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59
.github/workflows/build-nmage.yml
vendored
59
.github/workflows/build-nmage.yml
vendored
@ -1,24 +1,69 @@
|
|||||||
name: build-nmage
|
name: build-nmage
|
||||||
|
|
||||||
on:
|
on:
|
||||||
|
push:
|
||||||
|
branches:
|
||||||
|
- dev
|
||||||
create:
|
create:
|
||||||
workflow_dispatch:
|
workflow_dispatch:
|
||||||
|
|
||||||
jobs:
|
jobs:
|
||||||
build-nmage-macos:
|
build-nmage-windows:
|
||||||
runs-on: macos-12
|
runs-on: windows-latest
|
||||||
|
|
||||||
steps:
|
steps:
|
||||||
|
|
||||||
- name: Install golang
|
- name: Install golang
|
||||||
uses: actions/setup-go@v3
|
uses: actions/setup-go@v5
|
||||||
with:
|
with:
|
||||||
go-version: '>=1.22'
|
go-version: ">=1.23"
|
||||||
|
|
||||||
|
- name: Install assimp-go dll
|
||||||
|
run: |
|
||||||
|
Invoke-WebRequest -Uri "https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp-5.dll" -OutFile "C:\Windows\System32\libassimp-5.dll"
|
||||||
|
|
||||||
|
- name: Download and setup SDL2
|
||||||
|
run: |
|
||||||
|
Invoke-WebRequest -Uri "https://github.com/libsdl-org/SDL/releases/download/release-2.30.7/SDL2-devel-2.30.7-mingw.zip" -OutFile "SDL2.zip"
|
||||||
|
Expand-Archive -Path "SDL2.zip" -DestinationPath "SDL2"
|
||||||
|
Copy-Item -Path "SDL2\SDL2-2.30.7\x86_64-w64-mingw32" -Destination "C:\mingw64" -Recurse -Force
|
||||||
|
|
||||||
|
- name: Clone nmage
|
||||||
|
run: git clone https://github.com/bloeys/nmage
|
||||||
|
|
||||||
|
- name: Build nmage
|
||||||
|
working-directory: nmage
|
||||||
|
run: go build .
|
||||||
|
|
||||||
|
build-nmage-macos:
|
||||||
|
runs-on: ${{ matrix.os }}
|
||||||
|
|
||||||
|
strategy:
|
||||||
|
matrix:
|
||||||
|
# Based on: https://github.com/actions/runner-images?tab=readme-ov-file#available-images
|
||||||
|
os:
|
||||||
|
- macos-13 # x86
|
||||||
|
- macos-14 # Arm
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- name: Install golang
|
||||||
|
uses: actions/setup-go@v5
|
||||||
|
with:
|
||||||
|
go-version: ">=1.23"
|
||||||
|
|
||||||
|
- name: Determine architecture
|
||||||
|
id: arch
|
||||||
|
run: |
|
||||||
|
if [ "$(uname -m)" = "arm64" ]; then
|
||||||
|
echo "arch=arm64" >> "$GITHUB_OUTPUT"
|
||||||
|
else
|
||||||
|
echo "arch=amd64" >> "$GITHUB_OUTPUT"
|
||||||
|
fi
|
||||||
|
|
||||||
- name: Install assimp-go dylib
|
- name: Install assimp-go dylib
|
||||||
run: sudo mkdir -p /usr/local/lib && sudo wget https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp_darwin_amd64.dylib -O /usr/local/lib/libassimp.5.dylib
|
run: sudo mkdir -p /usr/local/lib && sudo wget https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp_darwin_${{ steps.arch.outputs.arch }}.dylib -O /usr/local/lib/libassimp.5.dylib
|
||||||
|
|
||||||
- name: Install SDL2
|
- name: Install SDL2
|
||||||
run: brew install sdl2{,_image,_mixer,_ttf,_gfx} pkg-config
|
run: brew install sdl2{,_image,_ttf,_gfx} pkg-config
|
||||||
|
|
||||||
- name: Clone nmage
|
- name: Clone nmage
|
||||||
run: git clone https://github.com/bloeys/nmage
|
run: git clone https://github.com/bloeys/nmage
|
||||||
|
|||||||
5
.gitignore
vendored
5
.gitignore
vendored
@ -15,4 +15,7 @@
|
|||||||
vendor/
|
vendor/
|
||||||
.vscode/
|
.vscode/
|
||||||
imgui.ini
|
imgui.ini
|
||||||
*~
|
*~
|
||||||
|
|
||||||
|
# Custom
|
||||||
|
*.pprof
|
||||||
@ -23,6 +23,15 @@ const (
|
|||||||
ColorFormat_RGBA8
|
ColorFormat_RGBA8
|
||||||
)
|
)
|
||||||
|
|
||||||
|
var (
|
||||||
|
DefaultBlackTexId Texture
|
||||||
|
DefaultWhiteTexId Texture
|
||||||
|
DefaultDiffuseTexId Texture
|
||||||
|
DefaultSpecularTexId Texture
|
||||||
|
DefaultNormalTexId Texture
|
||||||
|
DefaultEmissionTexId Texture
|
||||||
|
)
|
||||||
|
|
||||||
type Texture struct {
|
type Texture struct {
|
||||||
// Path only exists for textures loaded from disk
|
// Path only exists for textures loaded from disk
|
||||||
Path string
|
Path string
|
||||||
|
|||||||
@ -9,25 +9,48 @@ import (
|
|||||||
|
|
||||||
type BufUsage int
|
type BufUsage int
|
||||||
|
|
||||||
|
// Full docs for buffer usage can be found here: https://registry.khronos.org/OpenGL-Refpages/gl4/html/glBufferData.xhtml
|
||||||
const (
|
const (
|
||||||
BufUsage_Unknown BufUsage = iota
|
BufUsage_Unknown BufUsage = iota
|
||||||
|
|
||||||
//Buffer is set only once and used many times
|
//Buffer is set only once and used many times
|
||||||
BufUsage_Static
|
BufUsage_Static_Draw
|
||||||
//Buffer is changed a lot and used many times
|
//Buffer is changed a lot and used many times
|
||||||
BufUsage_Dynamic
|
BufUsage_Dynamic_Draw
|
||||||
//Buffer is set only once and used by the GPU at most a few times
|
//Buffer is set only once and used by the GPU at most a few times
|
||||||
BufUsage_Stream
|
BufUsage_Stream_Draw
|
||||||
|
|
||||||
|
BufUsage_Static_Read
|
||||||
|
BufUsage_Dynamic_Read
|
||||||
|
BufUsage_Stream_Read
|
||||||
|
|
||||||
|
BufUsage_Static_Copy
|
||||||
|
BufUsage_Dynamic_Copy
|
||||||
|
BufUsage_Stream_Copy
|
||||||
)
|
)
|
||||||
|
|
||||||
func (b BufUsage) ToGL() uint32 {
|
func (b BufUsage) ToGL() uint32 {
|
||||||
switch b {
|
switch b {
|
||||||
case BufUsage_Static:
|
case BufUsage_Static_Draw:
|
||||||
return gl.STATIC_DRAW
|
return gl.STATIC_DRAW
|
||||||
case BufUsage_Dynamic:
|
case BufUsage_Dynamic_Draw:
|
||||||
return gl.DYNAMIC_DRAW
|
return gl.DYNAMIC_DRAW
|
||||||
case BufUsage_Stream:
|
case BufUsage_Stream_Draw:
|
||||||
return gl.STREAM_DRAW
|
return gl.STREAM_DRAW
|
||||||
|
|
||||||
|
case BufUsage_Static_Read:
|
||||||
|
return gl.STATIC_READ
|
||||||
|
case BufUsage_Dynamic_Read:
|
||||||
|
return gl.DYNAMIC_READ
|
||||||
|
case BufUsage_Stream_Read:
|
||||||
|
return gl.STREAM_READ
|
||||||
|
|
||||||
|
case BufUsage_Static_Copy:
|
||||||
|
return gl.STATIC_COPY
|
||||||
|
case BufUsage_Dynamic_Copy:
|
||||||
|
return gl.DYNAMIC_COPY
|
||||||
|
case BufUsage_Stream_Copy:
|
||||||
|
return gl.STREAM_COPY
|
||||||
}
|
}
|
||||||
|
|
||||||
assert.T(false, fmt.Sprintf("Unexpected BufUsage value '%v'", b))
|
assert.T(false, fmt.Sprintf("Unexpected BufUsage value '%v'", b))
|
||||||
|
|||||||
@ -1,23 +1,23 @@
|
|||||||
package buffers
|
package buffers
|
||||||
|
|
||||||
import (
|
import (
|
||||||
"fmt"
|
|
||||||
|
|
||||||
"github.com/bloeys/nmage/assert"
|
"github.com/bloeys/nmage/assert"
|
||||||
|
"github.com/bloeys/nmage/logging"
|
||||||
"github.com/go-gl/gl/v4.1-core/gl"
|
"github.com/go-gl/gl/v4.1-core/gl"
|
||||||
)
|
)
|
||||||
|
|
||||||
//Element represents an element that makes up a buffer (e.g. Vec3 at an offset of 12 bytes)
|
// Element represents an element that makes up a buffer (e.g. Vec3 at an offset of 12 bytes)
|
||||||
type Element struct {
|
type Element struct {
|
||||||
Offset int
|
Offset int
|
||||||
ElementType
|
ElementType
|
||||||
}
|
}
|
||||||
|
|
||||||
//ElementType is the type of an element thats makes up a buffer (e.g. Vec3)
|
// ElementType is the type of an element thats makes up a buffer (e.g. Vec3)
|
||||||
type ElementType int
|
type ElementType uint8
|
||||||
|
|
||||||
const (
|
const (
|
||||||
DataTypeUnknown ElementType = iota
|
DataTypeUnknown ElementType = iota
|
||||||
|
|
||||||
DataTypeUint32
|
DataTypeUint32
|
||||||
DataTypeInt32
