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33 Commits
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| be85e20024 | |||
| 040228319e |
5
.gitignore
vendored
5
.gitignore
vendored
@ -15,4 +15,7 @@
|
||||
vendor/
|
||||
.vscode/
|
||||
imgui.ini
|
||||
*~
|
||||
*~
|
||||
|
||||
# Custom
|
||||
*.pprof
|
||||
@ -19,7 +19,17 @@ import (
|
||||
type ColorFormat int
|
||||
|
||||
const (
|
||||
ColorFormat_RGBA8 ColorFormat = iota
|
||||
ColorFormat_Unknown ColorFormat = iota
|
||||
ColorFormat_RGBA8
|
||||
)
|
||||
|
||||
var (
|
||||
DefaultBlackTexId Texture
|
||||
DefaultWhiteTexId Texture
|
||||
DefaultDiffuseTexId Texture
|
||||
DefaultSpecularTexId Texture
|
||||
DefaultNormalTexId Texture
|
||||
DefaultEmissionTexId Texture
|
||||
)
|
||||
|
||||
type Texture struct {
|
||||
|
||||
@ -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
|
||||
|
||||
@ -1,6 +1,7 @@
|
||||
package buffers
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/assert"
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
@ -10,7 +11,10 @@ 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 {
|
||||
@ -18,7 +22,13 @@ 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:
|
||||
@ -32,18 +42,22 @@ const (
|
||||
FramebufferAttachmentDataFormat_Unknown FramebufferAttachmentDataFormat = iota
|
||||
FramebufferAttachmentDataFormat_R32Int
|
||||
FramebufferAttachmentDataFormat_RGBA8
|
||||
FramebufferAttachmentDataFormat_RGBAF16
|
||||
FramebufferAttachmentDataFormat_SRGBA
|
||||
FramebufferAttachmentDataFormat_DepthF32
|
||||
FramebufferAttachmentDataFormat_Depth24Stencil8
|
||||
)
|
||||
|
||||
func (f FramebufferAttachmentDataFormat) IsColorFormat() bool {
|
||||
return f == FramebufferAttachmentDataFormat_R32Int ||
|
||||
f == FramebufferAttachmentDataFormat_RGBA8 ||
|
||||
f == FramebufferAttachmentDataFormat_SRGBA
|
||||
f == FramebufferAttachmentDataFormat_SRGBA ||
|
||||
f == FramebufferAttachmentDataFormat_RGBAF16
|
||||
}
|
||||
|
||||
func (f FramebufferAttachmentDataFormat) IsDepthFormat() bool {
|
||||
return f == FramebufferAttachmentDataFormat_Depth24Stencil8
|
||||
return f == FramebufferAttachmentDataFormat_Depth24Stencil8 ||
|
||||
f == FramebufferAttachmentDataFormat_DepthF32
|
||||
}
|
||||
|
||||
func (f FramebufferAttachmentDataFormat) GlInternalFormat() int32 {
|
||||
@ -53,8 +67,12 @@ func (f FramebufferAttachmentDataFormat) GlInternalFormat() int32 {
|
||||
return gl.R32I
|
||||
case FramebufferAttachmentDataFormat_RGBA8:
|
||||
return gl.RGB8
|
||||
case FramebufferAttachmentDataFormat_RGBAF16:
|
||||
return gl.RGBA16F
|
||||
case FramebufferAttachmentDataFormat_SRGBA:
|
||||
return gl.SRGB_ALPHA
|
||||
case FramebufferAttachmentDataFormat_DepthF32:
|
||||
return gl.DEPTH_COMPONENT
|
||||
case FramebufferAttachmentDataFormat_Depth24Stencil8:
|
||||
return gl.DEPTH24_STENCIL8
|
||||
default:
|
||||
@ -71,9 +89,14 @@ func (f FramebufferAttachmentDataFormat) GlFormat() uint32 {
|
||||
|
||||
case FramebufferAttachmentDataFormat_RGBA8:
|
||||
fallthrough
|
||||
case FramebufferAttachmentDataFormat_RGBAF16:
|
||||
fallthrough
|
||||
case FramebufferAttachmentDataFormat_SRGBA:
|
||||
return gl.RGBA
|
||||
|
||||
case FramebufferAttachmentDataFormat_DepthF32:
|
||||
return gl.DEPTH_COMPONENT
|
||||
|
||||
case FramebufferAttachmentDataFormat_Depth24Stencil8:
|
||||
return gl.DEPTH_STENCIL
|
||||
|
||||
@ -83,6 +106,33 @@ func (f FramebufferAttachmentDataFormat) GlFormat() uint32 {
|
||||
}
|
||||
}
|
||||
|
||||
func (f FramebufferAttachmentDataFormat) GlComponentType() uint32 {
|
||||
|
||||
switch f {
|
||||
|
||||
case FramebufferAttachmentDataFormat_R32Int:
|
||||
return gl.INT
|
||||
|
||||
case FramebufferAttachmentDataFormat_RGBA8:
|
||||
fallthrough
|
||||
case FramebufferAttachmentDataFormat_SRGBA:
|
||||
return gl.UNSIGNED_BYTE
|
||||
|
||||
case FramebufferAttachmentDataFormat_RGBAF16:
|
||||
// Seems this is fine to be float instead of half float
|
||||
fallthrough
|
||||
case FramebufferAttachmentDataFormat_DepthF32:
|
||||
return gl.FLOAT
|
||||
|
||||
case FramebufferAttachmentDataFormat_Depth24Stencil8:
|
||||
return gl.UNSIGNED_INT_24_8
|
||||
|
||||
default:
|
||||
logging.ErrLog.Fatalf("unknown framebuffer attachment data format. Format=%d\n", f)
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
type FramebufferAttachment struct {
|
||||
Id uint32
|
||||
Type FramebufferAttachmentType
|
||||
@ -91,6 +141,7 @@ type FramebufferAttachment struct {
|
||||
|
||||
type Framebuffer struct {
|
||||
Id uint32
|
||||
ClearFlags uint32
|
||||
Attachments []FramebufferAttachment
|
||||
ColorAttachmentsCount uint32
|
||||
Width uint32
|
||||
@ -106,6 +157,13 @@ func (fbo *Framebuffer) BindWithViewport() {
|
||||
gl.Viewport(0, 0, int32(fbo.Width), int32(fbo.Height))
|
||||
}
|
||||
|
||||
// Clear calls gl.Clear with the fbo's clear flags.
|
||||
// Note that the fbo must be complete and bound.
|
||||
// Calling this without a bound fbo will clear something else, like your screen.
|
||||
func (fbo *Framebuffer) Clear() {
|
||||
gl.Clear(fbo.ClearFlags)
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) UnBind() {
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
|
||||
}
|
||||
@ -154,6 +212,14 @@ func (fbo *Framebuffer) NewColorAttachment(
|
||||
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)
|
||||
}
|
||||
@ -174,7 +240,17 @@ func (fbo *Framebuffer) NewColorAttachment(
|
||||
}
|
||||
|
||||
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.TexImage2D(
|
||||
gl.TEXTURE_2D,
|
||||
0,
|
||||
attachFormat.GlInternalFormat(),
|
||||
int32(fbo.Width),
|
||||
int32(fbo.Height),
|
||||
0,
|
||||
attachFormat.GlFormat(),
|
||||
attachFormat.GlComponentType(),
|
||||
nil,
|
||||
)
|
||||
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
@ -201,6 +277,269 @@ func (fbo *Framebuffer) NewColorAttachment(
|
||||
|
||||
fbo.UnBind()
|
||||
fbo.ColorAttachmentsCount++
|
||||
fbo.ClearFlags |= gl.COLOR_BUFFER_BIT
|
||||
fbo.Attachments = append(fbo.Attachments, a)
|
||||
}
|
||||
|
||||
// SetNoColorBuffer sets the read and draw buffers of this fbo to 'NONE',
|
||||
// which tells the graphics driver that we don't want a color buffer for this fbo.
|
||||
//
|
||||
// This is required because normally an fbo must have a color buffer to be considered complete, but by
|
||||
// doing this we get marked as complete even without one.
|
||||
//
|
||||
// Usually used when you only care about some other buffer, like a depth buffer.
