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https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Compare commits
8 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 4d8ccdaf56 | |||
| a131e1b52d | |||
| f35c217d73 | |||
| fbfcbaa156 | |||
| c4b1dd1b3d | |||
| a5bea5a661 | |||
| 22ba9ca891 | |||
| 92855c52f9 |
@ -19,7 +19,8 @@ import (
|
||||
type ColorFormat int
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const (
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ColorFormat_RGBA8 ColorFormat = iota
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ColorFormat_Unknown ColorFormat = iota
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ColorFormat_RGBA8
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)
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type Texture struct {
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@ -10,8 +10,10 @@ import (
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type BufUsage int
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const (
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BufUsage_Unknown BufUsage = iota
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//Buffer is set only once and used many times
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BufUsage_Static BufUsage = iota
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BufUsage_Static
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//Buffer is changed a lot and used many times
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BufUsage_Dynamic
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//Buffer is set only once and used by the GPU at most a few times
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@ -1,6 +1,7 @@
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package buffers
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import (
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"github.com/bloeys/nmage/assert"
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"github.com/bloeys/nmage/logging"
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"github.com/go-gl/gl/v4.1-core/gl"
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)
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@ -10,7 +11,10 @@ type FramebufferAttachmentType int32
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const (
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FramebufferAttachmentType_Unknown FramebufferAttachmentType = iota
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FramebufferAttachmentType_Texture
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FramebufferAttachmentType_Texture_Array
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FramebufferAttachmentType_Renderbuffer
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FramebufferAttachmentType_Cubemap
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FramebufferAttachmentType_Cubemap_Array
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)
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func (f FramebufferAttachmentType) IsValid() bool {
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@ -18,7 +22,13 @@ func (f FramebufferAttachmentType) IsValid() bool {
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switch f {
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case FramebufferAttachmentType_Texture:
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fallthrough
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case FramebufferAttachmentType_Texture_Array:
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fallthrough
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case FramebufferAttachmentType_Renderbuffer:
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fallthrough
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case FramebufferAttachmentType_Cubemap:
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fallthrough
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case FramebufferAttachmentType_Cubemap_Array:
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return true
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default:
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@ -169,6 +179,14 @@ func (fbo *Framebuffer) NewColorAttachment(
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logging.ErrLog.Fatalf("failed creating color attachment for framebuffer due to unknown attachment type. Type=%d\n", attachType)
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}
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if attachType == FramebufferAttachmentType_Cubemap || attachType == FramebufferAttachmentType_Cubemap_Array {
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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")
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}
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if attachType == FramebufferAttachmentType_Texture_Array {
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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")
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}
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if !attachFormat.IsColorFormat() {
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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)
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}
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@ -256,6 +274,14 @@ func (fbo *Framebuffer) NewDepthAttachment(
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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)
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}
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if attachType == FramebufferAttachmentType_Cubemap_Array {
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logging.ErrLog.Fatalf("failed creating cubemap array depth attachment because 'NewDepthCubemapArrayAttachment' must be used for that\n")
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}
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if attachType == FramebufferAttachmentType_Texture_Array {
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logging.ErrLog.Fatalf("failed creating texture array depth attachment because 'NewDepthTextureArrayAttachment' must be used for that\n")
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}
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a := FramebufferAttachment{
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Type: attachType,
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Format: attachFormat,
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@ -304,6 +330,30 @@ func (fbo *Framebuffer) NewDepthAttachment(
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// Attach to fbo
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gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, a.Id)
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} else if attachType == FramebufferAttachmentType_Cubemap {
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// Create cubemap
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gl.GenTextures(1, &a.Id)
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if a.Id == 0 {
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logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
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}
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gl.BindTexture(gl.TEXTURE_CUBE_MAP, a.Id)
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for i := 0; i < 6; i++ {
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gl.TexImage2D(uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X+i), 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.FLOAT, nil)
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}
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gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
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gl.BindTexture(gl.TEXTURE_2D, 0)
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// Attach to fbo
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gl.FramebufferTexture(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, a.Id, 0)
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}
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fbo.UnBind()
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@ -311,6 +361,125 @@ func (fbo *Framebuffer) NewDepthAttachment(
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fbo.Attachments = append(fbo.Attachments, a)
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}
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func (fbo *Framebuffer) NewDepthCubemapArrayAttachment(
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attachFormat FramebufferAttachmentDataFormat,
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numCubemaps int32,
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) {
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if fbo.HasDepthAttachment() {
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logging.ErrLog.Fatalf("failed creating cubemap array depth attachment for framebuffer because a depth attachment already exists\n")
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}
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if !attachFormat.IsDepthFormat() {
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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)
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}
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a := FramebufferAttachment{
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Type: FramebufferAttachmentType_Cubemap_Array,
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Format: attachFormat,
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}
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fbo.Bind()
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// Create cubemap array
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gl.GenTextures(1, &a.Id)
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if a.Id == 0 {
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logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
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}
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gl.BindTexture(gl.TEXTURE_CUBE_MAP_ARRAY, a.Id)
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gl.TexImage3D(
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gl.TEXTURE_CUBE_MAP_ARRAY,
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0,
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attachFormat.GlInternalFormat(),
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int32(fbo.Width),
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int32(fbo.Height),
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6*numCubemaps,
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0,
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attachFormat.GlFormat(),
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gl.FLOAT,
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nil,
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)
|
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|
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gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
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gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
|
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gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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gl.TexParameteri(gl.TEXTURE_CUBE_MAP_ARRAY, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
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gl.BindTexture(gl.TEXTURE_2D, 0)
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|
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// Attach to fbo
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gl.FramebufferTexture(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, a.Id, 0)
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fbo.UnBind()
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fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT
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fbo.Attachments = append(fbo.Attachments, a)
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}
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func (fbo *Framebuffer) NewDepthTextureArrayAttachment(
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attachFormat FramebufferAttachmentDataFormat,
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numTextures int32,
|
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) {
|
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|
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if fbo.HasDepthAttachment() {
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logging.ErrLog.Fatalf("failed creating texture array depth attachment for framebuffer because a depth attachment already exists\n")
|
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}
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|
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if !attachFormat.IsDepthFormat() {
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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)
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}
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|
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a := FramebufferAttachment{
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Type: FramebufferAttachmentType_Texture_Array,
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Format: attachFormat,
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}
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fbo.Bind()
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|
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// Create cubemap array
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gl.GenTextures(1, &a.Id)
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if a.Id == 0 {
|
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logging.ErrLog.Fatalf("failed to generate texture for framebuffer. GlError=%d\n", gl.GetError())
|
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}
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|
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gl.BindTexture(gl.TEXTURE_2D_ARRAY, a.Id)
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|
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gl.TexImage3D(
|
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gl.TEXTURE_2D_ARRAY,
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0,
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attachFormat.GlInternalFormat(),
|
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int32(fbo.Width),
|
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int32(fbo.Height),
|
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numTextures,
|
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0,
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attachFormat.GlFormat(),
|
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gl.FLOAT,
|
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nil,
|
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)
|
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|
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gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
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gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
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|
||||
// This is so that any sampling outside the depth map gives a full depth value.