|
DataTypeInt32
|
||||||
DataTypeFloat32
|
DataTypeFloat32
|
||||||
@ -25,35 +25,54 @@ const (
|
|||||||
DataTypeVec2
|
DataTypeVec2
|
||||||
DataTypeVec3
|
DataTypeVec3
|
||||||
DataTypeVec4
|
DataTypeVec4
|
||||||
|
|
||||||
|
DataTypeMat2
|
||||||
|
DataTypeMat3
|
||||||
|
DataTypeMat4
|
||||||
|
|
||||||
|
DataTypeStruct
|
||||||
)
|
)
|
||||||
|
|
||||||
func (dt ElementType) GLType() uint32 {
|
func (dt ElementType) GLType() uint32 {
|
||||||
|
|
||||||
switch dt {
|
switch dt {
|
||||||
|
|
||||||
case DataTypeUint32:
|
case DataTypeUint32:
|
||||||
return gl.UNSIGNED_INT
|
return gl.UNSIGNED_INT
|
||||||
case DataTypeInt32:
|
case DataTypeInt32:
|
||||||
return gl.INT
|
return gl.INT
|
||||||
|
|
||||||
case DataTypeFloat32:
|
case DataTypeFloat32:
|
||||||
fallthrough
|
fallthrough
|
||||||
|
|
||||||
case DataTypeVec2:
|
case DataTypeVec2:
|
||||||
fallthrough
|
fallthrough
|
||||||
case DataTypeVec3:
|
case DataTypeVec3:
|
||||||
fallthrough
|
fallthrough
|
||||||
case DataTypeVec4:
|
case DataTypeVec4:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat2:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat3:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat4:
|
||||||
return gl.FLOAT
|
return gl.FLOAT
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
logging.ErrLog.Fatalf("ElementType.GLType of DataTypeStruct is not supported")
|
||||||
|
return 0
|
||||||
|
|
||||||
default:
|
default:
|
||||||
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
|
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||||
return 0
|
return 0
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//CompSize returns the size in bytes for one component of the type (e.g. for Vec2 its 4)
|
// CompSize returns the size in bytes for one component of the type (e.g. for Vec2 its 4).
|
||||||
|
// Bools return 1, although in layout=std140 its 4
|
||||||
func (dt ElementType) CompSize() int32 {
|
func (dt ElementType) CompSize() int32 {
|
||||||
|
|
||||||
switch dt {
|
switch dt {
|
||||||
|
|
||||||
case DataTypeUint32:
|
case DataTypeUint32:
|
||||||
fallthrough
|
fallthrough
|
||||||
case DataTypeFloat32:
|
case DataTypeFloat32:
|
||||||
@ -65,15 +84,25 @@ func (dt ElementType) CompSize() int32 {
|
|||||||
case DataTypeVec3:
|
case DataTypeVec3:
|
||||||
fallthrough
|
fallthrough
|
||||||
case DataTypeVec4:
|
case DataTypeVec4:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat2:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat3:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat4:
|
||||||
return 4
|
return 4
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
logging.ErrLog.Fatalf("ElementType.CompSize of DataTypeStruct is not supported")
|
||||||
|
return 0
|
||||||
|
|
||||||
default:
|
default:
|
||||||
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
|
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||||
return 0
|
return 0
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//CompCount returns the number of components in the element (e.g. for Vec2 its 2)
|
// CompCount returns the number of components in the element (e.g. for Vec2 its 2)
|
||||||
func (dt ElementType) CompCount() int32 {
|
func (dt ElementType) CompCount() int32 {
|
||||||
|
|
||||||
switch dt {
|
switch dt {
|
||||||
@ -91,16 +120,28 @@ func (dt ElementType) CompCount() int32 {
|
|||||||
case DataTypeVec4:
|
case DataTypeVec4:
|
||||||
return 4
|
return 4
|
||||||
|
|
||||||
|
case DataTypeMat2:
|
||||||
|
return 2 * 2
|
||||||
|
case DataTypeMat3:
|
||||||
|
return 3 * 3
|
||||||
|
case DataTypeMat4:
|
||||||
|
return 4 * 4
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
logging.ErrLog.Fatalf("ElementType.CompCount of DataTypeStruct is not supported")
|
||||||
|
return 0
|
||||||
|
|
||||||
default:
|
default:
|
||||||
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
|
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||||
return 0
|
return 0
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//Size returns the total size in bytes (e.g. for vec3 its 3*4=12 bytes)
|
// Size returns the total size in bytes (e.g. for vec3 its 3*4=12 bytes)
|
||||||
func (dt ElementType) Size() int32 {
|
func (dt ElementType) Size() int32 {
|
||||||
|
|
||||||
switch dt {
|
switch dt {
|
||||||
|
|
||||||
case DataTypeUint32:
|
case DataTypeUint32:
|
||||||
fallthrough
|
fallthrough
|
||||||
case DataTypeFloat32:
|
case DataTypeFloat32:
|
||||||
@ -115,8 +156,123 @@ func (dt ElementType) Size() int32 {
|
|||||||
case DataTypeVec4:
|
case DataTypeVec4:
|
||||||
return 4 * 4
|
return 4 * 4
|
||||||
|
|
||||||
|
case DataTypeMat2:
|
||||||
|
return 2 * 2 * 4
|
||||||
|
case DataTypeMat3:
|
||||||
|
return 3 * 3 * 4
|
||||||
|
case DataTypeMat4:
|
||||||
|
return 4 * 4 * 4
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
logging.ErrLog.Fatalf("ElementType.Size of DataTypeStruct is not supported")
|
||||||
|
return 0
|
||||||
|
|
||||||
default:
|
default:
|
||||||
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
|
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||||
return 0
|
return 0
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (dt ElementType) GlStd140SizeBytes() uint8 {
|
||||||
|
|
||||||
|
switch dt {
|
||||||
|
|
||||||
|
case DataTypeUint32:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeFloat32:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeInt32:
|
||||||
|
return 4
|
||||||
|
|
||||||
|
case DataTypeVec2:
|
||||||
|
return 4 * 2
|
||||||
|
|
||||||
|
case DataTypeVec3:
|
||||||
|
return 4 * 3
|
||||||
|
|
||||||
|
case DataTypeVec4:
|
||||||
|
return 4 * 4
|
||||||
|
|
||||||
|
// Matrices follow: (vec4Alignment) * numColumns
|
||||||
|
case DataTypeMat2:
|
||||||
|
return 2 * 2 * 4
|
||||||
|
case DataTypeMat3:
|
||||||
|
return 3 * 3 * 4
|
||||||
|
case DataTypeMat4:
|
||||||
|
return 4 * 4 * 4
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
logging.ErrLog.Fatalf("ElementType.GlStd140SizeBytes of DataTypeStruct is not supported")
|
||||||
|
return 0
|
||||||
|
|
||||||
|
default:
|
||||||
|
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (dt ElementType) GlStd140AlignmentBoundary() uint16 {
|
||||||
|
|
||||||
|
switch dt {
|
||||||
|
|
||||||
|
case DataTypeUint32:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeFloat32:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeInt32:
|
||||||
|
return 4
|
||||||
|
|
||||||
|
case DataTypeVec2:
|
||||||
|
return 8
|
||||||
|
|
||||||
|
case DataTypeVec3:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeVec4:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat2:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat3:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat4:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeStruct:
|
||||||
|
return 16
|
||||||
|
|
||||||
|
default:
|
||||||
|
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (dt ElementType) String() string {
|
||||||
|
|
||||||
|
switch dt {
|
||||||
|
|
||||||
|
case DataTypeUint32:
|
||||||
|
return "uint32"
|
||||||
|
case DataTypeFloat32:
|
||||||
|
return "float32"
|
||||||
|
case DataTypeInt32:
|
||||||
|
return "int32"
|
||||||
|
|
||||||
|
case DataTypeVec2:
|
||||||
|
return "Vec2"
|
||||||
|
case DataTypeVec3:
|
||||||
|
return "Vec3"
|
||||||
|
case DataTypeVec4:
|
||||||
|
return "Vec4"
|
||||||
|
|
||||||
|
case DataTypeMat2:
|
||||||
|
return "Mat2"
|
||||||
|
case DataTypeMat3:
|
||||||
|
return "Mat3"
|
||||||
|
case DataTypeMat4:
|
||||||
|
return "Mat4"
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
return "Struct"
|
||||||
|
|
||||||
|
default:
|
||||||
|
return "Unknown"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@ -42,6 +42,7 @@ const (
|
|||||||
FramebufferAttachmentDataFormat_Unknown FramebufferAttachmentDataFormat = iota
|
FramebufferAttachmentDataFormat_Unknown FramebufferAttachmentDataFormat = iota
|
||||||
FramebufferAttachmentDataFormat_R32Int
|
FramebufferAttachmentDataFormat_R32Int
|
||||||
FramebufferAttachmentDataFormat_RGBA8
|
FramebufferAttachmentDataFormat_RGBA8
|
||||||
|
FramebufferAttachmentDataFormat_RGBAF16
|
||||||
FramebufferAttachmentDataFormat_SRGBA
|
FramebufferAttachmentDataFormat_SRGBA
|
||||||
FramebufferAttachmentDataFormat_DepthF32
|
FramebufferAttachmentDataFormat_DepthF32
|
||||||
FramebufferAttachmentDataFormat_Depth24Stencil8
|
FramebufferAttachmentDataFormat_Depth24Stencil8
|
||||||
@ -50,7 +51,8 @@ const (
|
|||||||
func (f FramebufferAttachmentDataFormat) IsColorFormat() bool {
|
func (f FramebufferAttachmentDataFormat) IsColorFormat() bool {
|
||||||
return f == FramebufferAttachmentDataFormat_R32Int ||
|
return f == FramebufferAttachmentDataFormat_R32Int ||
|
||||||
f == FramebufferAttachmentDataFormat_RGBA8 ||
|
f == FramebufferAttachmentDataFormat_RGBA8 ||
|
||||||
f == FramebufferAttachmentDataFormat_SRGBA
|
f == FramebufferAttachmentDataFormat_SRGBA ||
|
||||||
|
f == FramebufferAttachmentDataFormat_RGBAF16
|
||||||
}
|
}
|
||||||
|
|
||||||
func (f FramebufferAttachmentDataFormat) IsDepthFormat() bool {
|
func (f FramebufferAttachmentDataFormat) IsDepthFormat() bool {
|
||||||
@ -65,6 +67,8 @@ func (f FramebufferAttachmentDataFormat) GlInternalFormat() int32 {
|
|||||||
return gl.R32I
|
return gl.R32I
|
||||||
case FramebufferAttachmentDataFormat_RGBA8:
|
case FramebufferAttachmentDataFormat_RGBA8:
|
||||||
return gl.RGB8
|
return gl.RGB8
|
||||||
|
case FramebufferAttachmentDataFormat_RGBAF16:
|
||||||
|
return gl.RGBA16F
|
||||||
case FramebufferAttachmentDataFormat_SRGBA:
|
case FramebufferAttachmentDataFormat_SRGBA:
|
||||||
return gl.SRGB_ALPHA
|
return gl.SRGB_ALPHA
|
||||||
case FramebufferAttachmentDataFormat_DepthF32:
|
case FramebufferAttachmentDataFormat_DepthF32:
|
||||||
@ -85,6 +89,8 @@ func (f FramebufferAttachmentDataFormat) GlFormat() uint32 {
|
|||||||
|
|
||||||
case FramebufferAttachmentDataFormat_RGBA8:
|
case FramebufferAttachmentDataFormat_RGBA8:
|
||||||
fallthrough
|
fallthrough
|
||||||
|
case FramebufferAttachmentDataFormat_RGBAF16:
|
||||||
|
fallthrough
|
||||||
case FramebufferAttachmentDataFormat_SRGBA:
|
case FramebufferAttachmentDataFormat_SRGBA:
|
||||||
return gl.RGBA
|
return gl.RGBA
|
||||||
|
|
||||||
@ -100,6 +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 {
|
type FramebufferAttachment struct {
|
||||||
Id uint32
|
Id uint32
|
||||||
Type FramebufferAttachmentType
|
Type FramebufferAttachmentType
|
||||||
@ -124,7 +157,7 @@ func (fbo *Framebuffer) BindWithViewport() {
|
|||||||
gl.Viewport(0, 0, int32(fbo.Width), int32(fbo.Height))
|
gl.Viewport(0, 0, int32(fbo.Width), int32(fbo.Height))
|
||||||
}
|
}
|
||||||
|
|
||||||
// Clear calls gl.Clear with the fob's clear flags.
|
// Clear calls gl.Clear with the fbo's clear flags.
|
||||||
// Note that the fbo must be complete and bound.
|
// Note that the fbo must be complete and bound.
|
||||||
// Calling this without a bound fbo will clear something else, like your screen.
|
// Calling this without a bound fbo will clear something else, like your screen.
|
||||||
func (fbo *Framebuffer) Clear() {
|
func (fbo *Framebuffer) Clear() {
|
||||||
@ -207,7 +240,17 @@ func (fbo *Framebuffer) NewColorAttachment(
|
|||||||
}
|
}
|
||||||
|
|
||||||
gl.BindTexture(gl.TEXTURE_2D, a.Id)
|
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_MIN_FILTER, gl.LINEAR)
|
||||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||||
@ -298,7 +341,17 @@ func (fbo *Framebuffer) NewDepthAttachment(
|
|||||||
}
|
}
|
||||||
|
|
||||||
gl.BindTexture(gl.TEXTURE_2D, a.Id)
|
gl.BindTexture(gl.TEXTURE_2D, a.Id)
|
||||||
gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.FLOAT, nil)
|
gl.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_MIN_FILTER, gl.NEAREST)
|
||||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||||
@ -341,7 +394,17 @@ func (fbo *Framebuffer) NewDepthAttachment(
|
|||||||
|
|
||||||
gl.BindTexture(gl.TEXTURE_CUBE_MAP, a.Id)
|
gl.BindTexture(gl.TEXTURE_CUBE_MAP, a.Id)
|
||||||
for i := 0; i < 6; i++ {
|
for i := 0; i < 6; i++ {
|
||||||
gl.TexImage2D(uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X+i), 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.FLOAT, nil)
|
gl.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_MIN_FILTER, gl.NEAREST)
|
||||||
@ -398,7 +461,7 @@ func (fbo *Framebuffer) NewDepthCubemapArrayAttachment(
|
|||||||
6*numCubemaps,
|
6*numCubemaps,
|
||||||
0,
|
0,
|
||||||
attachFormat.GlFormat(),
|
attachFormat.GlFormat(),
|
||||||
gl.FLOAT,
|
attachFormat.GlComponentType(),
|
||||||
nil,
|
nil,
|
||||||
)
|
)
|
||||||
|
|
||||||
@ -455,7 +518,7 @@ func (fbo *Framebuffer) NewDepthTextureArrayAttachment(
|
|||||||
numTextures,
|
numTextures,
|
||||||
0,
|
0,
|
||||||
attachFormat.GlFormat(),
|
attachFormat.GlFormat(),
|
||||||
gl.FLOAT,
|
attachFormat.GlComponentType(),
|
||||||
nil,
|
nil,
|
||||||
)
|
)
|
||||||
|
|
||||||
@ -513,7 +576,17 @@ func (fbo *Framebuffer) NewDepthStencilAttachment(
|
|||||||
}
|
}
|
||||||
|
|
||||||
gl.BindTexture(gl.TEXTURE_2D, a.Id)
|
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_MIN_FILTER, gl.NEAREST)
|
||||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||||
|
|||||||
@ -27,9 +27,9 @@ func (ib *IndexBuffer) SetData(values []uint32) {
|
|||||||
ib.IndexBufCount = int32(len(values))
|
ib.IndexBufCount = int32(len(values))
|
||||||
|
|
||||||
if sizeInBytes == 0 {
|
if sizeInBytes == 0 {
|
||||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static.ToGL())
|
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static_Draw.ToGL())
|
||||||
} else {
|
} else {
|
||||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
|
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static_Draw.ToGL())
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
747
buffers/uniform_buffer.go
Executable file
747
buffers/uniform_buffer.go
Executable file
@ -0,0 +1,747 @@
|
|||||||
|
package buffers
|
||||||
|
|
||||||
|
import (
|
||||||
|
"math"
|
||||||
|
"reflect"
|
||||||
|
|
||||||
|
"github.com/bloeys/gglm/gglm"
|
||||||
|
"github.com/bloeys/nmage/assert"
|
||||||
|
"github.com/bloeys/nmage/logging"
|
||||||
|
"github.com/go-gl/gl/v4.1-core/gl"
|
||||||
|
)
|
||||||
|
|
||||||
|
type UniformBufferFieldInput struct {
|
||||||
|
Id uint16
|
||||||
|
Type ElementType
|
||||||
|
// Count should be set in case this field is an array of type `[Count]Type`.
|
||||||
|
// Count=0 is valid and is equivalent to Count=1, which means the type is NOT an array, but a single field.