|
||||
func (fbo *Framebuffer) SetNoColorBuffer() {
|
||||
|
||||
if fbo.HasColorAttachment() {
|
||||
logging.ErrLog.Fatalf("failed SetNoColorBuffer because framebuffer already has a color attachment\n")
|
||||
}
|
||||
|
||||
fbo.Bind()
|
||||
gl.DrawBuffer(gl.NONE)
|
||||
gl.ReadBuffer(gl.NONE)
|
||||
fbo.UnBind()
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) NewDepthAttachment(
|
||||
attachType FramebufferAttachmentType,
|
||||
attachFormat FramebufferAttachmentDataFormat,
|
||||
) {
|
||||
|
||||
if fbo.HasDepthAttachment() {
|
||||
logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer because a depth attachment already exists\n")
|
||||
}
|
||||
|
||||
if !attachType.IsValid() {
|
||||
logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer due to unknown attachment type. Type=%d\n", attachType)
|
||||
}
|
||||
|
||||
if !attachFormat.IsDepthFormat() {
|
||||
logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer due to attachment data format not being a valid depth-stencil type. Data format=%d\n", attachFormat)
|
||||
}
|
||||
|
||||
if attachType == FramebufferAttachmentType_Cubemap_Array {
|
||||
logging.ErrLog.Fatalf("failed creating cubemap array depth attachment because 'NewDepthCubemapArrayAttachment' must be used for that\n")
|
||||
}
|
||||
|
||||
if attachType == FramebufferAttachmentType_Texture_Array {
|
||||
logging.ErrLog.Fatalf("failed creating texture array depth attachment because 'NewDepthTextureArrayAttachment' must be used for that\n")
|
||||
}
|
||||
|
||||
a := FramebufferAttachment{
|
||||
Type: attachType,
|
||||
Format: attachFormat,
|
||||
}
|
||||
|
||||
fbo.Bind()
|
||||
|
||||
if attachType == FramebufferAttachmentType_Texture {
|
||||
|
||||
// Create texture
|
||||
gl.GenTextures(1, &a.Id)
|
||||
if a.Id == 0 {
|
||||
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
|
||||
}
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, a.Id)
|
||||
gl.TexImage2D(
|
||||
gl.TEXTURE_2D,
|
||||
0,
|
||||
attachFormat.GlInternalFormat(),
|
||||
int32(fbo.Width),
|
||||
int32(fbo.Height),
|
||||
0,
|
||||
attachFormat.GlFormat(),
|
||||
attachFormat.GlComponentType(),
|
||||
nil,
|
||||
)
|
||||
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
|
||||
// This is so that any sampling outside the depth map gives a full depth value.
|
||||
// Useful for example when doing shadow maps where we want things outside
|
||||
// the range of the texture to not show shadow
|
||||
borderColor := []float32{1, 1, 1, 1}
|
||||
gl.TexParameterfv(gl.TEXTURE_2D, gl.TEXTURE_BORDER_COLOR, &borderColor[0])
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
|
||||
// Attach to fbo
|
||||
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, a.Id, 0)
|
||||
|
||||
} else if attachType == FramebufferAttachmentType_Renderbuffer {
|
||||
|
||||
// Create rbo
|
||||
gl.GenRenderbuffers(1, &a.Id)
|
||||
if a.Id == 0 {
|
||||
logging.ErrLog.Fatalf("failed to generate render buffer for framebuffer. GlError=%d\n", gl.GetError())
|
||||
}
|
||||
|
||||
gl.BindRenderbuffer(gl.RENDERBUFFER, a.Id)
|
||||
gl.RenderbufferStorage(gl.RENDERBUFFER, uint32(attachFormat.GlInternalFormat()), int32(fbo.Width), int32(fbo.Height))
|
||||
gl.BindRenderbuffer(gl.RENDERBUFFER, 0)
|
||||
|
||||
// Attach to fbo
|
||||
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, a.Id)
|
||||
|
||||
} else if attachType == FramebufferAttachmentType_Cubemap {
|
||||
|
||||
// Create cubemap
|
||||
gl.GenTextures(1, &a.Id)
|
||||
if a.Id == 0 {
|
||||
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
|
||||
}
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_CUBE_MAP, a.Id)
|
||||
for i := 0; i < 6; i++ {
|
||||
gl.TexImage2D(
|
||||
uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X+i),
|
||||
0,
|
||||
attachFormat.GlInternalFormat(),
|
||||
int32(fbo.Width),
|
||||
int32(fbo.Height),
|
||||
0,
|
||||
attachFormat.GlFormat(),
|
||||
attachFormat.GlComponentType(),
|
||||
nil,
|
||||
)
|
||||
}
|
||||
|
||||
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
|
||||
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
|
||||
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
|
||||
// Attach to fbo
|
||||
gl.FramebufferTexture(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, a.Id, 0)
|
||||
}
|
||||
|
||||
fbo.UnBind()
|
||||
fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT
|
||||
fbo.Attachments = append(fbo.Attachments, a)
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) NewDepthCubemapArrayAttachment(
|
||||
attachFormat FramebufferAttachmentDataFormat,
|
||||
numCubemaps int32,
|
||||
) {
|
||||
|
||||
if fbo.HasDepthAttachment() {
|
||||
logging.ErrLog.Fatalf("failed creating cubemap array depth attachment for framebuffer because a depth attachment already exists\n")
|
||||
}
|
||||
|
||||
if !attachFormat.IsDepthFormat() {
|
||||
logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer due to attachment data format not being a valid depth-stencil type. Data format=%d\n", attachFormat)
|
||||
}
|
||||
|
||||
a := FramebufferAttachment{
|
||||
Type: FramebufferAttachmentType_Cubemap_Array,
|
||||
Format: attachFormat,
|
||||
}
|
||||
|
||||
fbo.Bind()
|
||||
|
||||
// Create cubemap array
|
||||
gl.GenTextures(1, &a.Id)
|
||||
if a.Id == 0 {
|
||||
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
|
||||
}
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_CUBE_MAP_ARRAY, a.Id)
|
||||
|
||||
gl.TexImage3D(
|
||||
gl.TEXTURE_CUBE_MAP_ARRAY,
|
||||
0,
|
||||
attachFormat.GlInternalFormat(),
|
||||
int32(fbo.Width),
|
||||
int32(fbo.Height),
|
||||
6*numCubemaps,
|
||||
0,
|
||||
attachFormat.GlFormat(),
|
||||
attachFormat.GlComponentType(),
|
||||
nil,
|
||||
)
|
||||
|
||||
gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
|
||||
gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
|
||||
gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
|
||||
// Attach to fbo
|
||||
gl.FramebufferTexture(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, a.Id, 0)
|
||||
|
||||
fbo.UnBind()
|
||||
fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT
|
||||
fbo.Attachments = append(fbo.Attachments, a)
|
||||
}
|
||||
|
||||
func (fbo *Framebuffer) NewDepthTextureArrayAttachment(
|
||||
attachFormat FramebufferAttachmentDataFormat,
|
||||
numTextures int32,
|
||||
) {
|
||||
|
||||
if fbo.HasDepthAttachment() {
|
||||
logging.ErrLog.Fatalf("failed creating texture array depth attachment for framebuffer because a depth attachment already exists\n")
|
||||
}
|
||||
|
||||
if !attachFormat.IsDepthFormat() {
|
||||
logging.ErrLog.Fatalf("failed creating depth attachment for framebuffer due to attachment data format not being a valid depth-stencil type. Data format=%d\n", attachFormat)
|
||||
}
|
||||
|
||||
a := FramebufferAttachment{
|
||||
Type: FramebufferAttachmentType_Texture_Array,
|
||||
Format: attachFormat,
|
||||
}
|
||||
|
||||
fbo.Bind()
|
||||
|
||||
// Create cubemap array
|
||||
gl.GenTextures(1, &a.Id)
|
||||
if a.Id == 0 {
|
||||
logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
|
||||
}
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D_ARRAY, a.Id)
|
||||
|
||||
gl.TexImage3D(
|
||||
gl.TEXTURE_2D_ARRAY,
|
||||
0,
|
||||
attachFormat.GlInternalFormat(),
|
||||
int32(fbo.Width),
|
||||
int32(fbo.Height),
|
||||
numTextures,
|
||||
0,
|
||||
attachFormat.GlFormat(),
|
||||
attachFormat.GlComponentType(),
|
||||
nil,
|
||||
)
|
||||
|
||||
gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
|
||||
// This is so that any sampling outside the depth map gives a full depth value.
|
||||
// Useful for example when doing shadow maps where we want things outside
|
||||
// the range of the texture to not show shadow
|
||||
borderColor := []float32{1, 1, 1, 1}
|
||||
gl.TexParameterfv(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_BORDER_COLOR, &borderColor[0])
|
||||
gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
|
||||
gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D_ARRAY, 0)
|
||||
|
||||
// Attach to fbo
|
||||
gl.FramebufferTexture(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, a.Id, 0)
|
||||
|
||||
fbo.UnBind()
|
||||
fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT
|
||||
fbo.Attachments = append(fbo.Attachments, a)
|
||||
}
|
||||
|
||||
@ -237,7 +576,17 @@ func (fbo *Framebuffer) NewDepthStencilAttachment(
|
||||
}
|
||||
|
||||
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.TexImage2D(
|
||||
gl.TEXTURE_2D,
|
||||
0,
|
||||
attachFormat.GlInternalFormat(),
|
||||
int32(fbo.Width),
|
||||
int32(fbo.Height),
|
||||
0,
|
||||
attachFormat.GlFormat(),
|
||||
attachFormat.GlComponentType(),
|
||||
nil,
|
||||
)
|
||||
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
@ -263,9 +612,32 @@ func (fbo *Framebuffer) NewDepthStencilAttachment(
|
||||
}
|
||||
|
||||
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 {
|
||||
|
||||
@ -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,
|
||||
|
||||
151
engine/engine.go
151
engine/engine.go
@ -1,12 +1,14 @@
|
||||
package engine
|
||||
|
||||
import (
|
||||
"image"
|
||||
"image/color"
|
||||
"runtime"
|
||||
|
||||
imgui "github.com/AllenDang/cimgui-go"
|
||||
"github.com/bloeys/nmage/assert"
|
||||
"github.com/bloeys/nmage/assets"
|
||||
"github.com/bloeys/nmage/input"
|
||||
"github.com/bloeys/nmage/renderer"
|
||||
"github.com/bloeys/nmage/timing"
|
||||
nmageimgui "github.com/bloeys/nmage/ui/imgui"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
@ -28,30 +30,16 @@ type Window struct {
|
||||
SDLWin *sdl.Window
|
||||
GlCtx sdl.GLContext
|
||||
EventCallbacks []func(sdl.Event)
|
||||
Rend renderer.Render
|
||||
}
|
||||
|
||||
func (w *Window) handleInputs() {
|
||||
|
||||
input.EventLoopStart()
|
||||
imIo := imgui.CurrentIO()
|
||||
|
||||
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 +53,27 @@ 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 +86,7 @@ func (w *Window) handleInputs() {
|
||||
|
||||
case *sdl.MouseMotionEvent:
|
||||
|
||||
if !imguiCaptureMouse {
|
||||
input.HandleMouseMotionEvent(e)
|
||||
}
|
||||
input.HandleMouseMotionEvent(e)
|
||||
|
||||
case *sdl.WindowEvent:
|
||||
|
||||
@ -201,38 +168,46 @@ func initSDL() error {
|
||||
return nil
|
||||
}
|
||||
|
||||
func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
|
||||
return createWindow(title, x, y, width, height, WindowFlags_OPENGL|flags, rend)
|
||||
func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFlags) (Window, error) {
|
||||
return createWindow(title, x, y, width, height, WindowFlags_OPENGL|flags)
|
||||
}
|
||||
|
||||
func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
|
||||
return createWindow(title, sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, width, height, WindowFlags_OPENGL|flags, rend)
|
||||
func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags) (Window, error) {
|
||||
return createWindow(title, sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, width, height, WindowFlags_OPENGL|flags)
|
||||
}
|
||||
|
||||
func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
|
||||
func createWindow(title string, x, y, width, height int32, flags WindowFlags) (Window, error) {
|
||||
|
||||
assert.T(isInited, "engine.Init() was not called!")