|
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// Useful for example when doing shadow maps where we want things outside
|
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// the range of the texture to not show shadow
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borderColor := []float32{1, 1, 1, 1}
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gl.TexParameterfv(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_BORDER_COLOR, &borderColor[0])
|
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gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
|
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gl.TexParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
|
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|
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gl.BindTexture(gl.TEXTURE_2D_ARRAY, 0)
|
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|
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// Attach to fbo
|
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gl.FramebufferTexture(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, a.Id, 0)
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|
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fbo.UnBind()
|
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fbo.ClearFlags |= gl.DEPTH_BUFFER_BIT
|
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fbo.Attachments = append(fbo.Attachments, a)
|
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}
|
||||
|
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func (fbo *Framebuffer) NewDepthStencilAttachment(
|
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attachType FramebufferAttachmentType,
|
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attachFormat FramebufferAttachmentDataFormat,
|
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@ -374,6 +543,28 @@ func (fbo *Framebuffer) NewDepthStencilAttachment(
|
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fbo.Attachments = append(fbo.Attachments, a)
|
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}
|
||||
|
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// 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.
|
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//
|
||||
// If this is not called, the default is that the entire cubemap array and all the faces in it
|
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// are bound and available for use when binding the fbo.
|
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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 {
|
||||
|
||||
@ -33,25 +33,12 @@ type Window struct {
|
||||
|
||||
func (w *Window) handleInputs() {
|
||||
|
||||
input.EventLoopStart()
|
||||
imIo := imgui.CurrentIO()
|
||||
|
||||
imguiCaptureMouse := imIo.WantCaptureMouse()
|
||||
imguiCaptureKeyboard := imIo.WantCaptureKeyboard()
|
||||
|
||||
// These two are to fix a bug where state isn't cleared
|
||||
// even after imgui captures the keyboard/mouse.
|
||||
//
|
||||
// For example, if player is moving due to key held and then imgui captures the keyboard,
|
||||
// the player keeps moving even when the key is no longer pressed because the input system never
|
||||
// receives the key up event.
|
||||
if imguiCaptureMouse {
|
||||
input.ClearMouseState()
|
||||
}
|
||||
|
||||
if imguiCaptureKeyboard {
|
||||
input.ClearKeyboardState()
|
||||
}
|
||||
input.EventLoopStart(imguiCaptureMouse, imguiCaptureKeyboard)
|
||||
|
||||
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
|
||||
|
||||
@ -65,18 +52,12 @@ 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)
|
||||
imIo.AddKeyEvent(nmageimgui.SdlScancodeToImGuiKey(e.Keysym.Scancode), e.Type == sdl.KEYDOWN)
|
||||
|
||||
// Send modifier key updates to imgui
|
||||
@ -101,10 +82,7 @@ func (w *Window) handleInputs() {
|
||||
|
||||
case *sdl.MouseButtonEvent:
|
||||
|
||||
if !imguiCaptureMouse {
|
||||
input.HandleMouseBtnEvent(e)
|
||||
}
|
||||
|
||||
input.HandleMouseBtnEvent(e)
|
||||
isPressed := e.State == sdl.PRESSED
|
||||
|
||||
if e.Button == sdl.BUTTON_LEFT {
|
||||
@ -117,9 +95,7 @@ func (w *Window) handleInputs() {
|
||||
|
||||
case *sdl.MouseMotionEvent:
|
||||
|
||||
if !imguiCaptureMouse {
|
||||
input.HandleMouseMotionEvent(e)
|
||||
}
|
||||
input.HandleMouseMotionEvent(e)
|
||||
|
||||
case *sdl.WindowEvent:
|
||||
|
||||
@ -217,6 +193,7 @@ func createWindow(title string, x, y, width, height int32, flags WindowFlags, re
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
win := &Window{
|
||||
SDLWin: sdlWin,
|
||||
EventCallbacks: make([]func(sdl.Event), 0),
|
||||
@ -233,6 +210,10 @@ func createWindow(title string, x, y, width, height int32, flags WindowFlags, re
|
||||
return nil, err
|
||||
}
|
||||
|
||||
// Get rid of the blinding white startup screen (unfortunately there is still one frame of white)
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
|
||||
sdlWin.GLSwap()
|
||||
|
||||
return win, err
|
||||
}
|
||||
|
||||
@ -254,6 +235,7 @@ func initOpenGL() error {
|
||||
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
|
||||
|
||||
gl.ClearColor(0, 0, 0, 1)
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
|
||||
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
|
||||
|
||||
493
main.go
493
main.go
@ -30,9 +30,14 @@ import (
|
||||
- Directional lights ✅
|
||||
- Point lights ✅
|
||||
- Spotlights ✅
|
||||
- Directional light shadows ✅
|
||||
- Point light shadows ✅
|
||||
- Spotlight shadows ✅
|
||||
- UBO support
|
||||
- HDR
|
||||
- Cascaded shadow mapping
|
||||
- Skeletal animations
|
||||
- In some cases we DO want input even when captured by UI. We need two systems within input package, one filtered and one not
|
||||
- Proper model loading (i.e. load model by reading all its meshes, textures, and so on together)
|
||||
- Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing) ✅
|
||||
- Renderer batching
|
||||
@ -67,7 +72,7 @@ func (d *DirLight) GetProjViewMat() gglm.Mat4 {
|
||||
farClip := dirLightFar
|
||||
|
||||
projMat := gglm.Ortho(-size, size, -size, size, nearClip, farClip).Mat4
|
||||
viewMat := gglm.LookAtRH(pos, pos.Clone().Add(d.Dir.Clone().Scale(10)), gglm.NewVec3(0, 1, 0)).Mat4
|
||||
viewMat := gglm.LookAtRH(pos, pos.Clone().Add(&d.Dir), gglm.NewVec3(0, 1, 0)).Mat4
|
||||
|
||||
return *projMat.Mul(&viewMat)
|
||||
}
|
||||
@ -78,32 +83,81 @@ type PointLight struct {
|
||||
DiffuseColor gglm.Vec3
|
||||
SpecularColor gglm.Vec3
|
||||
|
||||
// @TODO
|
||||
Radius float32
|
||||
|
||||
Constant float32
|
||||
Linear float32
|
||||
Quadratic float32
|
||||
|
||||
FarPlane float32
|
||||
}
|
||||
|
||||
const (
|
||||
MaxPointLights = 8
|
||||
|
||||
// If this changes update the array depth map shader
|
||||
MaxSpotLights = 4
|
||||
)
|
||||
|
||||
var (
|
||||
pointLightNear float32 = 1
|
||||
)
|
||||
|
||||
func (p *PointLight) GetProjViewMats(shadowMapWidth, shadowMapHeight float32) [6]gglm.Mat4 {
|
||||
|
||||
aspect := float32(shadowMapWidth) / float32(shadowMapHeight)
|
||||
projMat := gglm.Perspective(90*gglm.Deg2Rad, aspect, pointLightNear, p.FarPlane)
|
||||
|
||||
projViewMats := [6]gglm.Mat4{
|
||||
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(1, 0, 0).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
|
||||
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(-1, 0, 0).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
|
||||
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, 1, 0).Add(&p.Pos), gglm.NewVec3(0, 0, 1)).Mat4),
|
||||
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, -1, 0).Add(&p.Pos), gglm.NewVec3(0, 0, -1)).Mat4),
|
||||
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, 0, 1).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
|
||||
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, 0, -1).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
|
||||
}
|
||||
|
||||
return projViewMats
|
||||
}
|
||||
|
||||
type SpotLight struct {
|
||||
Pos gglm.Vec3
|
||||
Dir gglm.Vec3
|
||||
DiffuseColor gglm.Vec3
|
||||
SpecularColor gglm.Vec3
|
||||
InnerCutoff float32
|
||||
OuterCutoff float32
|
||||
Pos gglm.Vec3
|
||||
Dir gglm.Vec3
|
||||
DiffuseColor gglm.Vec3
|
||||
SpecularColor gglm.Vec3
|
||||
InnerCutoffRad float32
|
||||
OuterCutoffRad float32
|
||||
|
||||
// Near plane like 0.x (or anything too small) causes shadows to not work properly.
