity == 0)
return vec3(0);
@ -160,7 +277,10 @@ vec3 CalcSpotLight(SpotLight light)
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
vec3 finalSpecular = specularAmount * light.specularColor * specularTexColor.rgb;
return (finalDiffuse + finalSpecular) * intensity;
// Shadow
float shadow = CalcSpotShadow(fragToLightDir, lightIndex);
return (finalDiffuse + finalSpecular) * intensity * (1 - shadow);
}
void main()
@ -178,12 +298,12 @@ void main()
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++)
{
finalColor += CalcSpotLight(spotLights[i]);
finalColor += CalcSpotLight(spotLights[i], i);
}
vec3 finalEmission = emissionTexColor.rgb;

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@ -8,13 +8,12 @@ layout(location=3) in vec3 vertColorIn;
out vec3 vertUV0;
uniform mat4 viewMat;
uniform mat4 projMat;
uniform mat4 projViewMat;
void main()
{
vertUV0 = vec3(vertPosIn.x, vertPosIn.y, -vertPosIn.z);
vec4 pos = projMat * viewMat * vec4(vertPosIn, 1.0);
vec4 pos = projViewMat * vec4(vertPosIn, 1.0);
gl_Position = pos.xyww;
}

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

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

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

View File

@ -12,7 +12,7 @@ import (
type ImguiInfo struct {
ImCtx imgui.Context
Mat *materials.Material
Mat materials.Material
VaoID uint32
VboID uint32
IndexBufID uint32
@ -204,7 +204,7 @@ void main()
// If the path is empty a default nMage shader is used
func NewImGui(shaderPath string) ImguiInfo {
var imguiMat *materials.Material
var imguiMat materials.Material
if shaderPath == "" {
imguiMat = materials.NewMaterialSrc("ImGUI Mat", []byte(DefaultImguiShader))
} else {