|
||||
|
||||
sdlWin, err := sdl.CreateWindow(title, x, y, width, height, uint32(flags))
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
win := &Window{
|
||||
SDLWin: sdlWin,
|
||||
win := Window{
|
||||
SDLWin: nil,
|
||||
EventCallbacks: make([]func(sdl.Event), 0),
|
||||
Rend: rend,
|
||||
}
|
||||
|
||||
win.GlCtx, err = sdlWin.GLCreateContext()
|
||||
var err error
|
||||
|
||||
win.SDLWin, err = sdl.CreateWindow(title, x, y, width, height, uint32(flags))
|
||||
if err != nil {
|
||||
return nil, err
|
||||
return win, err
|
||||
}
|
||||
|
||||
win.GlCtx, err = win.SDLWin.GLCreateContext()
|
||||
if err != nil {
|
||||
return win, err
|
||||
}
|
||||
|
||||
err = initOpenGL()
|
||||
if err != nil {
|
||||
return nil, err
|
||||
return win, err
|
||||
}
|
||||
|
||||
setupDefaultTextures()
|
||||
|
||||
// Get rid of the blinding white startup screen (unfortunately there is still one frame of white)
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
|
||||
win.SDLWin.GLSwap()
|
||||
|
||||
return win, err
|
||||
}
|
||||
|
||||
@ -254,6 +229,58 @@ func initOpenGL() error {
|
||||
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
|
||||
|
||||
gl.ClearColor(0, 0, 0, 1)
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func setupDefaultTextures() error {
|
||||
|
||||
// 1x1 black texture
|
||||
defaultBlackImg := image.NewNRGBA(image.Rect(0, 0, 1, 1))
|
||||
defaultBlackImg.Set(0, 0, color.NRGBA{R: 0, G: 0, B: 0, A: 1})
|
||||
defaultBlackImgTex, err := assets.LoadTextureInMemPngImg(defaultBlackImg, &assets.TextureLoadOptions{NoSrgba: true})
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
assets.DefaultBlackTexId = defaultBlackImgTex
|
||||
|
||||
// 1x1 white texture
|
||||
defaultWhiteImg := image.NewNRGBA(image.Rect(0, 0, 1, 1))
|
||||
defaultWhiteImg.Set(0, 0, color.NRGBA{R: 255, G: 255, B: 255, A: 1})
|
||||
defaultWhiteImgTex, err := assets.LoadTextureInMemPngImg(defaultWhiteImg, &assets.TextureLoadOptions{NoSrgba: true})
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
assets.DefaultWhiteTexId = defaultWhiteImgTex
|
||||
|
||||
// Default diffuse
|
||||
assets.DefaultDiffuseTexId = defaultWhiteImgTex
|
||||
|
||||
// Default specular
|
||||
assets.DefaultSpecularTexId = defaultBlackImgTex
|
||||
|
||||
// Default Normal map which is created to be RGB(0.5,0.5,1), which when multiplied by TBN matrix gives the vertex normal.
|
||||
// 128 is better than 127 for normal maps. See 'Flat Color' section here: http://wiki.polycount.com/wiki/Normal_map
|
||||
// Basically, 127 can create seams while 128 looks correct
|
||||
defaultNormalMapImg := image.NewNRGBA(image.Rect(0, 0, 1, 1))
|
||||
defaultNormalMapImg.Set(0, 0, color.NRGBA{R: 128, G: 128, B: 255, A: 1})
|
||||
defaultNormalMapTex, err := assets.LoadTextureInMemPngImg(defaultNormalMapImg, &assets.TextureLoadOptions{NoSrgba: true})
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
assets.DefaultNormalTexId = defaultNormalMapTex
|
||||
|
||||
// Default emission
|
||||
assets.DefaultEmissionTexId = defaultBlackImgTex
|
||||
|
||||
assert.T(assets.DefaultBlackTexId.TexID != 0, "The default black texture handle is zero. Either texture wasn't created or handle wasn't updated")
|
||||
assert.T(assets.DefaultWhiteTexId.TexID != 0, "The default white texture handle is zero. Either texture wasn't created or handle wasn't updated")
|
||||
assert.T(assets.DefaultDiffuseTexId.TexID != 0, "The default diffuse texture handle is zero. Either texture wasn't created or handle wasn't updated")
|
||||
assert.T(assets.DefaultSpecularTexId.TexID != 0, "The default specular texture handle is zero. Either texture wasn't created or handle wasn't updated")
|
||||
assert.T(assets.DefaultNormalTexId.TexID != 0, "The default normal texture handle is zero. Either texture wasn't created or handle wasn't updated")
|
||||
assert.T(assets.DefaultEmissionTexId.TexID != 0, "The default emission texture handle is zero. Either texture wasn't created or handle wasn't updated")
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
|
||||
@ -1,6 +1,7 @@
|
||||
package engine
|
||||
|
||||
import (
|
||||
"github.com/bloeys/nmage/renderer"
|
||||
"github.com/bloeys/nmage/timing"
|
||||
nmageimgui "github.com/bloeys/nmage/ui/imgui"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
@ -20,7 +21,7 @@ type Game interface {
|
||||
DeInit()
|
||||
}
|
||||
|
||||
func Run(g Game, w *Window, ui nmageimgui.ImguiInfo) {
|
||||
func Run(g Game, w *Window, rend renderer.Render, ui nmageimgui.ImguiInfo) {
|
||||
|
||||
isRunning = true
|
||||
|
||||
@ -56,7 +57,7 @@ func Run(g Game, w *Window, ui nmageimgui.ImguiInfo) {
|
||||
w.SDLWin.GLSwap()
|
||||
|
||||
g.FrameEnd()
|
||||
w.Rend.FrameEnd()
|
||||
rend.FrameEnd()
|
||||
timing.FrameEnded()
|
||||
}
|
||||
|
||||
|
||||
2
go.mod
2
go.mod
@ -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
4
go.sum
@ -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=
|
||||
|
||||
185
input/input.go
185
input/input.go
@ -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
|
||||
|
||||
@ -1,61 +1,127 @@
|
||||
package materials
|
||||
|
||||
import (
|
||||
_ "unsafe"
|
||||
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/assert"
|
||||
"github.com/bloeys/nmage/assets"
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/bloeys/nmage/shaders"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
// @TODO: This noescape magic is to avoid heap allocations done when
|
||||
// passing vectors or matrices into cgo via set uniform calls.
|
||||
//
|
||||
// But I would rather this kind of stuff is done on the gl wrapper level.
|
||||
// Should we wrap the OpenGL APIs we use ourself?
|
||||
|
||||
var (
|
||||
lastMatId uint32
|
||||
)
|
||||
|
||||
type TextureSlot uint32
|
||||
|
||||
const (
|
||||
TextureSlot_Diffuse TextureSlot = 0
|
||||
TextureSlot_Specular TextureSlot = 1
|
||||
TextureSlot_Normal TextureSlot = 2
|
||||
TextureSlot_Emission TextureSlot = 3
|
||||
TextureSlot_Cubemap TextureSlot = 10
|
||||
TextureSlot_Cubemap_Array TextureSlot = 11
|
||||
TextureSlot_ShadowMap1 TextureSlot = 12
|
||||
TextureSlot_ShadowMap_Array1 TextureSlot = 13
|
||||
)
|
||||
|
||||
type MaterialSettings uint64
|
||||
|
||||
const (
|
||||
MaterialSettings_None MaterialSettings = iota
|
||||
MaterialSettings_HasModelMtx MaterialSettings = 1 << (iota - 1)
|
||||
MaterialSettings_HasNormalMtx
|
||||
)
|
||||
|
||||
func (ms *MaterialSettings) Set(flags MaterialSettings) {
|
||||
*ms |= flags
|
||||
}
|
||||
|
||||
func (ms *MaterialSettings) Remove(flags MaterialSettings) {
|
||||
*ms &= ^flags
|
||||
}
|
||||
|
||||
func (ms *MaterialSettings) Has(flags MaterialSettings) bool {
|
||||
return *ms&flags == flags
|
||||
}
|
||||
|
||||
type Material struct {
|
||||
Id uint32
|
||||
Name string
|
||||
ShaderProg shaders.ShaderProgram
|
||||
Settings MaterialSettings
|
||||
|
||||
UnifLocs map[string]int32
|
||||
AttribLocs map[string]int32
|
||||
|
||||
// @TODO: Do this in a better way?. Perhaps something like how we do fbo attachments? Or keep it?