|
||||
// Needs adjusting as the distance of light to object increases
|
||||
NearPlane float32
|
||||
|
||||
FarPlane float32
|
||||
}
|
||||
|
||||
// SetCutoffs properly sets the cosine values of the cutoffs using the passed
|
||||
// degrees.
|
||||
//
|
||||
// The light has full intensity within the inner cutoff, falloff between
|
||||
// inner-outer cutoff, and zero light beyond the outer cutoff.
|
||||
//
|
||||
// The inner cuttoff degree must be *smaller* than the outer cutoff
|
||||
func (s *SpotLight) SetCutoffs(innerCutoffAngleDeg, outerCutoffAngleDeg float32) {
|
||||
s.InnerCutoff = gglm.Cos32(innerCutoffAngleDeg * gglm.Deg2Rad)
|
||||
s.OuterCutoff = gglm.Cos32(outerCutoffAngleDeg * gglm.Deg2Rad)
|
||||
func (s *SpotLight) GetProjViewMat() gglm.Mat4 {
|
||||
|
||||
projMat := gglm.Perspective(s.OuterCutoffRad*2, 1, s.NearPlane, s.FarPlane)
|
||||
|
||||
// Adjust up vector if lightDir is parallel or nearly parallel to upVector
|
||||
// as lookat view matrix breaks if up and look at are parallel
|
||||
up := gglm.NewVec3(0, 1, 0)
|
||||
if gglm.Abs32(gglm.DotVec3(&s.Dir, up)) > 0.99 {
|
||||
up.SetXY(1, 0)
|
||||
}
|
||||
|
||||
viewMat := gglm.LookAtRH(&s.Pos, s.Pos.Clone().Add(&s.Dir), up).Mat4
|
||||
|
||||
return *projMat.Mul(&viewMat)
|
||||
}
|
||||
|
||||
func (s *SpotLight) InnerCutoffCos() float32 {
|
||||
return gglm.Cos32(s.InnerCutoffRad)
|
||||
}
|
||||
|
||||
func (s *SpotLight) OuterCutoffCos() float32 {
|
||||
return gglm.Cos32(s.OuterCutoffRad)
|
||||
}
|
||||
|
||||
const (
|
||||
@ -121,27 +175,37 @@ var (
|
||||
yaw float32 = -1.5
|
||||
cam *camera.Camera
|
||||
|
||||
renderToDemoFbo = true
|
||||
// Demo fbo
|
||||
renderToDemoFbo = false
|
||||
renderToBackBuffer = true
|
||||
demoFboScale = gglm.NewVec2(0.25, 0.25)
|
||||
demoFboOffset = gglm.NewVec2(0.75, -0.75)
|
||||
demoFbo buffers.Framebuffer
|
||||
|
||||
renderToDepthMapFbo = true
|
||||
depthMapFboScale = gglm.NewVec2(0.25, 0.25)
|
||||
depthMapFboOffset = gglm.NewVec2(0.75, -0.2)
|
||||
depthMapFbo buffers.Framebuffer
|
||||
// Dir light fbo
|
||||
showDirLightDepthMapFbo = false
|
||||
dirLightDepthMapFboScale = gglm.NewVec2(0.25, 0.25)
|
||||
dirLightDepthMapFboOffset = gglm.NewVec2(0.75, -0.2)
|
||||
dirLightDepthMapFbo buffers.Framebuffer
|
||||
|
||||
// Point light fbo
|
||||
pointLightDepthMapFbo buffers.Framebuffer
|
||||
|
||||
// Spot light fbo
|
||||
spotLightDepthMapFbo buffers.Framebuffer
|
||||
|
||||
screenQuadVao buffers.VertexArray
|
||||
screenQuadMat *materials.Material
|
||||
|
||||
unlitMat *materials.Material
|
||||
whiteMat *materials.Material
|
||||
containerMat *materials.Material
|
||||
palleteMat *materials.Material
|
||||
skyboxMat *materials.Material
|
||||
depthMapMat *materials.Material
|
||||
debugDepthMat *materials.Material
|
||||
unlitMat *materials.Material
|
||||
whiteMat *materials.Material
|
||||
containerMat *materials.Material
|
||||
palleteMat *materials.Material
|
||||
skyboxMat *materials.Material
|
||||
depthMapMat *materials.Material
|
||||
arrayDepthMapMat *materials.Material
|
||||
omnidirDepthMapMat *materials.Material
|
||||
debugDepthMat *materials.Material
|
||||
|
||||
cubeMesh *meshes.Mesh
|
||||
sphereMesh *meshes.Mesh
|
||||
@ -168,13 +232,15 @@ var (
|
||||
}
|
||||
pointLights = [...]PointLight{
|
||||
{
|
||||
Pos: *gglm.NewVec3(0, 5, 0),
|
||||
Pos: *gglm.NewVec3(0, 2, -2),
|
||||
DiffuseColor: *gglm.NewVec3(1, 0, 0),
|
||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||
// These values are for 50m range
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
|
||||
FarPlane: 25,
|
||||
},
|
||||
{
|
||||
Pos: *gglm.NewVec3(0, -5, 0),
|
||||
@ -183,6 +249,7 @@ var (
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
FarPlane: 25,
|
||||
},
|
||||
{
|
||||
Pos: *gglm.NewVec3(5, 0, 0),
|
||||
@ -191,25 +258,30 @@ var (
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
FarPlane: 25,
|
||||
},
|
||||
{
|
||||
Pos: *gglm.NewVec3(-4, 0, 0),
|
||||
DiffuseColor: *gglm.NewVec3(0, 0, 1),
|
||||
Pos: *gglm.NewVec3(-3, 4, 3),
|
||||
DiffuseColor: *gglm.NewVec3(1, 1, 1),
|
||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
FarPlane: 25,
|
||||
},
|
||||
}
|
||||
spotLights = [...]SpotLight{
|
||||
{
|
||||
Pos: *gglm.NewVec3(0, 5, 0),
|
||||
Dir: *gglm.NewVec3(0, -1, 0),
|
||||
DiffuseColor: *gglm.NewVec3(0, 1, 1),
|
||||
Pos: *gglm.NewVec3(-4, 7, 5),
|
||||
Dir: *gglm.NewVec3(1.5, -0.9, 0).Normalize(),
|
||||
DiffuseColor: *gglm.NewVec3(1, 0, 1),
|
||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||
// These must be cosine values
|
||||
InnerCutoff: gglm.Cos32(15 * gglm.Deg2Rad),
|
||||
OuterCutoff: gglm.Cos32(20 * gglm.Deg2Rad),
|
||||
InnerCutoffRad: 15 * gglm.Deg2Rad,
|
||||
OuterCutoffRad: 20 * gglm.Deg2Rad,
|
||||
|
||||
NearPlane: 1,
|
||||
FarPlane: 30,
|
||||
},
|
||||
}
|
||||
)
|
||||
@ -400,7 +472,9 @@ func (g *Game) Init() {
|
||||
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
whiteMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap))
|
||||
whiteMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
|
||||
whiteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
||||
whiteMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
||||
|
||||
containerMat = materials.NewMaterial("Container mat", "./res/shaders/simple.glsl")
|
||||
containerMat.Shininess = 64
|
||||
@ -417,7 +491,9 @@ func (g *Game) Init() {
|
||||
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
containerMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
containerMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap))
|
||||
containerMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
|
||||
containerMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
||||
containerMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
||||
|
||||
palleteMat = materials.NewMaterial("Pallete mat", "./res/shaders/simple.glsl")
|
||||
palleteMat.Shininess = 64
|
||||
@ -433,12 +509,18 @@ func (g *Game) Init() {
|
||||
palleteMat.SetUnifFloat32("material.shininess", palleteMat.Shininess)
|
||||
palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
palleteMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap))