|
||||||
|
Count uint16
|
||||||
|
|
||||||
|
// Subfields is used when type is a struct, in which case it holds the fields of the struct.
|
||||||
|
// Ids do not have to be unique across structs.
|
||||||
|
Subfields []UniformBufferFieldInput
|
||||||
|
}
|
||||||
|
|
||||||
|
type UniformBufferField struct {
|
||||||
|
Id uint16
|
||||||
|
AlignedOffset uint16
|
||||||
|
// Count should be set in case this field is an array of type `[Count]Type`.
|
||||||
|
// Count=0 is valid and is equivalent to Count=1, which means the type is NOT an array, but a single field.
|
||||||
|
Count uint16
|
||||||
|
Type ElementType
|
||||||
|
|
||||||
|
// Subfields is used when type is a struct, in which case it holds the fields of the struct.
|
||||||
|
// Ids do not have to be unique across structs.
|
||||||
|
Subfields []UniformBufferField
|
||||||
|
}
|
||||||
|
|
||||||
|
type UniformBuffer struct {
|
||||||
|
Id uint32
|
||||||
|
// Size is the allocated memory in bytes on the GPU for this uniform buffer
|
||||||
|
Size uint32
|
||||||
|
Fields []UniformBufferField
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) Bind() {
|
||||||
|
gl.BindBuffer(gl.UNIFORM_BUFFER, ub.Id)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) UnBind() {
|
||||||
|
gl.BindBuffer(gl.UNIFORM_BUFFER, 0)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetBindPoint(bindPointIndex uint32) {
|
||||||
|
gl.BindBufferBase(gl.UNIFORM_BUFFER, bindPointIndex, ub.Id)
|
||||||
|
}
|
||||||
|
|
||||||
|
func addUniformBufferFieldsToArray(startAlignedOffset uint16, arrayToAddTo *[]UniformBufferField, fieldsToAdd []UniformBufferFieldInput) (totalSize uint32) {
|
||||||
|
|
||||||
|
if len(fieldsToAdd) == 0 {
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
|
||||||
|
// This function is recursive so only size the array once
|
||||||
|
if cap(*arrayToAddTo) == 0 {
|
||||||
|
*arrayToAddTo = make([]UniformBufferField, 0, len(fieldsToAdd))
|
||||||
|
}
|
||||||
|
|
||||||
|
var alignedOffset uint16 = 0
|
||||||
|
fieldIdToTypeMap := make(map[uint16]ElementType, len(fieldsToAdd))
|
||||||
|
|
||||||
|
for i := 0; i < len(fieldsToAdd); i++ {
|
||||||
|
|
||||||
|
f := fieldsToAdd[i]
|
||||||
|
if f.Count == 0 {
|
||||||
|
f.Count = 1
|
||||||
|
}
|
||||||
|
|
||||||
|
existingFieldType, ok := fieldIdToTypeMap[f.Id]
|
||||||
|
assert.T(!ok, "Uniform buffer field id is reused within the same uniform buffer. FieldId=%d was first used on a field with type=%s and then used on a different field with type=%s\n", f.Id, existingFieldType.String(), f.Type.String())
|
||||||
|
|
||||||
|
// To understand this take an example. Say we have a total offset of 100 and we are adding a vec4.
|
||||||
|
// Vec4s must be aligned to a 16 byte boundary but 100 is not (100 % 16 != 0).
|
||||||
|
//
|
||||||
|
// To fix this, we take the alignment error which is alignErr=100 % 16=4, but this is error to the nearest
|
||||||
|
// boundary, which is below the offset.
|
||||||
|
//
|
||||||
|
// To get the nearest boundary larger than the offset we can:
|
||||||
|
// offset + (boundary - alignErr) == 100 + (16 - 4) == 112; 112 % 16 == 0, meaning its a boundary
|
||||||
|
//
|
||||||
|
// Note that arrays of scalars/vectors are always aligned to 16 bytes, like a vec4
|
||||||
|
//
|
||||||
|
// Official spec and full details in subsection 'Standard Uniform Block Layout' at http://www.opengl.org/registry/specs/ARB/uniform_buffer_object.txt
|
||||||
|
var alignmentBoundary uint16 = 16
|
||||||
|
if f.Count == 1 {
|
||||||
|
alignmentBoundary = f.Type.GlStd140AlignmentBoundary()
|
||||||
|
}
|
||||||
|
|
||||||
|
alignmentError := alignedOffset % alignmentBoundary
|
||||||
|
if alignmentError != 0 {
|
||||||
|
alignedOffset += alignmentBoundary - alignmentError
|
||||||
|
}
|
||||||
|
|
||||||
|
newField := UniformBufferField{Id: f.Id, Type: f.Type, AlignedOffset: startAlignedOffset + alignedOffset, Count: f.Count}
|
||||||
|
*arrayToAddTo = append(*arrayToAddTo, newField)
|
||||||
|
|
||||||
|
// Prepare aligned offset for the next field.
|
||||||
|
//
|
||||||
|
// Matrices are treated as an array of column vectors, where each column is a vec4,
|
||||||
|
// that's why we have a multiplier depending on how many columns we have when calculating
|
||||||
|
// the offset
|
||||||
|
multiplier := uint16(1)
|
||||||
|
if f.Type == DataTypeMat2 {
|
||||||
|
multiplier = 2
|
||||||
|
} else if f.Type == DataTypeMat3 {
|
||||||
|
multiplier = 3
|
||||||
|
} else if f.Type == DataTypeMat4 {
|
||||||
|
multiplier = 4
|
||||||
|
}
|
||||||
|
|
||||||
|
if f.Type == DataTypeStruct {
|
||||||
|
|
||||||
|
subfieldsAlignedOffset := uint16(addUniformBufferFieldsToArray(startAlignedOffset+alignedOffset, arrayToAddTo, f.Subfields))
|
||||||
|
|
||||||
|
// Pad structs to 16 byte boundary
|
||||||
|
padTo16Boundary(&subfieldsAlignedOffset)
|
||||||
|
alignedOffset += subfieldsAlignedOffset * f.Count
|
||||||
|
|
||||||
|
} else {
|
||||||
|
|
||||||
|
// Elements advance the alignedOffset by their actual byte size.
|
||||||
|
// Aligned offset is padded if the place its at is not aligned to the boundary required by the next element.
|
||||||
|
//
|
||||||
|
// The exception is structs, because fields after a struct field are always aligned at a 16 byte boundary.
|
||||||
|
//
|
||||||
|
// For example, a vec3 starting at offset 80, taking 12 bytes, would put the aligned offset at 92.
|
||||||
|
// If the next element is a float32 (alignment boundary = 4) then no padding is required and
|
||||||
|
// the float will start at 92 and end at 96.
|
||||||
|
// However, if the element after the vec3 is a vec3 (alignment boundary = 16), then it would require
|
||||||
|
// a padding of 4 bytes so that it can start at 96, which is aligned to 16. In this case the second vec3
|
||||||
|
// would start at 96 and end at 96+12=108.