|
||||
// Phong shading
|
||||
DiffuseTex uint32
|
||||
SpecularTex uint32
|
||||
NormalTex uint32
|
||||
EmissionTex uint32
|
||||
|
||||
// Shininess of specular highlights
|
||||
Shininess float32
|
||||
|
||||
// Cubemaps
|
||||
CubemapTex uint32
|
||||
CubemapArrayTex uint32
|
||||
|
||||
// Shadowmaps
|
||||
ShadowMapTex1 uint32
|
||||
ShadowMapTexArray1 uint32
|
||||
}
|
||||
|
||||
func (m *Material) Bind() {
|
||||
|
||||
gl.UseProgram(m.ShaderProg.ID)
|
||||
m.ShaderProg.Bind()
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE0)
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Diffuse))
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE1)
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Specular))
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE2)
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Normal))
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE3)
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Emission))
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
|
||||
|
||||
// @TODO: Have defaults for these
|
||||
if m.CubemapTex != 0 {
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Cubemap))
|
||||
gl.BindTexture(gl.TEXTURE_CUBE_MAP, m.CubemapTex)
|
||||
}
|
||||
|
||||
if m.CubemapArrayTex != 0 {
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Cubemap_Array))
|
||||
gl.BindTexture(gl.TEXTURE_CUBE_MAP_ARRAY, m.CubemapArrayTex)
|
||||
}
|
||||
|
||||
if m.ShadowMapTex1 != 0 {
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_ShadowMap1))
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.ShadowMapTex1)
|
||||
}
|
||||
|
||||
if m.ShadowMapTexArray1 != 0 {
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_ShadowMap_Array1))
|
||||
gl.BindTexture(gl.TEXTURE_2D_ARRAY, m.ShadowMapTexArray1)
|
||||
}
|
||||
}
|
||||
|
||||
func (m *Material) UnBind() {
|
||||
gl.UseProgram(0)
|
||||
|
||||
//TODO: Should we unbind textures here? Are these two lines needed?
|
||||
// gl.ActiveTexture(gl.TEXTURE0)
|
||||
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
||||
|
||||
// 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 +131,7 @@ func (m *Material) GetAttribLoc(attribName string) int32 {
|
||||
return loc
|
||||
}
|
||||
|
||||
loc = gl.GetAttribLocation(m.ShaderProg.ID, gl.Str(attribName+"\x00"))
|
||||
loc = gl.GetAttribLocation(m.ShaderProg.Id, gl.Str(attribName+"\x00"))
|
||||
assert.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
|
||||
m.AttribLocs[attribName] = loc
|
||||
return loc
|
||||
@ -78,7 +144,7 @@ func (m *Material) GetUnifLoc(uniformName string) int32 {
|
||||
return loc
|
||||
}
|
||||
|
||||
loc = gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
|
||||
loc = gl.GetUniformLocation(m.ShaderProg.Id, gl.Str(uniformName+"\x00"))
|
||||
assert.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
|
||||
m.UnifLocs[uniformName] = loc
|
||||
return loc
|
||||
@ -93,57 +159,132 @@ func (m *Material) DisableAttribute(attribName string) {
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifInt32(uniformName string, val int32) {
|
||||
gl.ProgramUniform1i(m.ShaderProg.ID, m.GetUnifLoc(uniformName), val)
|
||||
gl.ProgramUniform1i(m.ShaderProg.Id, m.GetUnifLoc(uniformName), val)
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifFloat32(uniformName string, val float32) {
|
||||
gl.ProgramUniform1f(m.ShaderProg.ID, m.GetUnifLoc(uniformName), val)
|
||||
gl.ProgramUniform1f(m.ShaderProg.Id, m.GetUnifLoc(uniformName), val)
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
|
||||
gl.ProgramUniform2fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec2.Data[0])
|
||||
internalSetUnifVec2(m.ShaderProg.Id, m.GetUnifLoc(uniformName), vec2)
|
||||
}
|
||||
|
||||
//go:noescape
|
||||
//go:linkname internalSetUnifVec2 github.com/bloeys/nmage/materials.SetUnifVec2
|
||||
func internalSetUnifVec2(shaderProgId uint32, unifLoc int32, vec2 *gglm.Vec2)
|
||||
|
||||
func SetUnifVec2(shaderProgId uint32, unifLoc int32, vec2 *gglm.Vec2) {
|
||||
gl.ProgramUniform2fv(shaderProgId, unifLoc, 1, &vec2.Data[0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) {
|
||||
gl.ProgramUniform3fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec3.Data[0])
|
||||
internalSetUnifVec3(m.ShaderProg.Id, m.GetUnifLoc(uniformName), vec3)
|
||||
}
|
||||
|
||||
//go:noescape
|
||||
//go:linkname internalSetUnifVec3 github.com/bloeys/nmage/materials.SetUnifVec3
|
||||
func internalSetUnifVec3(shaderProgId uint32, unifLoc int32, vec3 *gglm.Vec3)
|
||||
|
||||
func SetUnifVec3(shaderProgId uint32, unifLoc int32, vec3 *gglm.Vec3) {
|
||||
gl.ProgramUniform3fv(shaderProgId, unifLoc, 1, &vec3.Data[0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
|
||||
gl.ProgramUniform4fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec4.Data[0])
|
||||
internalSetUnifVec4(m.ShaderProg.Id, m.GetUnifLoc(uniformName), vec4)
|
||||
}
|
||||
|
||||
//go:noescape
|
||||
//go:linkname internalSetUnifVec4 github.com/bloeys/nmage/materials.SetUnifVec4
|
||||
func internalSetUnifVec4(shaderProgId uint32, unifLoc int32, vec4 *gglm.Vec4)
|
||||
|
||||
func SetUnifVec4(shaderProgId uint32, unifLoc int32, vec4 *gglm.Vec4) {
|
||||
gl.ProgramUniform4fv(shaderProgId, unifLoc, 1, &vec4.Data[0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
|
||||
gl.ProgramUniformMatrix2fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat2.Data[0][0])
|
||||
internalSetUnifMat2(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat2)
|
||||
}
|
||||
|
||||
//go:noescape
|
||||
//go:linkname internalSetUnifMat2 github.com/bloeys/nmage/materials.SetUnifMat2
|
||||
func internalSetUnifMat2(shaderProgId uint32, unifLoc int32, mat2 *gglm.Mat2)
|
||||
|
||||
func SetUnifMat2(shaderProgId uint32, unifLoc int32, mat2 *gglm.Mat2) {
|
||||
gl.ProgramUniformMatrix2fv(shaderProgId, unifLoc, 1, false, &mat2.Data[0][0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
|
||||
gl.ProgramUniformMatrix3fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat3.Data[0][0])
|
||||
internalSetUnifMat3(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat3)
|
||||
}
|
||||
|
||||
//go:noescape
|
||||
//go:linkname internalSetUnifMat3 github.com/bloeys/nmage/materials.SetUnifMat3
|
||||
func internalSetUnifMat3(shaderProgId uint32, unifLoc int32, mat3 *gglm.Mat3)
|
||||
|
||||
func SetUnifMat3(shaderProgId uint32, unifLoc int32, mat3 *gglm.Mat3) {
|
||||
gl.ProgramUniformMatrix3fv(shaderProgId, unifLoc, 1, false, &mat3.Data[0][0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
|
||||
gl.ProgramUniformMatrix4fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat4.Data[0][0])
|
||||
internalSetUnifMat4(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat4)
|
||||
}
|
||||
|
||||
//go:noescape
|
||||
//go:linkname internalSetUnifMat4 github.com/bloeys/nmage/materials.SetUnifMat4
|
||||
func internalSetUnifMat4(shaderProgId uint32, unifLoc int32, mat4 *gglm.Mat4)
|
||||
|
||||
func SetUnifMat4(shaderProgId uint32, unifLoc int32, mat4 *gglm.Mat4) {
|
||||
gl.ProgramUniformMatrix4fv(shaderProgId, unifLoc, 1, false, &mat4.Data[0][0])
|
||||
}
|
||||
|
||||
func (m *Material) Delete() {
|
||||
gl.DeleteProgram(m.ShaderProg.ID)
|
||||
gl.DeleteProgram(m.ShaderProg.Id)
|
||||
}
|
||||
|
||||
func NewMaterial(matName, shaderPath string) *Material {
|
||||
func getNewMatId() uint32 {
|
||||
lastMatId++
|
||||
return lastMatId
|
||||
}
|
||||
|
||||
func NewMaterial(matName, shaderPath string) Material {
|
||||
|
||||
shdrProg, err := shaders.LoadAndCompileCombinedShader(shaderPath)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to create new material. Err: ", err)
|
||||
logging.ErrLog.Fatalf("Failed to create new material '%s'. Err: %s\n", matName, err.Error())
|
||||
}
|
||||
|
||||
return &Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
|
||||
return Material{
|
||||
Id: getNewMatId(),
|
||||
Name: matName,
|
||||
ShaderProg: shdrProg,
|
||||
UnifLocs: make(map[string]int32),
|
||||
AttribLocs: make(map[string]int32),
|
||||
|
||||
DiffuseTex: assets.DefaultDiffuseTexId.TexID,
|
||||
SpecularTex: assets.DefaultSpecularTexId.TexID,
|
||||
NormalTex: assets.DefaultNormalTexId.TexID,
|
||||
EmissionTex: assets.DefaultEmissionTexId.TexID,
|
||||
}
|
||||
}
|
||||
|
||||
func NewMaterialSrc(matName string, shaderSrc []byte) *Material {
|
||||
func NewMaterialSrc(matName string, shaderSrc []byte) Material {
|
||||
|
||||
shdrProg, err := shaders.LoadAndCompileCombinedShaderSrc(shaderSrc)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to create new material. Err: ", err)
|
||||
logging.ErrLog.Fatalf("Failed to create new material '%s'. Err: %s\n", matName, err.Error())
|
||||
}
|
||||
|
||||
return &Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
|
||||
return Material{
|
||||
Id: getNewMatId(),
|
||||
Name: matName,
|
||||
ShaderProg: shdrProg,
|
||||
UnifLocs: make(map[string]int32),
|
||||
AttribLocs: make(map[string]int32),
|
||||
|
||||
DiffuseTex: assets.DefaultDiffuseTexId.TexID,
|
||||
SpecularTex: assets.DefaultSpecularTexId.TexID,
|
||||
NormalTex: assets.DefaultNormalTexId.TexID,
|
||||
EmissionTex: assets.DefaultEmissionTexId.TexID,
|
||||
}
|
||||
}
|
||||
|
||||
@ -16,24 +16,48 @@ type SubMesh struct {
|
||||
}
|
||||
|
||||
type Mesh struct {
|
||||
Name string
|
||||
Name string
|
||||
/*
|
||||
Vao has the following shader attribute layout:
|
||||
- Loc0: Pos
|
||||
- Loc1: Normal
|
||||
- Loc2: UV0
|
||||
- Loc3: Tangent
|
||||
- (Optional) Color
|
||||
|
||||
Optional stuff appear in the order in this list, depending on what other optional stuff exists.