|
||||
palleteMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
|
||||
palleteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
||||
palleteMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
||||
|
||||
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
|
||||
|
||||
depthMapMat = materials.NewMaterial("Depth Map mat", "./res/shaders/depth-map.glsl")
|
||||
|
||||
arrayDepthMapMat = materials.NewMaterial("Array Depth Map mat", "./res/shaders/array-depth-map.glsl")
|
||||
|
||||
omnidirDepthMapMat = materials.NewMaterial("Omnidirectional Depth Map mat", "./res/shaders/omnidirectional-depth-map.glsl")
|
||||
|
||||
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
|
||||
skyboxMat.CubemapTex = skyboxCmap.TexID
|
||||
skyboxMat.SetUnifInt32("skybox", int32(materials.TextureSlot_Cubemap))
|
||||
@ -484,58 +566,89 @@ func (g *Game) initFbos() {
|
||||
assert.T(demoFbo.IsComplete(), "Demo fbo is not complete after init")
|
||||
|
||||
// Depth map fbo
|
||||
depthMapFbo = buffers.NewFramebuffer(1024, 1024)
|
||||
depthMapFbo.SetNoColorBuffer()
|
||||
depthMapFbo.NewDepthAttachment(
|
||||
dirLightDepthMapFbo = buffers.NewFramebuffer(1024, 1024)
|
||||
dirLightDepthMapFbo.SetNoColorBuffer()
|
||||
dirLightDepthMapFbo.NewDepthAttachment(
|
||||
buffers.FramebufferAttachmentType_Texture,
|
||||
buffers.FramebufferAttachmentDataFormat_DepthF32,
|
||||
)
|
||||
|
||||
assert.T(depthMapFbo.IsComplete(), "Depth map fbo is not complete after init")
|
||||
assert.T(dirLightDepthMapFbo.IsComplete(), "Depth map fbo is not complete after init")
|
||||
|
||||
// Point light depth map fbo
|
||||
pointLightDepthMapFbo = buffers.NewFramebuffer(1024, 1024)
|
||||
pointLightDepthMapFbo.SetNoColorBuffer()
|
||||
pointLightDepthMapFbo.NewDepthCubemapArrayAttachment(
|
||||
buffers.FramebufferAttachmentDataFormat_DepthF32,
|
||||
MaxPointLights,
|
||||
)
|
||||
|
||||
assert.T(pointLightDepthMapFbo.IsComplete(), "Point light depth map fbo is not complete after init")
|
||||
|
||||
// Spot light depth map fbo
|
||||
spotLightDepthMapFbo = buffers.NewFramebuffer(1024, 1024)
|
||||
spotLightDepthMapFbo.SetNoColorBuffer()
|
||||
spotLightDepthMapFbo.NewDepthTextureArrayAttachment(
|
||||
buffers.FramebufferAttachmentDataFormat_DepthF32,
|
||||
MaxSpotLights,
|
||||
)
|
||||
|
||||
assert.T(spotLightDepthMapFbo.IsComplete(), "Spot light depth map fbo is not complete after init")
|
||||
}
|
||||
|
||||
func (g *Game) updateLights() {
|
||||
|
||||
// Directional light
|
||||
whiteMat.ShadowMap = depthMapFbo.Attachments[0].Id
|
||||
containerMat.ShadowMap = depthMapFbo.Attachments[0].Id
|
||||
palleteMat.ShadowMap = depthMapFbo.Attachments[0].Id
|
||||
whiteMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||
containerMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||
palleteMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||
|
||||
// Point lights
|
||||
for i := 0; i < len(pointLights); i++ {
|
||||
|
||||
pl := &pointLights[i]
|
||||
p := &pointLights[i]
|
||||
indexString := "pointLights[" + strconv.Itoa(i) + "]"
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
containerMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
palleteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &p.Pos)
|
||||
containerMat.SetUnifVec3(indexString+".pos", &p.Pos)
|
||||
palleteMat.SetUnifVec3(indexString+".pos", &p.Pos)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
|
||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
whiteMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".constant", pl.Constant)
|
||||
containerMat.SetUnifFloat32(indexString+".constant", pl.Constant)
|
||||
palleteMat.SetUnifFloat32(indexString+".constant", pl.Constant)
|
||||
whiteMat.SetUnifFloat32(indexString+".constant", p.Constant)
|
||||
containerMat.SetUnifFloat32(indexString+".constant", p.Constant)
|
||||
palleteMat.SetUnifFloat32(indexString+".constant", p.Constant)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".linear", pl.Linear)
|
||||
containerMat.SetUnifFloat32(indexString+".linear", pl.Linear)
|
||||
palleteMat.SetUnifFloat32(indexString+".linear", pl.Linear)
|
||||
whiteMat.SetUnifFloat32(indexString+".linear", p.Linear)
|
||||
containerMat.SetUnifFloat32(indexString+".linear", p.Linear)
|
||||
palleteMat.SetUnifFloat32(indexString+".linear", p.Linear)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".quadratic", pl.Quadratic)
|
||||
containerMat.SetUnifFloat32(indexString+".quadratic", pl.Quadratic)
|
||||
palleteMat.SetUnifFloat32(indexString+".quadratic", pl.Quadratic)
|
||||
whiteMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
|
||||
containerMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
|
||||
palleteMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
|
||||
containerMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
|
||||
palleteMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
|
||||
}
|
||||
|
||||
whiteMat.CubemapArrayTex = pointLightDepthMapFbo.Attachments[0].Id
|
||||
containerMat.CubemapArrayTex = pointLightDepthMapFbo.Attachments[0].Id
|
||||
palleteMat.CubemapArrayTex = pointLightDepthMapFbo.Attachments[0].Id
|
||||
|
||||
// Spotlights
|
||||
for i := 0; i < len(spotLights); i++ {
|
||||
|
||||
l := &spotLights[i]
|
||||
innerCutoffCos := l.InnerCutoffCos()
|
||||
outerCutoffCos := l.OuterCutoffCos()
|
||||
|
||||
indexString := "spotLights[" + strconv.Itoa(i) + "]"
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
@ -554,14 +667,18 @@ func (g *Game) updateLights() {
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
containerMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
palleteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
whiteMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
|
||||
containerMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
|
||||
palleteMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
containerMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
palleteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
whiteMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
|
||||
containerMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