|
||||||
|
alignedOffset = newField.AlignedOffset + uint16(f.Type.GlStd140SizeBytes())*f.Count*multiplier - startAlignedOffset
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return uint32(alignedOffset)
|
||||||
|
}
|
||||||
|
|
||||||
|
func padTo16Boundary[T uint16 | int | int32](val *T) {
|
||||||
|
alignmentError := *val % 16
|
||||||
|
if alignmentError != 0 {
|
||||||
|
*val += 16 - alignmentError
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) getField(fieldId uint16, fieldType ElementType) UniformBufferField {
|
||||||
|
|
||||||
|
for i := 0; i < len(ub.Fields); i++ {
|
||||||
|
|
||||||
|
f := ub.Fields[i]
|
||||||
|
|
||||||
|
if f.Id != fieldId {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
|
||||||
|
assert.T(f.Type == fieldType, "Uniform buffer field id is reused within the same uniform buffer. FieldId=%d was first used on a field with type=%v, but is now being used on a field with type=%v\n", fieldId, f.Type.String(), fieldType.String())
|
||||||
|
|
||||||
|
return f
|
||||||
|
}
|
||||||
|
|
||||||
|
logging.ErrLog.Panicf("couldn't find uniform buffer field of id=%d and type=%s\n", fieldId, fieldType.String())
|
||||||
|
return UniformBufferField{}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetInt32(fieldId uint16, val int32) {
|
||||||
|
|
||||||
|
f := ub.getField(fieldId, DataTypeInt32)
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4, gl.Ptr(&val))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetUint32(fieldId uint16, val uint32) {
|
||||||
|
|
||||||
|
f := ub.getField(fieldId, DataTypeUint32)
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4, gl.Ptr(&val))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetFloat32(fieldId uint16, val float32) {
|
||||||
|
|
||||||
|
f := ub.getField(fieldId, DataTypeFloat32)
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4, gl.Ptr(&val))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetVec2(fieldId uint16, val *gglm.Vec2) {
|
||||||
|
f := ub.getField(fieldId, DataTypeVec2)
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*2, gl.Ptr(&val.Data[0]))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetVec3(fieldId uint16, val *gglm.Vec3) {
|
||||||
|
f := ub.getField(fieldId, DataTypeVec3)
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*3, gl.Ptr(&val.Data[0]))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetVec4(fieldId uint16, val *gglm.Vec4) {
|
||||||
|
f := ub.getField(fieldId, DataTypeVec4)
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*4, gl.Ptr(&val.Data[0]))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetMat2(fieldId uint16, val *gglm.Mat2) {
|
||||||
|
f := ub.getField(fieldId, DataTypeMat2)
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*4, gl.Ptr(&val.Data[0][0]))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetMat3(fieldId uint16, val *gglm.Mat3) {
|
||||||
|
f := ub.getField(fieldId, DataTypeMat3)
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*9, gl.Ptr(&val.Data[0][0]))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetMat4(fieldId uint16, val *gglm.Mat4) {
|
||||||
|
f := ub.getField(fieldId, DataTypeMat4)
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*16, gl.Ptr(&val.Data[0][0]))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetStruct(inputStruct any) {
|
||||||
|
setStruct(ub.Fields, make([]byte, ub.Size), inputStruct, 1000_000, false, 0)
|
||||||
|
}
|
||||||
|
|
||||||
|
func setStruct(fields []UniformBufferField, buf []byte, inputStruct any, maxFieldsToConsume int, onlyBufWrite bool, writeOffset int) (bytesWritten, fieldsConsumed int) {
|
||||||
|
|
||||||
|
if len(fields) == 0 {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
if inputStruct == nil {
|
||||||
|
logging.ErrLog.Panicf("UniformBuffer.SetStruct called with a value that is nil")
|
||||||
|
}
|
||||||
|
|
||||||
|
structVal := reflect.ValueOf(inputStruct)
|
||||||
|
if structVal.Kind() != reflect.Struct {
|
||||||
|
logging.ErrLog.Panicf("UniformBuffer.SetStruct called with a value that is not a struct. Val=%v\n", inputStruct)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Needed because fieldIndex can move faster than struct fields in case of struct fields
|
||||||
|
structFieldIndex := 0
|
||||||
|
for fieldIndex := 0; fieldIndex < len(fields) && fieldIndex < maxFieldsToConsume; fieldIndex++ {
|
||||||
|
|
||||||
|
ubField := &fields[fieldIndex]
|
||||||
|
valField := structVal.Field(structFieldIndex)
|
||||||
|
|
||||||
|
fieldsConsumed++
|
||||||
|
structFieldIndex++
|
||||||
|
|
||||||
|
kind := valField.Kind()
|
||||||
|
if kind == reflect.Pointer {
|
||||||
|
valField = valField.Elem()
|
||||||
|
}
|
||||||
|
|
||||||
|
var elementType reflect.Type
|
||||||
|
isArray := kind == reflect.Slice || kind == reflect.Array
|
||||||
|
if isArray {
|
||||||
|
elementType = valField.Type().Elem()
|
||||||
|
kind = elementType.Kind()
|
||||||
|
} else {
|
||||||
|
elementType = valField.Type()
|
||||||
|
}
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
assert.T(valField.Len() == int(ubField.Count), "ubo field of id=%d is an array/slice field of length=%d but got input of length=%d\n", ubField.Id, ubField.Count, valField.Len())
|
||||||
|
}
|
||||||
|
|
||||||
|
typeMatches := false
|
||||||
|
bytesWritten = int(ubField.AlignedOffset) + writeOffset
|
||||||
|
|
||||||
|
switch ubField.Type {
|
||||||
|
|
||||||
|
case DataTypeUint32:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "uint32"
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
Write32BitIntegerSliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]uint32))
|
||||||
|
} else {
|
||||||
|
Write32BitIntegerToByteBuf(buf, &bytesWritten, uint32(valField.Uint()))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeFloat32:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "float32"
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
WriteF32SliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]float32))
|
||||||
|
} else {
|
||||||
|
WriteF32ToByteBuf(buf, &bytesWritten, float32(valField.Float()))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeInt32:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "int32"
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
Write32BitIntegerSliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]int32))
|
||||||
|
} else {
|
||||||
|
Write32BitIntegerToByteBuf(buf, &bytesWritten, uint32(valField.Int()))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeVec2:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "Vec2"
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
WriteVec2SliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]gglm.Vec2))
|
||||||
|
} else {
|
||||||
|
v2 := valField.Interface().(gglm.Vec2)
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, v2.Data[:])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeVec3:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "Vec3"
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
WriteVec3SliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]gglm.Vec3))
|
||||||
|
} else {
|
||||||
|
v3 := valField.Interface().(gglm.Vec3)
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, v3.Data[:])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeVec4:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "Vec4"
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
WriteVec4SliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]gglm.Vec4))
|
||||||
|
} else {
|
||||||
|
v3 := valField.Interface().(gglm.Vec4)
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, v3.Data[:])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeMat2:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "Mat2"
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
m2Arr := valField.Interface().([]gglm.Mat2)
|
||||||
|
WriteMat2SliceToByteBufWithAlignment(buf, &bytesWritten, 16*2, m2Arr)
|
||||||
|
} else {
|
||||||
|
m := valField.Interface().(gglm.Mat2)
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[0][:])
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[1][:])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeMat3:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "Mat3"
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
m3Arr := valField.Interface().([]gglm.Mat3)
|
||||||
|
WriteMat3SliceToByteBufWithAlignment(buf, &bytesWritten, 16*3, m3Arr)
|
||||||
|
} else {
|
||||||
|
m := valField.Interface().(gglm.Mat3)
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[0][:])
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[1][:])
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[2][:])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeMat4:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "Mat4"
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
m4Arr := valField.Interface().([]gglm.Mat4)
|
||||||
|
WriteMat4SliceToByteBufWithAlignment(buf, &bytesWritten, 16*4, m4Arr)
|
||||||
|
} else {
|
||||||
|
m := valField.Interface().(gglm.Mat4)
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[0][:])
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[1][:])
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[2][:])
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[3][:])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
|
||||||
|
typeMatches = kind == reflect.Struct
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
|
||||||
|
offset := 0
|
||||||
|
arrSize := valField.Len()
|
||||||
|
fieldsToUse := fields[fieldIndex+1:]
|
||||||
|
for i := 0; i < arrSize; i++ {
|
||||||
|
|
||||||
|
setStructBytesWritten, setStructFieldsConsumed := setStruct(fieldsToUse, buf, valField.Index(i).Interface(), elementType.NumField(), true, offset*i)