|
||||
|
||||
For example:
|
||||
- If color exists it will be in Loc3, otherwise it is unset
|
||||
*/
|
||||
Vao buffers.VertexArray
|
||||
SubMeshes []SubMesh
|
||||
}
|
||||
|
||||
func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh, error) {
|
||||
var (
|
||||
// DefaultMeshLoadFlags are the flags always applied when loading a new mesh regardless
|
||||
// of what post process flags are used when loading a mesh.
|
||||
//
|
||||
// Defaults to: asig.PostProcessTriangulate | asig.PostProcessCalcTangentSpace;
|
||||
// Note: changing this will break the normal lit shaders, which expect tangents to be there
|
||||
DefaultMeshLoadFlags asig.PostProcess = asig.PostProcessTriangulate | asig.PostProcessCalcTangentSpace
|
||||
)
|
||||
|
||||
scene, release, err := asig.ImportFile(modelPath, asig.PostProcessTriangulate|postProcessFlags)
|
||||
func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (Mesh, error) {
|
||||
|
||||
finalPostProcessFlags := DefaultMeshLoadFlags | postProcessFlags
|
||||
|
||||
scene, release, err := asig.ImportFile(modelPath, finalPostProcessFlags)
|
||||
if err != nil {
|
||||
return nil, errors.New("Failed to load model. Err: " + err.Error())
|
||||
return Mesh{}, errors.New("Failed to load model. Err: " + err.Error())
|
||||
}
|
||||
defer release()
|
||||
|
||||
if len(scene.Meshes) == 0 {
|
||||
return nil, errors.New("No meshes found in file: " + modelPath)
|
||||
return Mesh{}, errors.New("No meshes found in file: " + modelPath)
|
||||
}
|
||||
|
||||
mesh := &Mesh{
|
||||
mesh := Mesh{
|
||||
Name: name,
|
||||
Vao: buffers.NewVertexArray(),
|
||||
SubMeshes: make([]SubMesh, 0, 1),
|
||||
@ -42,8 +66,17 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
||||
vbo := buffers.NewVertexBuffer()
|
||||
ibo := buffers.NewIndexBuffer()
|
||||
|
||||
// Initial sizes assuming one submesh that has vertex pos+normals+texCoords, and 3 indices per face
|
||||
var vertexBufData []float32 = make([]float32, 0, len(scene.Meshes[0].Vertices)*3*3*2)
|
||||
// Estimate a useful prealloc capacity based on the first submesh that has vertex pos+normals+tangents+texCoords
|
||||
vertexBufDataCapacity := len(scene.Meshes[0].Vertices) * 3 * 3 * 3 * 2
|
||||
|
||||
// Increase capacity depending on what the mesh has
|
||||
if len(scene.Meshes[0].ColorSets) > 0 && len(scene.Meshes[0].ColorSets[0]) > 0 {
|
||||
vertexBufDataCapacity *= 4
|
||||
}
|
||||
|
||||
var vertexBufData []float32 = make([]float32, 0, vertexBufDataCapacity)
|
||||
|
||||
// Initial size assumes 3 indices per face
|
||||
var indexBufData []uint32 = make([]uint32, 0, len(scene.Meshes[0].Faces)*3)
|
||||
|
||||
// fmt.Printf("\nMesh %s has %d meshe(s) with first mesh having %d vertices\n", name, len(scene.Meshes), len(scene.Meshes[0].Vertices))
|
||||
@ -52,12 +85,25 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
||||
|
||||
sceneMesh := scene.Meshes[i]
|
||||
|
||||
// We always want tangents and UV0
|
||||
if len(sceneMesh.Tangents) == 0 {
|
||||
sceneMesh.Tangents = make([]gglm.Vec3, len(sceneMesh.Vertices))
|
||||
}
|
||||
|
||||
if len(sceneMesh.TexCoords[0]) == 0 {
|
||||
sceneMesh.TexCoords[0] = make([]gglm.Vec3, len(sceneMesh.Vertices))
|
||||
}
|
||||
|
||||
layoutToUse := []buffers.Element{{ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec2}}
|
||||
if len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0 {
|
||||
hasColorSet0 := len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0
|
||||
|
||||
layoutToUse := []buffers.Element{
|
||||
{ElementType: buffers.DataTypeVec3}, // Position
|
||||
{ElementType: buffers.DataTypeVec3}, // Normals
|
||||
{ElementType: buffers.DataTypeVec3}, // Tangents
|
||||
{ElementType: buffers.DataTypeVec2}, // UV0
|
||||
}
|
||||
|
||||
if hasColorSet0 {
|
||||
layoutToUse = append(layoutToUse, buffers.Element{ElementType: buffers.DataTypeVec4})
|
||||
}
|
||||
|
||||
@ -79,8 +125,14 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
||||
}
|
||||
}
|
||||
|
||||
arrs := []arrToInterleave{{V3s: sceneMesh.Vertices}, {V3s: sceneMesh.Normals}, {V2s: v3sToV2s(sceneMesh.TexCoords[0])}}
|
||||
if len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0 {
|
||||
arrs := []arrToInterleave{
|
||||
{V3s: sceneMesh.Vertices},
|
||||
{V3s: sceneMesh.Normals},
|
||||
{V3s: sceneMesh.Tangents},
|
||||
{V2s: v3sToV2s(sceneMesh.TexCoords[0])},
|
||||
}
|
||||
|
||||
if hasColorSet0 {
|
||||
arrs = append(arrs, arrToInterleave{V4s: sceneMesh.ColorSets[0]})
|
||||
}
|
||||
|
||||
|
||||
@ -2,6 +2,7 @@ package rend3dgl
|
||||
|
||||
import (
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/buffers"
|
||||
"github.com/bloeys/nmage/materials"
|
||||
"github.com/bloeys/nmage/meshes"
|
||||
"github.com/bloeys/nmage/renderer"
|
||||
@ -11,23 +12,63 @@ import (
|
||||
var _ renderer.Render = &Rend3DGL{}
|
||||
|
||||
type Rend3DGL struct {
|
||||
BoundMesh *meshes.Mesh
|
||||
BoundMat *materials.Material
|
||||
BoundVaoId uint32
|
||||
BoundMatId uint32
|
||||
BoundMeshVaoId uint32
|
||||
}
|
||||
|
||||
func (r3d *Rend3DGL) Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material) {
|
||||
func (r *Rend3DGL) DrawMesh(mesh *meshes.Mesh, modelMat *gglm.TrMat, mat *materials.Material) {
|
||||
|
||||
if mesh != r3d.BoundMesh {
|
||||
if mesh.Vao.Id != r.BoundMeshVaoId {
|
||||
mesh.Vao.Bind()
|
||||
r3d.BoundMesh = mesh
|
||||
r.BoundMeshVaoId = mesh.Vao.Id
|
||||
}
|
||||
|
||||
if mat != r3d.BoundMat {
|
||||
if mat.Id != r.BoundMatId {
|
||||
mat.Bind()
|
||||
r3d.BoundMat = mat
|
||||
r.BoundMatId = mat.Id
|
||||
}
|
||||
|
||||
mat.SetUnifMat4("modelMat", &trMat.Mat4)
|
||||
if mat.Settings.Has(materials.MaterialSettings_HasModelMtx) {
|
||||
mat.SetUnifMat4("modelMat", &modelMat.Mat4)
|
||||
}
|
||||
|
||||
if mat.Settings.Has(materials.MaterialSettings_HasNormalMtx) {
|
||||
normalMat := modelMat.Clone().InvertAndTranspose().ToMat3()
|
||||
mat.SetUnifMat3("normalMat", &normalMat)
|
||||
}
|
||||
|
||||
for i := 0; i < len(mesh.SubMeshes); i++ {
|
||||
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, mesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(mesh.SubMeshes[i].BaseIndex), mesh.SubMeshes[i].BaseVertex)
|
||||
}
|
||||
}
|
||||
|
||||
func (r *Rend3DGL) DrawVertexArray(mat *materials.Material, vao *buffers.VertexArray, firstElement int32, elementCount int32) {
|
||||
|
||||
if vao.Id != r.BoundVaoId {
|
||||
vao.Bind()
|
||||
r.BoundVaoId = vao.Id
|
||||
}
|
||||
|
||||
if mat.Id != r.BoundMatId {
|
||||
mat.Bind()
|
||||
r.BoundMatId = mat.Id
|
||||
}
|
||||
|
||||
gl.DrawArrays(gl.TRIANGLES, firstElement, elementCount)
|
||||
}
|
||||
|
||||
func (r *Rend3DGL) DrawCubemap(mesh *meshes.Mesh, mat *materials.Material) {
|
||||
|
||||
if mesh.Vao.Id != r.BoundMeshVaoId {
|
||||
mesh.Vao.Bind()
|
||||
r.BoundMeshVaoId = mesh.Vao.Id
|
||||
}
|
||||
|
||||
if mat.Id != r.BoundMatId {
|
||||
mat.Bind()
|
||||
r.BoundMatId = mat.Id
|
||||
}
|
||||
|
||||
for i := 0; i < len(mesh.SubMeshes); i++ {
|
||||
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, mesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(mesh.SubMeshes[i].BaseIndex), mesh.SubMeshes[i].BaseVertex)
|
||||
@ -35,8 +76,9 @@ func (r3d *Rend3DGL) Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.M
|
||||
}
|
||||
|
||||
func (r3d *Rend3DGL) FrameEnd() {
|
||||
r3d.BoundMesh = nil
|
||||
r3d.BoundMat = nil
|
||||
r3d.BoundVaoId = 0
|
||||
r3d.BoundMatId = 0
|
||||
r3d.BoundMeshVaoId = 0
|
||||
}
|
||||
|
||||
func NewRend3DGL() *Rend3DGL {
|
||||
|
||||
@ -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()
|
||||
}
|
||||
|
||||
54
res/shaders/array-depth-map.glsl
Executable file
54
res/shaders/array-depth-map.glsl
Executable file
@ -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;
|
||||
}
|
||||
@ -2,35 +2,32 @@
|
||||
#version 410
|
||||
|
||||