|
||||
palleteMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
|
||||
}
|
||||
|
||||
whiteMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
||||
containerMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
||||
palleteMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
||||
}
|
||||
|
||||
func (g *Game) Update() {
|
||||
@ -573,11 +690,6 @@ func (g *Game) Update() {
|
||||
g.updateCameraLookAround()
|
||||
g.updateCameraPos()
|
||||
|
||||
//Rotating cubes
|
||||
if input.KeyDown(sdl.K_SPACE) {
|
||||
cubeModelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
|
||||
}
|
||||
|
||||
g.showDebugWindow()
|
||||
|
||||
if input.KeyClicked(sdl.K_F4) {
|
||||
@ -620,6 +732,8 @@ func (g *Game) showDebugWindow() {
|
||||
// Directional light
|
||||
imgui.Text("Directional Light")
|
||||
|
||||
imgui.Checkbox("Render Directional Light Shadows", &renderDirLightShadows)
|
||||
|
||||
if imgui.DragFloat3("Direction", &dirLight.Dir.Data) {
|
||||
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
@ -657,6 +771,7 @@ func (g *Game) showDebugWindow() {
|
||||
imgui.Spacing()
|
||||
|
||||
// Point lights
|
||||
imgui.Checkbox("Render Point Light Shadows", &renderPointLightShadows)
|
||||
if imgui.BeginListBoxV("Point Lights", imgui.Vec2{Y: 200}) {
|
||||
|
||||
for i := 0; i < len(pointLights); i++ {
|
||||
@ -695,6 +810,8 @@ func (g *Game) showDebugWindow() {
|
||||
}
|
||||
|
||||
// Spot lights
|
||||
imgui.Checkbox("Render Spot Light Shadows", &renderSpotLightShadows)
|
||||
|
||||
if imgui.BeginListBoxV("Spot Lights", imgui.Vec2{Y: 200}) {
|
||||
|
||||
for i := 0; i < len(spotLights); i++ {
|
||||
@ -732,18 +849,27 @@ func (g *Game) showDebugWindow() {
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
}
|
||||
|
||||
if imgui.DragFloat("Inner Cutoff", &l.InnerCutoff) {
|
||||
whiteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
containerMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
palleteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
|
||||
if imgui.DragFloat("Inner Cutoff Radians", &l.InnerCutoffRad) {
|
||||
|
||||
cos := l.InnerCutoffCos()
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
||||
containerMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
||||
palleteMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
||||
}
|
||||
|
||||
if imgui.DragFloat("Outer Cutoff", &l.OuterCutoff) {
|
||||
whiteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
containerMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
palleteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
|
||||
if imgui.DragFloat("Outer Cutoff Radians", &l.OuterCutoffRad) {
|
||||
|
||||
cos := l.OuterCutoffCos()
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
||||
containerMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
||||
palleteMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
||||
}
|
||||
|
||||
imgui.DragFloat("Spot Near Plane", &l.NearPlane)
|
||||
imgui.DragFloat("Spot Far Plane", &l.FarPlane)
|
||||
|
||||
imgui.TreePop()
|
||||
}
|
||||
|
||||
@ -752,15 +878,15 @@ func (g *Game) showDebugWindow() {
|
||||
|
||||
// Demo fbo
|
||||
imgui.Text("Demo Framebuffer")
|
||||
imgui.Checkbox("Render to demo FBO", &renderToDemoFbo)
|
||||
imgui.Checkbox("Show FBO##0", &renderToDemoFbo)
|
||||
imgui.DragFloat2("Scale##0", &demoFboScale.Data)
|
||||
imgui.DragFloat2("Offset##0", &demoFboOffset.Data)
|
||||
|
||||
// Depth map fbo
|
||||
imgui.Text("Depth Map Framebuffer")
|
||||
imgui.Checkbox("Render to depth map FBO", &renderToDepthMapFbo)
|
||||
imgui.DragFloat2("Scale##1", &depthMapFboScale.Data)
|
||||
imgui.DragFloat2("Offset##1", &depthMapFboOffset.Data)
|
||||
imgui.Text("Directional Light Depth Map Framebuffer")
|
||||
imgui.Checkbox("Show FBO##1", &showDirLightDepthMapFbo)
|
||||
imgui.DragFloat2("Scale##1", &dirLightDepthMapFboScale.Data)
|
||||
imgui.DragFloat2("Offset##1", &dirLightDepthMapFboOffset.Data)
|
||||
|
||||
// Other
|
||||
imgui.Text("Other Settings")
|
||||
@ -831,45 +957,39 @@ func (g *Game) updateCameraPos() {
|
||||
}
|
||||
}
|
||||
|
||||
var (
|
||||
renderDirLightShadows = true
|
||||
renderPointLightShadows = true
|
||||
renderSpotLightShadows = true
|
||||
|
||||
rotatingCubeSpeedDeg1 float32 = 45
|
||||
rotatingCubeSpeedDeg2 float32 = 120
|
||||
rotatingCubeSpeedDeg3 float32 = 120
|
||||
rotatingCubeTrMat1 = *gglm.NewTrMatId().Translate(gglm.NewVec3(-4, -1, 4))
|
||||
rotatingCubeTrMat2 = *gglm.NewTrMatId().Translate(gglm.NewVec3(-1, 0.5, 4))
|
||||
rotatingCubeTrMat3 = *gglm.NewTrMatId().Translate(gglm.NewVec3(5, 0.5, 4))
|
||||
)
|
||||
|
||||
func (g *Game) Render() {
|
||||
|
||||
dirLightProjViewMat := dirLight.GetProjViewMat()
|
||||
|
||||
// Set some uniforms
|
||||
whiteMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
whiteMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||
|
||||
containerMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
containerMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||
|
||||
palleteMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
palleteMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||
|
||||
depthMapMat.SetUnifMat4("projViewMat", &dirLightProjViewMat)
|
||||
rotatingCubeTrMat1.Rotate(rotatingCubeSpeedDeg1*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(0, 1, 0))
|
||||
rotatingCubeTrMat2.Rotate(rotatingCubeSpeedDeg2*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(1, 1, 0))
|
||||
rotatingCubeTrMat3.Rotate(rotatingCubeSpeedDeg3*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(1, 1, 1))
|
||||
|
||||
//
|
||||
// Render depth map for shadows
|
||||
//
|
||||
depthMapFbo.BindWithViewport()
|
||||
depthMapFbo.Clear()
|
||||
if renderDirLightShadows {
|
||||
g.renderDirectionalLightShadowmap()
|
||||
}
|
||||
|
||||
// Culling front faces helps 'peter panning' when
|
||||
// drawing shadow maps, but works only for solids with a back face (i.e. quads won't cast shadows).
|
||||
// Check more here: https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping
|
||||
//
|
||||
// Some note that this is too troublesome and fails in many cases. Might be better to remove.