|
||||||
|
|
||||||
|
if offset == 0 {
|
||||||
|
offset = setStructBytesWritten
|
||||||
|
padTo16Boundary(&offset)
|
||||||
|
|
||||||
|
bytesWritten += offset * arrSize
|
||||||
|
|
||||||
|
// Tracking consumed fields is needed because if we have a struct inside another struct
|
||||||
|
// elementType.NumField() will only give us the fields consumed by the first struct,
|
||||||
|
// but we need to count all fields of all nested structs inside this one
|
||||||
|
fieldIndex += setStructFieldsConsumed
|
||||||
|
fieldsConsumed += setStructFieldsConsumed
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
} else {
|
||||||
|
|
||||||
|
setStructBytesWritten, setStructFieldsConsumed := setStruct(fields[fieldIndex+1:], buf, valField.Interface(), valField.NumField(), true, writeOffset)
|
||||||
|
|
||||||
|
bytesWritten += setStructBytesWritten
|
||||||
|
fieldIndex += setStructFieldsConsumed
|
||||||
|
fieldsConsumed += setStructFieldsConsumed
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
default:
|
||||||
|
assert.T(false, "Unknown uniform buffer data type passed. DataType '%d'", ubField.Type)
|
||||||
|
}
|
||||||
|
|
||||||
|
if !typeMatches {
|
||||||
|
logging.ErrLog.Panicf("Struct field ordering and types must match uniform buffer fields, but at field index %d got UniformBufferField=%v but a struct field of type %s\n", fieldIndex, ubField, valField.String())
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if bytesWritten == 0 {
|
||||||
|
return 0, fieldsConsumed
|
||||||
|
}
|
||||||
|
|
||||||
|
if !onlyBufWrite {
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, 0, bytesWritten, gl.Ptr(&buf[0]))
|
||||||
|
}
|
||||||
|
|
||||||
|
return bytesWritten - int(fields[0].AlignedOffset) - writeOffset, fieldsConsumed
|
||||||
|
}
|
||||||
|
|
||||||
|
func Write32BitIntegerToByteBuf[T uint32 | int32](buf []byte, startIndex *int, val T) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+4 <= len(buf), "failed to write uint32/int32 to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d", *startIndex, len(buf))
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(val)
|
||||||
|
buf[*startIndex+1] = byte(val >> 8)
|
||||||
|
buf[*startIndex+2] = byte(val >> 16)
|
||||||
|
buf[*startIndex+3] = byte(val >> 24)
|
||||||
|
|
||||||
|
*startIndex += 4
|
||||||
|
}
|
||||||
|
|
||||||
|
func Write32BitIntegerSliceToByteBufWithAlignment[T uint32 | int32](buf []byte, startIndex *int, alignmentPerField int, vals []T) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*alignmentPerField <= len(buf), "failed to write uint32/int32 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerField, *startIndex, len(buf), len(vals)*alignmentPerField)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
val := vals[i]
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(val)
|
||||||
|
buf[*startIndex+1] = byte(val >> 8)
|
||||||
|
buf[*startIndex+2] = byte(val >> 16)
|
||||||
|
buf[*startIndex+3] = byte(val >> 24)
|
||||||
|
|
||||||
|
*startIndex += alignmentPerField
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteF32ToByteBuf(buf []byte, startIndex *int, val float32) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+4 <= len(buf), "failed to write float32 to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d", *startIndex, len(buf))
|
||||||
|
|
||||||
|
bits := math.Float32bits(val)
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(bits)
|
||||||
|
buf[*startIndex+1] = byte(bits >> 8)
|
||||||
|
buf[*startIndex+2] = byte(bits >> 16)
|
||||||
|
buf[*startIndex+3] = byte(bits >> 24)
|
||||||
|
|
||||||
|
*startIndex += 4
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteF32SliceToByteBuf(buf []byte, startIndex *int, vals []float32) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*4 <= len(buf), "failed to write slice of float32 to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", *startIndex, len(buf), len(vals)*4)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
bits := math.Float32bits(vals[i])
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(bits)
|
||||||
|
buf[*startIndex+1] = byte(bits >> 8)
|
||||||
|
buf[*startIndex+2] = byte(bits >> 16)
|
||||||
|
buf[*startIndex+3] = byte(bits >> 24)
|
||||||
|
|
||||||
|
*startIndex += 4
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteF32SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerField int, vals []float32) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*alignmentPerField <= len(buf), "failed to write slice of float32 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerField, *startIndex, len(buf), len(vals)*alignmentPerField)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
bits := math.Float32bits(vals[i])
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(bits)
|
||||||
|
buf[*startIndex+1] = byte(bits >> 8)
|
||||||
|
buf[*startIndex+2] = byte(bits >> 16)
|
||||||
|
buf[*startIndex+3] = byte(bits >> 24)
|
||||||
|
|
||||||
|
*startIndex += alignmentPerField
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteVec2SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerVector int, vals []gglm.Vec2) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*alignmentPerVector <= len(buf), "failed to write slice of gglm.Vec2 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerVector, *startIndex, len(buf), len(vals)*alignmentPerVector)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
bitsX := math.Float32bits(vals[i].X())
|
||||||
|
bitsY := math.Float32bits(vals[i].Y())
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(bitsX)
|
||||||
|
buf[*startIndex+1] = byte(bitsX >> 8)
|
||||||
|
buf[*startIndex+2] = byte(bitsX >> 16)
|
||||||
|
buf[*startIndex+3] = byte(bitsX >> 24)
|
||||||
|
|
||||||
|
buf[*startIndex+4] = byte(bitsY)
|
||||||
|
buf[*startIndex+5] = byte(bitsY >> 8)
|
||||||
|
buf[*startIndex+6] = byte(bitsY >> 16)
|
||||||
|
buf[*startIndex+7] = byte(bitsY >> 24)
|
||||||
|
|
||||||
|
*startIndex += alignmentPerVector
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteVec3SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerVector int, vals []gglm.Vec3) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*alignmentPerVector <= len(buf), "failed to write slice of gglm.Vec3 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerVector, *startIndex, len(buf), len(vals)*alignmentPerVector)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
bitsX := math.Float32bits(vals[i].X())
|
||||||
|
bitsY := math.Float32bits(vals[i].Y())
|
||||||
|
bitsZ := math.Float32bits(vals[i].Z())
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(bitsX)
|
||||||
|
buf[*startIndex+1] = byte(bitsX >> 8)
|
||||||
|
buf[*startIndex+2] = byte(bitsX >> 16)
|
||||||
|
buf[*startIndex+3] = byte(bitsX >> 24)
|
||||||
|
|
||||||
|
buf[*startIndex+4] = byte(bitsY)
|
||||||
|
buf[*startIndex+5] = byte(bitsY >> 8)
|
||||||
|
buf[*startIndex+6] = byte(bitsY >> 16)
|
||||||
|
buf[*startIndex+7] = byte(bitsY >> 24)
|
||||||
|
|
||||||
|
buf[*startIndex+8] = byte(bitsZ)
|
||||||
|
buf[*startIndex+9] = byte(bitsZ >> 8)
|
||||||
|
buf[*startIndex+10] = byte(bitsZ >> 16)
|
||||||
|
buf[*startIndex+11] = byte(bitsZ >> 24)
|
||||||
|
|
||||||
|
*startIndex += alignmentPerVector
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteVec4SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerVector int, vals []gglm.Vec4) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*alignmentPerVector <= len(buf), "failed to write slice of gglm.Vec4 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerVector, *startIndex, len(buf), len(vals)*alignmentPerVector)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
bitsX := math.Float32bits(vals[i].X())
|
||||||
|
bitsY := math.Float32bits(vals[i].Y())
|
||||||
|
bitsZ := math.Float32bits(vals[i].Z())
|
||||||
|
bitsW := math.Float32bits(vals[i].W())
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(bitsX)
|
||||||
|
buf[*startIndex+1] = byte(bitsX >> 8)
|
||||||
|
buf[*startIndex+2] = byte(bitsX >> 16)
|
||||||
|
buf[*startIndex+3] = byte(bitsX >> 24)
|
||||||
|
|
||||||
|
buf[*startIndex+4] = byte(bitsY)
|
||||||
|
buf[*startIndex+5] = byte(bitsY >> 8)
|
||||||
|
buf[*startIndex+6] = byte(bitsY >> 16)
|
||||||
|
buf[*startIndex+7] = byte(bitsY >> 24)
|
||||||
|
|
||||||
|
buf[*startIndex+8] = byte(bitsZ)
|
||||||
|
buf[*startIndex+9] = byte(bitsZ >> 8)
|
||||||
|
buf[*startIndex+10] = byte(bitsZ >> 16)
|
||||||
|
buf[*startIndex+11] = byte(bitsZ >> 24)
|
||||||
|
|
||||||
|
buf[*startIndex+12] = byte(bitsW)
|
||||||
|
buf[*startIndex+13] = byte(bitsW >> 8)
|
||||||
|
buf[*startIndex+14] = byte(bitsW >> 16)
|
||||||
|
buf[*startIndex+15] = byte(bitsW >> 24)
|
||||||
|
|
||||||
|
*startIndex += alignmentPerVector
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteMat2SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerMatrix int, vals []gglm.Mat2) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*alignmentPerMatrix <= len(buf), "failed to write slice of gglm.Mat2 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerMatrix, *startIndex, len(buf), len(vals)*alignmentPerMatrix)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
m := &vals[i]
|
||||||
|
|
||||||
|
WriteVec2SliceToByteBufWithAlignment(
|
||||||
|
buf,
|
||||||
|
startIndex,
|
||||||
|
16,
|
||||||
|
[]gglm.Vec2{
|
||||||
|
{Data: m.Data[0]},
|
||||||
|
{Data: m.Data[1]},
|
||||||
|
},
|
||||||
|