layout(location=0) in vec3 vertPosIn;
|
||||
layout(location=1) in vec3 vertNormalIn;
|
||||
layout(location=2) in vec2 vertUV0In;
|
||||
layout(location=3) in vec3 vertColorIn;
|
||||
layout(location=2) in vec3 vertTangentIn;
|
||||
layout(location=3) in vec2 vertUV0In;
|
||||
layout(location=4) in vec3 vertColorIn;
|
||||
|
||||
out vec3 vertNormal;
|
||||
out vec2 vertUV0;
|
||||
out vec3 vertColor;
|
||||
out vec3 fragPos;
|
||||
|
||||
//MVP = Model View Projection
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 viewMat;
|
||||
uniform mat4 projMat;
|
||||
uniform mat4 projViewMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||
vertUV0 = vertUV0In;
|
||||
vertColor = vertColorIn;
|
||||
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
||||
|
||||
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
|
||||
vec4 modelVert = modelMat * vec4(vertPosIn, 1);
|
||||
fragPos = modelVert.xyz;
|
||||
|
||||
gl_Position = projViewMat * modelVert;
|
||||
}
|
||||
|
||||
//shader:fragment
|
||||
#version 410
|
||||
|
||||
in vec3 vertColor;
|
||||
in vec3 vertNormal;
|
||||
in vec2 vertUV0;
|
||||
in vec3 fragPos;
|
||||
|
||||
|
||||
21
res/shaders/depth-map.glsl
Executable file
21
res/shaders/depth-map.glsl
Executable file
@ -0,0 +1,21 @@
|
||||
//shader:vertex
|
||||
#version 410
|
||||
|
||||
layout(location=0) in vec3 vertPosIn;
|
||||
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 projViewMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projViewMat * modelMat * vec4(vertPosIn, 1);
|
||||
}
|
||||
|
||||
//shader:fragment
|
||||
#version 410
|
||||
|
||||
void main()
|
||||
{
|
||||
// This implicitly writes to the depth buffer with no color operations
|
||||
// Equivalent: gl_FragDepth = gl_FragCoord.z;
|
||||
}
|
||||
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;
|
||||
}
|
||||
@ -3,32 +3,25 @@
|
||||
|
||||
layout(location=0) in vec3 vertPosIn;
|
||||
layout(location=1) in vec3 vertNormalIn;
|
||||
layout(location=2) in vec2 vertUV0In;
|
||||
layout(location=3) in vec3 vertColorIn;
|
||||
layout(location=2) in vec3 vertTangentIn;
|
||||
layout(location=3) in vec2 vertUV0In;
|
||||
layout(location=4) in vec3 vertColorIn;
|
||||
|
||||
out vec3 vertNormal;
|
||||
out vec2 vertUV0;
|
||||
out vec3 vertColor;
|
||||
out vec3 fragPos;
|
||||
|
||||
//MVP = Model View Projection
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 viewMat;
|
||||
uniform mat4 projMat;
|
||||
uniform mat4 projViewMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
// @TODO: Calculate this on the CPU and send it as a uniform
|
||||
|
||||
// This produces the normal matrix that multiplies with the model normal to produce the
|
||||
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
|
||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||
|
||||
vertUV0 = vertUV0In;
|
||||
vertColor = vertColorIn;
|
||||
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
||||
|
||||
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
|
||||
vec4 modelVert = modelMat * vec4(vertPosIn, 1);
|
||||
fragPos = modelVert.xyz;
|
||||
gl_Position = projViewMat * modelVert;
|
||||
}
|
||||
|
||||
//shader:fragment
|
||||
@ -41,7 +34,6 @@ struct Material {
|
||||
uniform Material material;
|
||||
|
||||
in vec3 vertColor;
|
||||
in vec3 vertNormal;
|
||||
in vec2 vertUV0;
|
||||
in vec3 fragPos;
|
||||
|
||||
|
||||
@ -1,55 +1,34 @@
|
||||
//shader:vertex
|
||||
#version 410
|
||||
|
||||
#define NUM_SPOT_LIGHTS 4
|
||||
#define NUM_POINT_LIGHTS 8
|
||||
|
||||
//
|
||||
// Inputs
|
||||
//
|
||||
layout(location=0) in vec3 vertPosIn;
|
||||
layout(location=1) in vec3 vertNormalIn;
|
||||
layout(location=2) in vec2 vertUV0In;
|
||||
layout(location=3) in vec3 vertColorIn;
|
||||
layout(location=2) in vec3 vertTangentIn;
|
||||
layout(location=3) in vec2 vertUV0In;
|
||||
layout(location=4) in vec3 vertColorIn;
|
||||
|
||||
out vec3 vertNormal;
|
||||
out vec2 vertUV0;
|
||||
out vec3 vertColor;
|
||||
out vec3 fragPos;
|
||||
|
||||
//MVP = Model View Projection
|
||||
//
|
||||
// Uniforms
|
||||
//
|
||||
uniform vec3 camPos;
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 viewMat;
|
||||
uniform mat4 projMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
// @TODO: Calculate this on the CPU and send it as a uniform
|
||||
|
||||
// This produces the normal matrix that multiplies with the model normal to produce the
|
||||
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
|
||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||
|
||||
vertUV0 = vertUV0In;
|
||||
vertColor = vertColorIn;
|
||||
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
||||
|
||||
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
|
||||
}
|
||||
|
||||
//shader:fragment
|
||||
#version 410
|
||||
|
||||
struct Material {
|
||||
sampler2D diffuse;
|
||||
sampler2D specular;
|
||||
// sampler2D normal;
|
||||
sampler2D emission;
|
||||
float shininess;
|
||||
};
|
||||
|
||||
uniform Material material;
|
||||
uniform mat3 normalMat;
|
||||
uniform mat4 projViewMat;
|
||||
uniform mat4 dirLightProjViewMat;
|
||||
uniform mat4 spotLightProjViewMats[NUM_SPOT_LIGHTS];
|
||||
|
||||
struct DirLight {
|
||||
vec3 dir;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
sampler2D shadowMap;
|
||||
};
|
||||
|
||||
uniform DirLight dirLight;
|
||||
|
||||
struct PointLight {
|
||||
@ -59,9 +38,8 @@ struct PointLight {
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
float farPlane;
|
||||
};
|
||||
|
||||
#define NUM_POINT_LIGHTS 16
|
||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
|
||||
struct SpotLight {
|
||||
@ -72,81 +50,311 @@ struct SpotLight {
|
||||
float innerCutoff;
|
||||
float outerCutoff;
|
||||
};
|
||||
|
||||
#define NUM_SPOT_LIGHTS 4
|
||||
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||
|
||||
uniform vec3 camPos;
|
||||
//
|
||||
// Outputs
|
||||
//
|
||||
out vec2 vertUV0;
|
||||
out vec3 vertColor;
|
||||
|
||||
out vec3 fragPos;
|
||||
out vec3 fragPosDirLight;
|
||||
out vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
|
||||
|
||||
out vec3 tangentCamPos;
|
||||
out vec3 tangentFragPos;
|
||||
out vec3 tangentDirLightDir;
|
||||
out vec3 tangentSpotLightPositions[NUM_SPOT_LIGHTS];
|
||||
out vec3 tangentSpotLightDirections[NUM_SPOT_LIGHTS];
|
||||
out vec3 tangentPointLightPositions[NUM_POINT_LIGHTS];
|
||||
|
||||
void main()
|
||||
{
|
||||
vertUV0 = vertUV0In;
|
||||
vertColor = vertColorIn;
|
||||
vec4 modelVert = modelMat * vec4(vertPosIn, 1);
|
||||
|
||||
// Tangent-BiTangent-Normal matrix for normal mapping
|
||||
vec3 T = normalize(vec3(modelMat * vec4(vertTangentIn, 0.0)));
|
||||
vec3 N = normalize(vec3(modelMat * vec4(vertNormalIn, 0.0)));
|
||||
|
||||
// Ensure T is orthogonal with respect to N
|
||||
T = normalize(T - dot(T, N) * N);
|
||||
|
||||
vec3 B = cross(N, T);
|
||||
mat3 tbnMtx = transpose(mat3(T, B, N));
|
||||
|
||||
// Lighting related
|
||||
fragPos = modelVert.xyz;
|
||||
fragPosDirLight = vec3(dirLightProjViewMat * vec4(fragPos, 1));
|
||||
|
||||
tangentCamPos = tbnMtx * camPos;
|
||||
tangentFragPos = tbnMtx * fragPos;
|
||||
tangentDirLightDir = tbnMtx * dirLight.dir;
|
||||
|
||||
for (int i = 0; i < NUM_POINT_LIGHTS; i++)
|
||||
tangentPointLightPositions[i] = tbnMtx * pointLights[i].pos;
|
||||
|
||||
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
|
||||
{
|
||||
fragPosSpotLight[i] = spotLightProjViewMats[i] * vec4(fragPos, 1);
|
||||
|
||||
tangentSpotLightPositions[i] = tbnMtx * spotLights[i].pos;
|
||||
tangentSpotLightDirections[i] = tbnMtx * spotLights[i].dir;
|
||||
}
|
||||
|
||||
gl_Position = projViewMat * modelVert;
|
||||
}
|
||||
|
||||
//shader:fragment
|
||||
#version 410
|
||||
|
||||
/*
|
||||
Note that while all lighting calculations are done in tangent space,
|
||||
shadow mapping is done in world space.