|
||||
gl.CullFace(gl.FRONT)
|
||||
g.RenderScene(depthMapMat)
|
||||
gl.CullFace(gl.BACK)
|
||||
if renderSpotLightShadows {
|
||||
g.renderSpotLightShadowmaps()
|
||||
}
|
||||
|
||||
depthMapFbo.UnBindWithViewport(uint32(g.WinWidth), uint32(g.WinHeight))
|
||||
|
||||
if renderToDepthMapFbo {
|
||||
screenQuadMat.DiffuseTex = depthMapFbo.Attachments[0].Id
|
||||
screenQuadMat.SetUnifVec2("offset", depthMapFboOffset)
|
||||
screenQuadMat.SetUnifVec2("scale", depthMapFboScale)
|
||||
screenQuadMat.Bind()
|
||||
window.Rend.DrawVertexArray(screenQuadMat, &screenQuadVao, 0, 6)
|
||||
if renderPointLightShadows {
|
||||
g.renderPointLightShadowmaps()
|
||||
}
|
||||
|
||||
if renderToBackBuffer {
|
||||
@ -886,36 +1006,125 @@ func (g *Game) Render() {
|
||||
}
|
||||
|
||||
if renderToDemoFbo {
|
||||
g.renderDemoFob()
|
||||
}
|
||||
}
|
||||
|
||||
demoFbo.Bind()
|
||||
demoFbo.Clear()
|
||||
func (g *Game) renderDirectionalLightShadowmap() {
|
||||
|
||||
if renderDepthBuffer {
|
||||
g.RenderScene(debugDepthMat)
|
||||
} else {
|
||||
g.RenderScene(nil)
|
||||
}
|
||||
// Set some uniforms
|
||||
dirLightProjViewMat := dirLight.GetProjViewMat()
|
||||
|
||||
if renderSkybox {
|
||||
g.DrawSkybox()
|
||||
}
|
||||
whiteMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||
containerMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||
palleteMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||
|
||||
demoFbo.UnBind()
|
||||
depthMapMat.SetUnifMat4("projViewMat", &dirLightProjViewMat)
|
||||
|
||||
screenQuadMat.DiffuseTex = demoFbo.Attachments[0].Id
|
||||
screenQuadMat.SetUnifVec2("offset", demoFboOffset)
|
||||
screenQuadMat.SetUnifVec2("scale", demoFboScale)
|
||||
// Start rendering
|
||||
dirLightDepthMapFbo.BindWithViewport()
|
||||
dirLightDepthMapFbo.Clear()
|
||||
|
||||
// Culling front faces helps 'peter panning' when
|
||||
// drawing shadow maps, but works only for solids with a back face (i.e. quads won't cast shadows).
|
||||
// Check more here: https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping
|
||||
//
|
||||
// Some note that this is too troublesome and fails in many cases. Might be better to remove.
|
||||
gl.CullFace(gl.FRONT)
|
||||
g.RenderScene(depthMapMat)
|
||||
gl.CullFace(gl.BACK)
|
||||
|
||||
dirLightDepthMapFbo.UnBindWithViewport(uint32(g.WinWidth), uint32(g.WinHeight))
|
||||
|
||||
if showDirLightDepthMapFbo {
|
||||
screenQuadMat.DiffuseTex = dirLightDepthMapFbo.Attachments[0].Id
|
||||
screenQuadMat.SetUnifVec2("offset", dirLightDepthMapFboOffset)
|
||||
screenQuadMat.SetUnifVec2("scale", dirLightDepthMapFboScale)
|
||||
screenQuadMat.Bind()
|
||||
window.Rend.DrawVertexArray(screenQuadMat, &screenQuadVao, 0, 6)
|
||||
}
|
||||
}
|
||||
|
||||
var (
|
||||
rotatingCubeSpeedDeg1 float32 = 45
|
||||
rotatingCubeSpeedDeg2 float32 = 90
|
||||
rotatingCubeTrMat1 = *gglm.NewTrMatId().Translate(gglm.NewVec3(-4, -1, 4))
|
||||
rotatingCubeTrMat2 = *gglm.NewTrMatId().Translate(gglm.NewVec3(-1, 0.5, 4))
|
||||
)
|
||||
func (g *Game) renderSpotLightShadowmaps() {
|
||||
|
||||
for i := 0; i < len(spotLights); i++ {
|
||||
|
||||
l := &spotLights[i]
|
||||
indexStr := strconv.Itoa(i)
|
||||
projViewMatIndexStr := "spotLightProjViewMats[" + indexStr + "]"
|
||||
|
||||
// Set render uniforms
|
||||
projViewMat := l.GetProjViewMat()
|
||||
|
||||
whiteMat.SetUnifMat4(projViewMatIndexStr, &projViewMat)
|
||||
containerMat.SetUnifMat4(projViewMatIndexStr, &projViewMat)
|
||||
palleteMat.SetUnifMat4(projViewMatIndexStr, &projViewMat)
|
||||
|
||||
// Set depth uniforms
|
||||
arrayDepthMapMat.SetUnifMat4("projViewMats["+indexStr+"]", &projViewMat)
|
||||
}
|
||||
|
||||
// Render
|
||||
spotLightDepthMapFbo.BindWithViewport()
|
||||
spotLightDepthMapFbo.Clear()
|
||||
|
||||
// Front culling created issues
|
||||
// gl.CullFace(gl.FRONT)
|
||||
g.RenderScene(arrayDepthMapMat)
|
||||
// gl.CullFace(gl.BACK)
|
||||
|
||||
spotLightDepthMapFbo.UnBindWithViewport(uint32(g.WinWidth), uint32(g.WinHeight))
|
||||
}
|
||||
|
||||
func (g *Game) renderPointLightShadowmaps() {
|
||||
|
||||
pointLightDepthMapFbo.BindWithViewport()
|
||||
pointLightDepthMapFbo.Clear()
|
||||
|
||||
for i := 0; i < len(pointLights); i++ {
|
||||
|
||||
p := &pointLights[i]
|
||||
|
||||
// Generic uniforms
|
||||
omnidirDepthMapMat.SetUnifVec3("lightPos", &p.Pos)
|
||||
omnidirDepthMapMat.SetUnifInt32("cubemapIndex", int32(i))
|
||||
omnidirDepthMapMat.SetUnifFloat32("farPlane", p.FarPlane)
|
||||
|
||||
// Set projView matrices
|
||||
projViewMats := p.GetProjViewMats(float32(pointLightDepthMapFbo.Width), float32(pointLightDepthMapFbo.Height))
|
||||
for j := 0; j < len(projViewMats); j++ {
|
||||
omnidirDepthMapMat.SetUnifMat4("cubemapProjViewMats["+strconv.Itoa(j)+"]", &projViewMats[j])
|
||||
}
|
||||
|
||||
g.RenderScene(omnidirDepthMapMat)
|
||||
}
|
||||
|
||||
pointLightDepthMapFbo.UnBindWithViewport(uint32(g.WinWidth), uint32(g.WinHeight))
|
||||
}
|
||||
|
||||
func (g *Game) renderDemoFob() {
|
||||
|
||||
demoFbo.Bind()
|
||||
demoFbo.Clear()
|
||||
|
||||
if renderDepthBuffer {
|
||||
g.RenderScene(debugDepthMat)
|
||||
} else {
|
||||
g.RenderScene(nil)
|
||||
}
|
||||
|
||||
if renderSkybox {
|
||||
g.DrawSkybox()
|
||||
}
|
||||
|
||||
demoFbo.UnBind()
|
||||
|
||||
screenQuadMat.DiffuseTex = demoFbo.Attachments[0].Id
|
||||
screenQuadMat.SetUnifVec2("offset", demoFboOffset)
|
||||
screenQuadMat.SetUnifVec2("scale", demoFboScale)
|
||||
|
||||
window.Rend.DrawVertexArray(screenQuadMat, &screenQuadVao, 0, 6)
|
||||
}
|
||||
|
||||
func (g *Game) RenderScene(overrideMat *materials.Material) {
|
||||
|
||||
@ -956,11 +1165,9 @@ func (g *Game) RenderScene(overrideMat *materials.Material) {
|
||||
window.Rend.DrawMesh(cubeMesh, tempModelMatrix, cubeMat)
|
||||
|
||||
// Rotating cubes
|
||||
rotatingCubeTrMat1.Rotate(rotatingCubeSpeedDeg1*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(0, 1, 0))
|
||||
window.Rend.DrawMesh(cubeMesh, &rotatingCubeTrMat1, cubeMat)
|
||||
|
||||
rotatingCubeTrMat2.Rotate(rotatingCubeSpeedDeg2*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(1, 1, 0))
|
||||
window.Rend.DrawMesh(cubeMesh, &rotatingCubeTrMat2, cubeMat)
|
||||
window.Rend.DrawMesh(cubeMesh, &rotatingCubeTrMat3, cubeMat)
|
||||
|