)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteMat3SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerMatrix int, vals []gglm.Mat3) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*alignmentPerMatrix <= len(buf), "failed to write slice of gglm.Mat3 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerMatrix, *startIndex, len(buf), len(vals)*alignmentPerMatrix)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
m := &vals[i]
|
||||||
|
|
||||||
|
WriteVec3SliceToByteBufWithAlignment(
|
||||||
|
buf,
|
||||||
|
startIndex,
|
||||||
|
16,
|
||||||
|
[]gglm.Vec3{
|
||||||
|
{Data: m.Data[0]},
|
||||||
|
{Data: m.Data[1]},
|
||||||
|
{Data: m.Data[2]},
|
||||||
|
},
|
||||||
|
)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteMat4SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerMatrix int, vals []gglm.Mat4) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*alignmentPerMatrix <= len(buf), "failed to write slice of gglm.Mat2 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerMatrix, *startIndex, len(buf), len(vals)*alignmentPerMatrix)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
m := &vals[i]
|
||||||
|
|
||||||
|
WriteVec4SliceToByteBufWithAlignment(
|
||||||
|
buf,
|
||||||
|
startIndex,
|
||||||
|
16,
|
||||||
|
[]gglm.Vec4{
|
||||||
|
{Data: m.Data[0]},
|
||||||
|
{Data: m.Data[1]},
|
||||||
|
{Data: m.Data[2]},
|
||||||
|
{Data: m.Data[3]},
|
||||||
|
},
|
||||||
|
)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func ReflectValueMatchesUniformBufferField(v reflect.Value, ubField *UniformBufferField) bool {
|
||||||
|
|
||||||
|
if v.Kind() == reflect.Pointer {
|
||||||
|
v = v.Elem()
|
||||||
|
}
|
||||||
|
|
||||||
|
switch ubField.Type {
|
||||||
|
|
||||||
|
case DataTypeUint32:
|
||||||
|
t := v.Type()
|
||||||
|
return t.Name() == "uint32"
|
||||||
|
case DataTypeFloat32:
|
||||||
|
t := v.Type()
|
||||||
|
return t.Name() == "float32"
|
||||||
|
case DataTypeInt32:
|
||||||
|
t := v.Type()
|
||||||
|
return t.Name() == "int32"
|
||||||
|
case DataTypeVec2:
|
||||||
|
_, ok := v.Interface().(gglm.Vec2)
|
||||||
|
return ok
|
||||||
|
case DataTypeVec3:
|
||||||
|
_, ok := v.Interface().(gglm.Vec3)
|
||||||
|
return ok
|
||||||
|
case DataTypeVec4:
|
||||||
|
_, ok := v.Interface().(gglm.Vec4)
|
||||||
|
return ok
|
||||||
|
case DataTypeMat2:
|
||||||
|
_, ok := v.Interface().(gglm.Mat2)
|
||||||
|
return ok
|
||||||
|
case DataTypeMat3:
|
||||||
|
_, ok := v.Interface().(gglm.Mat3)
|
||||||
|
return ok
|
||||||
|
case DataTypeMat4:
|
||||||
|
_, ok := v.Interface().(gglm.Mat4)
|
||||||
|
return ok
|
||||||
|
|
||||||
|
default:
|
||||||
|
assert.T(false, "Unknown uniform buffer data type passed. DataType '%d'", ubField.Type)
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func NewUniformBuffer(fields []UniformBufferFieldInput, usage BufUsage) UniformBuffer {
|
||||||
|
|
||||||
|
ub := UniformBuffer{}
|
||||||
|
|
||||||
|
ub.Size = addUniformBufferFieldsToArray(0, &ub.Fields, fields)
|
||||||
|
|
||||||
|
gl.GenBuffers(1, &ub.Id)
|
||||||
|
if ub.Id == 0 {
|
||||||
|
logging.ErrLog.Panicln("Failed to create OpenGL buffer for a uniform buffer")
|
||||||
|
}
|
||||||
|
|
||||||
|
ub.Bind()
|
||||||
|
gl.BufferData(gl.UNIFORM_BUFFER, int(ub.Size), gl.Ptr(nil), usage.ToGL())
|
||||||
|
ub.UnBind()
|
||||||
|
|
||||||
|
return ub
|
||||||
|
}
|
||||||
@ -55,7 +55,7 @@ func NewVertexBuffer(layout ...Element) VertexBuffer {
|
|||||||
|
|
||||||
gl.GenBuffers(1, &vb.Id)
|
gl.GenBuffers(1, &vb.Id)
|
||||||
if vb.Id == 0 {
|
if vb.Id == 0 {
|
||||||
logging.ErrLog.Println("Failed to create OpenGL buffer")
|
logging.ErrLog.Panicln("Failed to create OpenGL buffer")
|
||||||
}
|
}
|
||||||
|
|
||||||
vb.SetLayout(layout...)
|
vb.SetLayout(layout...)
|
||||||
|
|||||||
@ -41,7 +41,7 @@ func (c *Camera) Update() {
|
|||||||
c.ViewMat = gglm.LookAtRH(&c.Pos, c.Pos.Clone().Add(&c.Forward), &c.WorldUp).Mat4
|
c.ViewMat = gglm.LookAtRH(&c.Pos, c.Pos.Clone().Add(&c.Forward), &c.WorldUp).Mat4
|
||||||
|
|
||||||
if c.Type == Type_Perspective {
|
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 {
|
} else {
|
||||||
c.ProjMat = gglm.Ortho(c.Left, c.Right, c.Top, c.Bottom, c.NearClip, c.FarClip).Mat4
|
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()
|
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,
|
Type: Type_Perspective,
|
||||||
Pos: *pos,
|
Pos: *pos,
|
||||||
Forward: *forward,
|
Forward: *forward,
|
||||||
@ -78,9 +78,9 @@ func NewPerspective(pos, forward, worldUp *gglm.Vec3, nearClip, farClip, fovRadi
|
|||||||
return cam
|
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,
|
Type: Type_Orthographic,
|
||||||
Pos: *pos,
|
Pos: *pos,
|
||||||
Forward: *forward,
|
Forward: *forward,
|
||||||
|
|||||||
155
engine/engine.go
155
engine/engine.go
@ -1,12 +1,14 @@
|
|||||||
package engine
|
package engine
|
||||||
|
|
||||||
import (
|
import (
|
||||||
|
"image"
|
||||||
|
"image/color"
|
||||||
"runtime"
|
"runtime"
|
||||||
|
|
||||||
imgui "github.com/AllenDang/cimgui-go"
|
imgui "github.com/AllenDang/cimgui-go"
|
||||||
"github.com/bloeys/nmage/assert"
|
"github.com/bloeys/nmage/assert"
|
||||||
|
"github.com/bloeys/nmage/assets"
|
||||||
"github.com/bloeys/nmage/input"
|
"github.com/bloeys/nmage/input"
|
||||||
"github.com/bloeys/nmage/renderer"
|
|
||||||
"github.com/bloeys/nmage/timing"
|
"github.com/bloeys/nmage/timing"
|
||||||
nmageimgui "github.com/bloeys/nmage/ui/imgui"
|
nmageimgui "github.com/bloeys/nmage/ui/imgui"
|
||||||
"github.com/go-gl/gl/v4.1-core/gl"
|
"github.com/go-gl/gl/v4.1-core/gl"
|
||||||
@ -28,30 +30,16 @@ type Window struct {
|
|||||||
SDLWin *sdl.Window
|
SDLWin *sdl.Window
|
||||||
GlCtx sdl.GLContext
|
GlCtx sdl.GLContext
|
||||||
EventCallbacks []func(sdl.Event)
|
EventCallbacks []func(sdl.Event)
|
||||||
Rend renderer.Render
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func (w *Window) handleInputs() {
|
func (w *Window) handleInputs() {
|
||||||
|
|
||||||
input.EventLoopStart()
|
|
||||||
imIo := imgui.CurrentIO()
|
imIo := imgui.CurrentIO()
|
||||||
|
|
||||||
imguiCaptureMouse := imIo.WantCaptureMouse()
|
imguiCaptureMouse := imIo.WantCaptureMouse()
|
||||||
imguiCaptureKeyboard := imIo.WantCaptureKeyboard()
|
imguiCaptureKeyboard := imIo.WantCaptureKeyboard()
|
||||||
|
|
||||||
// These two are to fix a bug where state isn't cleared
|
input.EventLoopStart(imguiCaptureMouse, imguiCaptureKeyboard)
|
||||||
// even after imgui captures the keyboard/mouse.
|
|
||||||
//
|
|
||||||
// For example, if player is moving due to key held and then imgui captures the keyboard,
|
|
||||||
// the player keeps moving even when the key is no longer pressed because the input system never
|
|
||||||
// receives the key up event.
|
|
||||||
if imguiCaptureMouse {
|
|
||||||
input.ClearMouseState()
|
|
||||||
}
|
|
||||||
|
|
||||||
if imguiCaptureKeyboard {
|
|
||||||
input.ClearKeyboardState()
|
|
||||||
}
|
|
||||||
|
|
||||||
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
|
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
|
||||||
|
|
||||||
@ -65,46 +53,27 @@ func (w *Window) handleInputs() {
|
|||||||
|
|
||||||
case *sdl.MouseWheelEvent:
|
case *sdl.MouseWheelEvent:
|
||||||
|
|
||||||
if !imguiCaptureMouse {
|
input.HandleMouseWheelEvent(e)
|
||||||
input.HandleMouseWheelEvent(e)
|
|
||||||
}
|
|
||||||
|
|
||||||
imIo.AddMouseWheelDelta(float32(e.X), float32(e.Y))
|
imIo.AddMouseWheelDelta(float32(e.X), float32(e.Y))
|
||||||
|
|
||||||
case *sdl.KeyboardEvent:
|
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)
|
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:
|
case *sdl.TextInputEvent:
|
||||||
imIo.AddInputCharactersUTF8(e.GetText())
|
imIo.AddInputCharactersUTF8(e.GetText())
|
||||||
|
|
||||||
case *sdl.MouseButtonEvent:
|
case *sdl.MouseButtonEvent:
|
||||||
|
|
||||||
if !imguiCaptureMouse {
|
input.HandleMouseBtnEvent(e)
|
||||||
input.HandleMouseBtnEvent(e)
|
|
||||||
}
|
|
||||||
|
|
||||||
isPressed := e.State == sdl.PRESSED
|
isPressed := e.State == sdl.PRESSED
|
||||||
|
|
||||||
if e.Button == sdl.BUTTON_LEFT {
|
if e.Button == sdl.BUTTON_LEFT {
|
||||||
@ -117,9 +86,7 @@ func (w *Window) handleInputs() {
|
|||||||
|
|
||||||
case *sdl.MouseMotionEvent:
|
case *sdl.MouseMotionEvent:
|
||||||
|
|
||||||
if !imguiCaptureMouse {
|
input.HandleMouseMotionEvent(e)
|
||||||
input.HandleMouseMotionEvent(e)
|
|
||||||
}
|
|
||||||
|
|
||||||
case *sdl.WindowEvent:
|
case *sdl.WindowEvent:
|
||||||
|
|
||||||
@ -140,9 +107,9 @@ func (w *Window) handleInputs() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||||
imIo.SetMouseButtonDown(imgui.MouseButtonLeft, isSdlButtonLeftDown)
|
imIo.SetMouseButtonDown(int(imgui.MouseButtonLeft), isSdlButtonLeftDown)
|
||||||
imIo.SetMouseButtonDown(imgui.MouseButtonRight, isSdlButtonRightDown)
|
imIo.SetMouseButtonDown(int(imgui.MouseButtonRight), isSdlButtonRightDown)
|
||||||
imIo.SetMouseButtonDown(imgui.MouseButtonMiddle, isSdlButtonMiddleDown)
|
imIo.SetMouseButtonDown(int(imgui.MouseButtonMiddle), isSdlButtonMiddleDown)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (w *Window) handleWindowResize() {
|
func (w *Window) handleWindowResize() {
|
||||||
@ -201,42 +168,45 @@ func initSDL() error {
|
|||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
|
|
||||||
func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
|
func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFlags) (Window, error) {
|
||||||
return createWindow(title, x, y, width, height, WindowFlags_OPENGL|flags, rend)
|
return createWindow(title, x, y, width, height, WindowFlags_OPENGL|flags)
|
||||||
}
|
}
|
||||||
|
|
||||||
func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
|
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, rend)
|
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!")