|
||||
|
||||
The exception is the bias calculation. Since the bias relies on the normal
|
||||
and the normal is in tangent space, we use a tangent space fragment position
|
||||
with it, but the rest of shadow processing is in world space.
|
||||
*/
|
||||
|
||||
#define NUM_SPOT_LIGHTS 4
|
||||
#define NUM_POINT_LIGHTS 8
|
||||
|
||||
//
|
||||
// Inputs
|
||||
//
|
||||
in vec3 fragPos;
|
||||
in vec2 vertUV0;
|
||||
in vec3 vertColor;
|
||||
in vec3 fragPosDirLight;
|
||||
in vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
|
||||
|
||||
in vec3 tangentCamPos;
|
||||
in vec3 tangentFragPos;
|
||||
in vec3 tangentDirLightDir;
|
||||
in vec3 tangentSpotLightPositions[NUM_SPOT_LIGHTS];
|
||||
in vec3 tangentSpotLightDirections[NUM_SPOT_LIGHTS];
|
||||
in vec3 tangentPointLightPositions[NUM_POINT_LIGHTS];
|
||||
|
||||
//
|
||||
// Uniforms
|
||||
//
|
||||
struct Material {
|
||||
sampler2D diffuse;
|
||||
sampler2D specular;
|
||||
sampler2D normal;
|
||||
sampler2D emission;
|
||||
float shininess;
|
||||
};
|
||||
uniform Material material;
|
||||
|
||||
struct DirLight {
|
||||
vec3 dir;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
sampler2D shadowMap;
|
||||
};
|
||||
uniform DirLight dirLight;
|
||||
|
||||
struct PointLight {
|
||||
vec3 pos;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
float farPlane;
|
||||
};
|
||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
uniform samplerCubeArray pointLightCubeShadowMaps;
|
||||
|
||||
struct SpotLight {
|
||||
vec3 pos;
|
||||
vec3 dir;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
float innerCutoff;
|
||||
float outerCutoff;
|
||||
};
|
||||
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||
uniform sampler2DArray spotLightShadowMaps;
|
||||
|
||||
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
|
||||
|
||||
in vec3 vertColor;
|
||||
in vec3 vertNormal;
|
||||
in vec2 vertUV0;
|
||||
in vec3 fragPos;
|
||||
|
||||
//
|
||||
// Outputs
|
||||
//
|
||||
out vec4 fragColor;
|
||||
|
||||
//
|
||||
// Global variables used as cache for lighting calculations
|
||||
//
|
||||
vec3 tangentViewDir;
|
||||
vec4 diffuseTexColor;
|
||||
vec4 specularTexColor;
|
||||
vec4 emissionTexColor;
|
||||
vec3 normalizedVertNorm;
|
||||
vec3 viewDir;
|
||||
|
||||
float CalcDirShadow(sampler2D shadowMap, vec3 tangentLightDir)
|
||||
{
|
||||
// Move from [-1,1] to [0, 1]
|
||||
vec3 projCoords = fragPosDirLight * 0.5 + 0.5;
|
||||
|
||||
// If sampling outside the depth texture then force 'no shadow'
|
||||
if(projCoords.z > 1)
|
||||
return 0;
|
||||
|
||||
// currentDepth is the fragment depth from the light's perspective
|
||||
float currentDepth = projCoords.z;
|
||||
|
||||
// Bias in the range [0.005, 0.05] depending on the angle, where a higher
|
||||
// angle gives a higher bias, as shadow acne gets worse with angle
|
||||
float bias = max(0.05 * (1 - dot(normalizedVertNorm, tangentLightDir)), 0.005);
|
||||
|
||||
// 'Percentage Close Filtering'.
|
||||
// Basically get soft shadows by averaging this texel and surrounding ones
|
||||
float shadow = 0;
|
||||
vec2 texelSize = 1 / textureSize(shadowMap, 0);
|
||||
for(int x = -1; x <= 1; x++)
|
||||
{
|
||||
for(int y = -1; y <= 1; y++)
|
||||
{
|
||||
float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
|
||||
|
||||
// If our depth is larger than the lights closest depth at the texel we checked (projCoords),
|
||||
// then there is something closer to the light than us, and so we are in shadow
|
||||
shadow += currentDepth - bias > pcfDepth ? 1 : 0;
|
||||
}
|
||||
}
|
||||
|
||||
shadow /= 9;
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
vec3 CalcDirLight()
|
||||
{
|
||||
vec3 lightDir = normalize(-dirLight.dir);
|
||||
vec3 lightDir = normalize(-tangentDirLightDir);
|
||||
|
||||
// Diffuse
|
||||
float diffuseAmount = max(0.0, dot(normalizedVertNorm, lightDir));
|
||||
vec3 finalDiffuse = diffuseAmount * dirLight.diffuseColor * diffuseTexColor.rgb;
|
||||
|
||||
// Specular
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
vec3 halfwayDir = normalize(lightDir + tangentViewDir);
|
||||
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 worldLightPos, vec3 tangentLightDir, float farPlane) {
|
||||
|
||||
vec3 lightToFrag = fragPos - worldLightPos;
|
||||
|
||||
float closestDepth = texture(pointLightCubeShadowMaps, vec4(lightToFrag, lightIndex)).r;
|
||||
|
||||
// We stored depth in the cubemap in the range [0, 1], so now we move back to [0, farPlane]
|
||||
closestDepth *= farPlane;
|
||||
|
||||
// Get depth of current fragment
|
||||
float currentDepth = length(lightToFrag);
|
||||
|
||||
float bias = max(0.05 * (1 - dot(normalizedVertNorm, tangentLightDir)), 0.005);
|
||||
|
||||
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
vec3 CalcPointLight(PointLight pointLight, int lightIndex)
|
||||
{
|
||||
// Ignore unset lights
|
||||
if (pointLight.constant == 0){
|
||||
return vec3(0);
|
||||
}
|
||||
|
||||
vec3 lightDir = normalize(pointLight.pos - fragPos);
|
||||
vec3 tangentLightPos = tangentPointLightPositions[lightIndex];
|
||||
vec3 tangentLightDir = normalize(tangentLightPos - tangentFragPos);
|
||||
|
||||
// Diffuse
|
||||
float diffuseAmount = max(0.0, dot(normalizedVertNorm, lightDir));
|
||||
float diffuseAmount = max(0.0, dot(normalizedVertNorm, tangentLightDir));
|
||||
vec3 finalDiffuse = diffuseAmount * pointLight.diffuseColor * diffuseTexColor.rgb;
|
||||
|
||||
// Specular
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
vec3 halfwayDir = normalize(tangentLightDir + tangentViewDir);
|
||||
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||
vec3 finalSpecular = specularAmount * pointLight.specularColor * specularTexColor.rgb;
|
||||
|
||||
// attenuation
|
||||
float distToLight = length(pointLight.pos - fragPos);
|
||||
float attenuation = 1.0 / (pointLight.constant + pointLight.linear * distToLight + pointLight.quadratic * (distToLight * distToLight));
|
||||
// Attenuation
|
||||
float distToLight = length(tangentLightPos - tangentFragPos);
|
||||
float attenuation = 1 / (pointLight.constant + pointLight.linear * distToLight + pointLight.quadratic * (distToLight * distToLight));
|
||||
|
||||
return (finalDiffuse + finalSpecular) * attenuation;
|
||||
// Shadow
|
||||
float shadow = CalcPointShadow(lightIndex, pointLight.pos, tangentLightDir, pointLight.farPlane);
|
||||
|
||||
return (finalDiffuse + finalSpecular) * attenuation * (1 - shadow);
|
||||
}
|
||||
|
||||
vec3 CalcSpotLight(SpotLight light)
|
||||
float CalcSpotShadow(vec3 tangentLightDir, int lightIndex)
|
||||
{
|
||||
// Move from clip space to NDC
|
||||
vec3 projCoords = fragPosSpotLight[lightIndex].xyz / fragPosSpotLight[lightIndex].w;
|
||||
|
||||
// Move from [-1,1] to [0, 1]
|
||||
projCoords = projCoords * 0.5 + 0.5;
|
||||
|
||||
// If sampling outside the depth texture then force 'no shadow'
|
||||
if(projCoords.z > 1)
|
||||
return 0;
|
||||
|
||||
// currentDepth is the fragment depth from the light's perspective
|
||||
float currentDepth = projCoords.z;
|
||||
|
||||
// Bias in the range [0.005, 0.05] depending on the angle, where a higher
|
||||
// angle gives a higher bias, as shadow acne gets worse with angle
|
||||
float bias = max(0.05 * (1 - dot(normalizedVertNorm, tangentLightDir)), 0.005);
|
||||
|
||||
// 'Percentage Close Filtering'.