||||
// Cubes generator
|
||||
// rowSize := 1
|
||||
|
||||
@ -11,12 +11,14 @@ import (
|
||||
type TextureSlot uint32
|
||||
|
||||
const (
|
||||
TextureSlot_Diffuse TextureSlot = 0
|
||||
TextureSlot_Specular TextureSlot = 1
|
||||
TextureSlot_Normal TextureSlot = 2
|
||||
TextureSlot_Emission TextureSlot = 3
|
||||
TextureSlot_Cubemap TextureSlot = 10
|
||||
TextureSlot_ShadowMap TextureSlot = 11
|
||||
TextureSlot_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 Material struct {
|
||||
@ -26,6 +28,7 @@ type Material struct {
|
||||
UnifLocs map[string]int32
|
||||
AttribLocs map[string]int32
|
||||
|
||||
// @TODO do this in a better way. Perhaps something like how we do fbo attachments
|
||||
// Phong shading
|
||||
DiffuseTex uint32
|
||||
SpecularTex uint32
|
||||
@ -35,16 +38,18 @@ type Material struct {
|
||||
// Shininess of specular highlights
|
||||
Shininess float32
|
||||
|
||||
// Cubemap
|
||||
CubemapTex uint32
|
||||
// Cubemaps
|
||||
CubemapTex uint32
|
||||
CubemapArrayTex uint32
|
||||
|
||||
// Shadowmaps
|
||||
ShadowMap uint32
|
||||
ShadowMapTex1 uint32
|
||||
ShadowMapTexArray1 uint32
|
||||
}
|
||||
|
||||
func (m *Material) Bind() {
|
||||
|
||||
gl.UseProgram(m.ShaderProg.ID)
|
||||
m.ShaderProg.Bind()
|
||||
|
||||
if m.DiffuseTex != 0 {
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Diffuse))
|
||||
@ -71,9 +76,19 @@ func (m *Material) Bind() {
|
||||
gl.BindTexture(gl.TEXTURE_CUBE_MAP, m.CubemapTex)
|
||||
}
|
||||
|
||||
if m.ShadowMap != 0 {
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_ShadowMap))
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.ShadowMap)
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
@ -88,7 +103,7 @@ 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
|
||||
@ -101,7 +116,7 @@ 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
|
||||
@ -116,39 +131,39 @@ func (m *Material) DisableAttribute(attribName string) {
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifInt32(uniformName string, val int32) {
|
||||
gl.ProgramUniform1i(m.ShaderProg.ID, m.GetUnifLoc(uniformName), val)
|
||||
gl.ProgramUniform1i(m.ShaderProg.Id, m.GetUnifLoc(uniformName), val)
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifFloat32(uniformName string, val float32) {
|
||||
gl.ProgramUniform1f(m.ShaderProg.ID, m.GetUnifLoc(uniformName), val)
|
||||
gl.ProgramUniform1f(m.ShaderProg.Id, m.GetUnifLoc(uniformName), val)
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
|
||||
gl.ProgramUniform2fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec2.Data[0])
|
||||
gl.ProgramUniform2fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec2.Data[0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) {
|
||||
gl.ProgramUniform3fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec3.Data[0])
|
||||
gl.ProgramUniform3fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec3.Data[0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
|
||||
gl.ProgramUniform4fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec4.Data[0])
|
||||
gl.ProgramUniform4fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec4.Data[0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
|
||||
gl.ProgramUniformMatrix2fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat2.Data[0][0])
|
||||
gl.ProgramUniformMatrix2fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat2.Data[0][0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
|
||||
gl.ProgramUniformMatrix3fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat3.Data[0][0])
|
||||
gl.ProgramUniformMatrix3fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat3.Data[0][0])
|
||||
}
|
||||
|
||||
func (m *Material) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
|
||||
gl.ProgramUniformMatrix4fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat4.Data[0][0])
|
||||
gl.ProgramUniformMatrix4fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat4.Data[0][0])
|
||||
}
|
||||
|
||||
func (m *Material) Delete() {
|
||||
gl.DeleteProgram(m.ShaderProg.ID)
|
||||
gl.DeleteProgram(m.ShaderProg.Id)
|
||||
}
|
||||
|
||||
func NewMaterial(matName, shaderPath string) *Material {
|
||||
|
||||
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;
|
||||
}
|
||||
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;
|
||||
}
|
||||
@ -6,15 +6,19 @@ layout(location=1) in vec3 vertNormalIn;
|
||||
layout(location=2) in vec2 vertUV0In;
|
||||
layout(location=3) in vec3 vertColorIn;
|
||||
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 projViewMat;
|
||||
uniform mat4 dirLightProjViewMat;
|
||||
|
||||
#define NUM_SPOT_LIGHTS 4
|
||||
uniform mat4 spotLightProjViewMats[NUM_SPOT_LIGHTS];
|
||||
|
||||
out vec3 vertNormal;
|
||||
out vec2 vertUV0;
|
||||
out vec3 vertColor;
|
||||
out vec3 fragPos;
|
||||
out vec4 fragPosDirLight;
|
||||
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 projViewMat;
|
||||
uniform mat4 dirLightProjViewMat;
|
||||
out vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
|
||||
|
||||
void main()
|
||||
{
|
||||
@ -23,7 +27,6 @@ void main()
|
||||
// This produces the normal matrix that multiplies with the model normal to produce the
|
||||
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
|
||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||
|
||||
vertUV0 = vertUV0In;
|
||||
vertColor = vertColorIn;
|
||||
@ -32,6 +35,9 @@ void main()
|
||||
fragPos = modelVert.xyz;
|
||||
fragPosDirLight = dirLightProjViewMat * vec4(fragPos, 1);
|
||||
|
||||
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
|
||||
fragPosSpotLight[i] = spotLightProjViewMats[i] * vec4(fragPos, 1);
|
||||
|
||||
gl_Position = projViewMat * modelVert;
|
||||
}
|
||||
|
||||
@ -64,10 +70,12 @@ struct PointLight {
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
float farPlane;
|
||||
};
|
||||
|
||||
#define NUM_POINT_LIGHTS 16
|
||||
#define NUM_POINT_LIGHTS 8
|
||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
uniform samplerCubeArray pointLightCubeShadowMaps;
|
||||
|
||||
struct SpotLight {
|
||||
vec3 pos;
|
||||
@ -80,6 +88,7 @@ struct SpotLight {
|
||||
|
||||
#define NUM_SPOT_LIGHTS 4
|
||||
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||
uniform sampler2DArray spotLightShadowMaps;
|
||||
|
||||
uniform vec3 camPos;