|
||||
// Basically get soft shadows by averaging this texel and surrounding ones
|
||||
float shadow = 0;
|
||||
vec2 texelSize = 1 / textureSize(spotLightShadowMaps, 0).xy;
|
||||
for(int x = -1; x <= 1; x++)
|
||||
{
|
||||
for(int y = -1; y <= 1; y++)
|
||||
{
|
||||
float pcfDepth = texture(spotLightShadowMaps, vec3(projCoords.xy + vec2(x, y) * texelSize, lightIndex)).r;
|
||||
|
||||
// If our depth is larger than the lights closest depth at the texel we checked (projCoords),
|
||||
// then there is something closer to the light than us, and so we are in shadow
|
||||
shadow += currentDepth - bias > pcfDepth ? 1 : 0;
|
||||
}
|
||||
}
|
||||
|
||||
shadow /= 9;
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
vec3 CalcSpotLight(SpotLight light, int lightIndex)
|
||||
{
|
||||
if (light.innerCutoff == 0)
|
||||
return vec3(0);
|
||||
|
||||
vec3 fragToLightDir = normalize(light.pos - fragPos);
|
||||
vec3 tangentLightDir = tangentSpotLightDirections[lightIndex];
|
||||
vec3 fragToLightDir = normalize(tangentSpotLightPositions[lightIndex] - tangentFragPos);
|
||||
|
||||
// Spot light cone with full intensity within inner cutoff,
|
||||
// and falloff between inner-outer cutoffs, and zero
|
||||
// light after outer cutoff
|
||||
float theta = dot(fragToLightDir, normalize(-light.dir));
|
||||
float theta = dot(fragToLightDir, normalize(-tangentLightDir));
|
||||
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);
|
||||
@ -156,38 +364,52 @@ vec3 CalcSpotLight(SpotLight light)
|
||||
vec3 finalDiffuse = diffuseAmount * light.diffuseColor * diffuseTexColor.rgb;
|
||||
|
||||
// Specular
|
||||
vec3 halfwayDir = normalize(fragToLightDir + viewDir);
|
||||
vec3 halfwayDir = normalize(fragToLightDir + tangentViewDir);
|
||||
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);
|
||||
}
|
||||
|
||||
#define DRAW_NORMALS false
|
||||
|
||||
void main()
|
||||
{
|
||||
// Shared values
|
||||
tangentViewDir = normalize(tangentCamPos - tangentFragPos);
|
||||
diffuseTexColor = texture(material.diffuse, vertUV0);
|
||||
specularTexColor = texture(material.specular, vertUV0);
|
||||
emissionTexColor = texture(material.emission, vertUV0);
|
||||
|
||||
normalizedVertNorm = normalize(vertNormal);
|
||||
viewDir = normalize(camPos - fragPos);
|
||||
// Read normal data encoded [0,1]
|
||||
normalizedVertNorm = texture(material.normal, vertUV0).rgb;
|
||||
|
||||
// Remap normal to [-1,1]
|
||||
normalizedVertNorm = normalize(normalizedVertNorm * 2.0 - 1.0);
|
||||
|
||||
// Light contributions
|
||||
vec3 finalColor = CalcDirLight();
|
||||
|
||||
for (int i = 0; i < NUM_POINT_LIGHTS; i++)
|
||||
{
|
||||
finalColor += CalcPointLight(pointLights[i]);
|
||||
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;
|
||||
vec3 finalAmbient = ambientColor * diffuseTexColor.rgb;
|
||||
|
||||
fragColor = vec4(finalColor + finalAmbient + finalEmission, 1);
|
||||
|
||||
if (DRAW_NORMALS)
|
||||
{
|
||||
fragColor = vec4(texture(material.normal, vertUV0).rgb, 1);
|
||||
}
|
||||
}
|
||||
|
||||
@ -3,18 +3,18 @@
|
||||
|
||||
layout(location=0) in vec3 vertPosIn;
|
||||
layout(location=1) in vec3 vertNormalIn;
|
||||
layout(location=2) in vec2 vertUV0In;
|
||||
layout(location=3) in vec3 vertColorIn;
|
||||
layout(location=2) in vec3 vertTangentIn;
|
||||
layout(location=3) in vec2 vertUV0In;
|
||||
layout(location=4) in vec3 vertColorIn;
|
||||
|
||||
out vec3 vertUV0;
|
||||
|
||||
uniform mat4 viewMat;
|
||||
uniform mat4 projMat;
|
||||
uniform mat4 projViewMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
vertUV0 = vec3(vertPosIn.x, vertPosIn.y, -vertPosIn.z);
|
||||
vec4 pos = projMat * viewMat * vec4(vertPosIn, 1.0);
|
||||
vec4 pos = projViewMat * vec4(vertPosIn, 1.0);
|
||||
gl_Position = pos.xyww;
|
||||
}
|
||||
|
||||
|
||||
50
res/shaders/tonemapped-screen-quad.glsl
Executable file
50
res/shaders/tonemapped-screen-quad.glsl
Executable file
@ -0,0 +1,50 @@
|
||||
//shader:vertex
|
||||
#version 410
|
||||
|
||||
out vec2 vertUV0;
|
||||
|
||||
// Hardcoded vertex positions for a fullscreen quad.
|
||||
// Format: vec4(pos.x, pos.y, uv0.x, uv0.y)
|
||||
vec4 quadData[6] = vec4[](
|
||||
vec4(-1.0, 1.0, 0.0, 1.0),
|
||||
vec4(-1.0, -1.0, 0.0, 0.0),
|
||||
vec4(1.0, -1.0, 1.0, 0.0),
|
||||
vec4(-1.0, 1.0, 0.0, 1.0),
|
||||
vec4(1.0, -1.0, 1.0, 0.0),
|
||||
vec4(1.0, 1.0, 1.0, 1.0)
|
||||
);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 vertData = quadData[gl_VertexID];
|
||||
|
||||
vertUV0 = vertData.zw;
|
||||
gl_Position = vec4(vertData.xy, 0.0, 1.0);
|
||||
}
|
||||
|
||||
//shader:fragment
|
||||
#version 410
|
||||
|
||||
struct Material {
|
||||
sampler2D diffuse;
|
||||
};
|
||||
|
||||
uniform float exposure = 1;
|
||||
uniform Material material;
|
||||
|
||||
in vec2 vertUV0;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 diffuseTexColor = texture(material.diffuse, vertUV0);
|
||||
|
||||
// Reinhard tone mapping
|
||||
// vec3 mappedColor = diffuseTexColor.rgb / (diffuseTexColor.rgb + vec3(1.0));
|
||||
|
||||
// Exposure tone mapping
|
||||
vec3 mappedColor = vec3(1.0) - exp(-diffuseTexColor.rgb * exposure);
|
||||
|
||||
fragColor = vec4(mappedColor, 1);
|
||||
}
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 142 B |
BIN
res/textures/brickwall-normal.png
Executable file
BIN
res/textures/brickwall-normal.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 1.9 MiB |
BIN
res/textures/brickwall.png
Executable file
BIN
res/textures/brickwall.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 1.6 MiB |
Binary file not shown.
|
Before Width: | Height: | Size: 232 B |
@ -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)
|
||||
}
|
||||
|
||||
@ -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
|
||||
)
|
||||
|
||||
@ -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)
|
||||
}
|
||||
|
||||
@ -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 {
|
||||
|
||||
Reference in New Issue
Block a user