|
||||
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
|
||||
@ -89,6 +98,7 @@ in vec3 vertNormal;
|
||||
in vec2 vertUV0;
|
||||
in vec3 fragPos;
|
||||
in vec4 fragPosDirLight;
|
||||
in vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
@ -99,7 +109,7 @@ vec4 emissionTexColor;
|
||||
vec3 normalizedVertNorm;
|
||||
vec3 viewDir;
|
||||
|
||||
float CalcShadow(sampler2D shadowMap, vec3 lightDir)
|
||||
float CalcDirShadow(sampler2D shadowMap, vec3 lightDir)
|
||||
{
|
||||
// Move from clip space to NDC
|
||||
vec3 projCoords = fragPosDirLight.xyz / fragPosDirLight.w;
|
||||
@ -118,13 +128,13 @@ float CalcShadow(sampler2D shadowMap, vec3 lightDir)
|
||||
// angle gives a higher bias, as shadow acne gets worse with angle
|
||||
float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
|
||||
|
||||
// 'Percentage Close Filtering'. B
|
||||
// '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 x = -1; x <= 1; x++)
|
||||
{
|
||||
for(int y = -1; y <= 1; ++y)
|
||||
for(int y = -1; y <= 1; y++)
|
||||
{
|
||||
float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
|
||||
|
||||
@ -153,12 +163,30 @@ vec3 CalcDirLight()
|
||||
vec3 finalSpecular = specularAmount * dirLight.specularColor * specularTexColor.rgb;
|
||||
|
||||
// Shadow
|
||||
float shadow = CalcShadow(dirLight.shadowMap, lightDir);
|
||||
float shadow = CalcDirShadow(dirLight.shadowMap, lightDir);
|
||||
|
||||
return (finalDiffuse + finalSpecular) * (1 - shadow);
|
||||
}
|
||||
|
||||
vec3 CalcPointLight(PointLight pointLight)
|
||||
float CalcPointShadow(int lightIndex, vec3 lightPos, vec3 lightDir, float farPlane) {
|
||||
|
||||
vec3 lightToFrag = fragPos - lightPos;
|
||||
|
||||
float closestDepth = texture(pointLightCubeShadowMaps, vec4(lightToFrag, lightIndex)).r;
|
||||
|
||||
// We stored depth in the cubemap in the range [0, 1], so now we move back to [0, farPlane]
|
||||
closestDepth *= farPlane;
|
||||
|
||||
// Get depth of current fragment
|
||||
float currentDepth = length(lightToFrag);
|
||||
|
||||
float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
|
||||
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
vec3 CalcPointLight(PointLight pointLight, int lightIndex)
|
||||
{
|
||||
// Ignore unset lights
|
||||
if (pointLight.constant == 0){
|
||||
@ -176,14 +204,57 @@ vec3 CalcPointLight(PointLight pointLight)
|
||||
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||
vec3 finalSpecular = specularAmount * pointLight.specularColor * specularTexColor.rgb;
|
||||
|
||||
// attenuation
|
||||
// Attenuation
|
||||
float distToLight = length(pointLight.pos - fragPos);
|
||||
float attenuation = 1 / (pointLight.constant + pointLight.linear * distToLight + pointLight.quadratic * (distToLight * distToLight));
|
||||
|
||||
return (finalDiffuse + finalSpecular) * attenuation;
|
||||
// Shadow
|
||||
float shadow = CalcPointShadow(lightIndex, pointLight.pos, lightDir, pointLight.farPlane);
|
||||
|
||||
return (finalDiffuse + finalSpecular) * attenuation * (1 - shadow);
|
||||
}
|
||||
|
||||
vec3 CalcSpotLight(SpotLight light)
|
||||
float CalcSpotShadow(vec3 lightDir, int lightIndex)
|
||||
{
|
||||
// Move from clip space to NDC
|
||||
vec3 projCoords = fragPosSpotLight[lightIndex].xyz / fragPosSpotLight[lightIndex].w;
|
||||
|
||||
// Move from [-1,1] to [0, 1]
|
||||
projCoords = projCoords * 0.5 + 0.5;
|
||||
|
||||
// If sampling outside the depth texture then force 'no shadow'
|
||||
if(projCoords.z > 1)
|
||||
return 0;
|
||||
|
||||
// currentDepth is the fragment depth from the light's perspective
|
||||
float currentDepth = projCoords.z;
|
||||
|
||||
// Bias in the range [0.005, 0.05] depending on the angle, where a higher
|
||||
// angle gives a higher bias, as shadow acne gets worse with angle
|
||||
float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
|
||||
|
||||
// 'Percentage Close Filtering'.
|
||||
// Basically get soft shadows by averaging this texel and surrounding ones
|
||||
float shadow = 0;
|
||||
vec2 texelSize = 1 / textureSize(spotLightShadowMaps, 0).xy;
|
||||
for(int x = -1; x <= 1; x++)
|
||||
{
|
||||
for(int y = -1; y <= 1; y++)
|
||||
{
|
||||
float pcfDepth = texture(spotLightShadowMaps, vec3(projCoords.xy + vec2(x, y) * texelSize, lightIndex)).r;
|
||||
|
||||
// If our depth is larger than the lights closest depth at the texel we checked (projCoords),
|
||||
// then there is something closer to the light than us, and so we are in shadow
|
||||
shadow += currentDepth - bias > pcfDepth ? 1 : 0;
|
||||
}
|
||||
}
|
||||
|
||||
shadow /= 9;
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
vec3 CalcSpotLight(SpotLight light, int lightIndex)
|
||||
{
|
||||
if (light.innerCutoff == 0)
|
||||
return vec3(0);
|
||||
@ -195,7 +266,7 @@ vec3 CalcSpotLight(SpotLight light)
|
||||
// light after outer cutoff
|
||||
float theta = dot(fragToLightDir, normalize(-light.dir));
|
||||
float epsilon = (light.innerCutoff - light.outerCutoff);
|
||||
float intensity = clamp((theta - light.outerCutoff) / epsilon, 0.0, 1);
|
||||
float intensity = clamp((theta - light.outerCutoff) / epsilon, float(0), float(1));
|
||||
|
||||
if (intensity == 0)
|
||||
return vec3(0);
|
||||
@ -209,7 +280,10 @@ vec3 CalcSpotLight(SpotLight light)
|
||||
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||
vec3 finalSpecular = specularAmount * light.specularColor * specularTexColor.rgb;
|
||||
|
||||
return (finalDiffuse + finalSpecular) * intensity;
|
||||
// Shadow
|
||||
float shadow = CalcSpotShadow(fragToLightDir, lightIndex);
|
||||
|
||||
return (finalDiffuse + finalSpecular) * intensity * (1 - shadow);
|
||||
}
|
||||
|
||||
void main()
|
||||
@ -227,12 +301,12 @@ void main()
|
||||
|
||||
for (int i = 0; i < NUM_POINT_LIGHTS; i++)
|
||||
{
|
||||
finalColor += CalcPointLight(pointLights[i]);
|
||||
finalColor += CalcPointLight(pointLights[i], i);
|
||||
}
|
||||
|
||||
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
|
||||
{
|
||||
finalColor += CalcSpotLight(spotLights[i]);
|
||||
finalColor += CalcSpotLight(spotLights[i], i);
|
||||
}
|
||||
|
||||
vec3 finalEmission = emissionTexColor.rgb;
|
||||
|
||||
@ -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)
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user