|
assert.T(isInited, "engine.Init() was not called!")
|
||||||
|
|
||||||
sdlWin, err := sdl.CreateWindow(title, x, y, width, height, uint32(flags))
|
win := Window{
|
||||||
if err != nil {
|
SDLWin: nil,
|
||||||
return nil, err
|
|
||||||
}
|
|
||||||
|
|
||||||
win := &Window{
|
|
||||||
SDLWin: sdlWin,
|
|
||||||
EventCallbacks: make([]func(sdl.Event), 0),
|
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 {
|
if err != nil {
|
||||||
return nil, err
|
return win, err
|
||||||
|
}
|
||||||
|
|
||||||
|
win.GlCtx, err = win.SDLWin.GLCreateContext()
|
||||||
|
if err != nil {
|
||||||
|
return win, err
|
||||||
}
|
}
|
||||||
|
|
||||||
err = initOpenGL()
|
err = initOpenGL()
|
||||||
if err != nil {
|
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)
|
// 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)
|
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
|
||||||
sdlWin.GLSwap()
|
win.SDLWin.GLSwap()
|
||||||
|
|
||||||
return win, err
|
return win, err
|
||||||
}
|
}
|
||||||
@ -263,6 +233,57 @@ func initOpenGL() error {
|
|||||||
return nil
|
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
|
||||||
|
}
|
||||||
|
|
||||||
func SetSrgbFramebuffer(isEnabled bool) {
|
func SetSrgbFramebuffer(isEnabled bool) {
|
||||||
|
|
||||||
if isEnabled {
|
if isEnabled {
|
||||||
|
|||||||
@ -1,6 +1,7 @@
|
|||||||
package engine
|
package engine
|
||||||
|
|
||||||
import (
|
import (
|
||||||
|
"github.com/bloeys/nmage/renderer"
|
||||||
"github.com/bloeys/nmage/timing"
|
"github.com/bloeys/nmage/timing"
|
||||||
nmageimgui "github.com/bloeys/nmage/ui/imgui"
|
nmageimgui "github.com/bloeys/nmage/ui/imgui"
|
||||||
"github.com/go-gl/gl/v4.1-core/gl"
|
"github.com/go-gl/gl/v4.1-core/gl"
|
||||||
@ -20,7 +21,7 @@ type Game interface {
|
|||||||
DeInit()
|
DeInit()
|
||||||
}
|
}
|
||||||
|
|
||||||
func Run(g Game, w *Window, ui nmageimgui.ImguiInfo) {
|
func Run(g Game, w *Window, rend renderer.Render, ui nmageimgui.ImguiInfo) {
|
||||||
|
|
||||||
isRunning = true
|
isRunning = true
|
||||||
|
|
||||||
@ -40,7 +41,6 @@ func Run(g Game, w *Window, ui nmageimgui.ImguiInfo) {
|
|||||||
|
|
||||||
for isRunning {
|
for isRunning {
|
||||||
|
|
||||||
//PERF: Cache these
|
|
||||||
width, height = w.SDLWin.GetSize()
|
width, height = w.SDLWin.GetSize()
|
||||||
fbWidth, fbHeight = w.SDLWin.GLGetDrawableSize()
|
fbWidth, fbHeight = w.SDLWin.GLGetDrawableSize()
|
||||||
|
|
||||||
@ -56,7 +56,7 @@ func Run(g Game, w *Window, ui nmageimgui.ImguiInfo) {
|
|||||||
w.SDLWin.GLSwap()
|
w.SDLWin.GLSwap()
|
||||||
|
|
||||||
g.FrameEnd()
|
g.FrameEnd()
|
||||||
w.Rend.FrameEnd()
|
rend.FrameEnd()
|
||||||
timing.FrameEnded()
|
timing.FrameEnded()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
11
go.mod
11
go.mod
@ -1,6 +1,6 @@
|
|||||||
module github.com/bloeys/nmage
|
module github.com/bloeys/nmage
|
||||||
|
|
||||||
go 1.22
|
go 1.23
|
||||||
|
|
||||||
require github.com/veandco/go-sdl2 v0.4.35
|
require github.com/veandco/go-sdl2 v0.4.35
|
||||||
|
|
||||||
@ -8,12 +8,15 @@ require github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6
|
|||||||
|
|
||||||
require (
|
require (
|
||||||
github.com/bloeys/assimp-go v0.4.4
|
github.com/bloeys/assimp-go v0.4.4
|
||||||
github.com/bloeys/gglm v0.43.0
|
github.com/bloeys/gglm v0.50.0
|
||||||
)
|
)
|
||||||
|
|
||||||
require (
|
require (
|
||||||
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2
|
github.com/AllenDang/cimgui-go v0.0.0-20240912193335-545751598105
|
||||||
github.com/mandykoh/prism v0.35.1
|
github.com/mandykoh/prism v0.35.1
|
||||||
)
|
)
|
||||||
|
|
||||||
require github.com/mandykoh/go-parallel v0.1.0 // indirect
|
require (
|
||||||
|
github.com/mandykoh/go-parallel v0.1.0 // indirect
|
||||||
|
golang.org/x/exp v0.0.0-20240506185415-9bf2ced13842 // indirect
|
||||||
|
)
|
||||||
|
|||||||
8
go.sum
8
go.sum
@ -1,9 +1,11 @@
|
|||||||
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2 h1:3HA/5qD8Rimxz/y1sLyVaM7ws1dzjXzMt4hOBiwHggo=
|
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2 h1:3HA/5qD8Rimxz/y1sLyVaM7ws1dzjXzMt4hOBiwHggo=
|
||||||
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2/go.mod h1:iNfbIyOBN8k3XScMxULbrwYbPsXEAUD0Jb6UwrspQb8=
|
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2/go.mod h1:iNfbIyOBN8k3XScMxULbrwYbPsXEAUD0Jb6UwrspQb8=
|
||||||
|
github.com/AllenDang/cimgui-go v0.0.0-20240912193335-545751598105 h1:bhXqv2EG5YCLdgkLSFCpqeVz4cCoNbi4RDFrHrwxQ1o=
|
||||||
|
github.com/AllenDang/cimgui-go v0.0.0-20240912193335-545751598105/go.mod h1:CYfBRenCaNtSvKVzChYh6gswUSo6c5IUcYeV6eCCRw0=
|
||||||
github.com/bloeys/assimp-go v0.4.4 h1:Yn5e/RpE0Oes0YMBy8O7KkwAO4R/RpgrZPJCt08dVIU=
|
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/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 v0.50.0 h1:DlGLp9z8KMNx+hNR6PjnPmC0HjDRC19QwAKL1iwhOxs=
|
||||||
github.com/bloeys/gglm v0.43.0/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
|
github.com/bloeys/gglm v0.50.0/go.mod h1:5s2U/NiOrtJyrSup1j8wK+QOBmGIO03ub0LHMvuNSK8=
|
||||||
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6 h1:zDw5v7qm4yH7N8C8uWd+8Ii9rROdgWxQuGoJ9WDXxfk=
|
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/go-gl/gl v0.0.0-20211210172815-726fda9656d6/go.mod h1:9YTyiznxEY1fVinfM7RvRcjRHbw2xLBJ3AAGIT0I4Nw=
|
||||||
github.com/mandykoh/go-parallel v0.1.0 h1:7vJMNMC4dsbgZdkAb2A8tV5ENY1v7VxIO1wzQWZoT8k=
|
github.com/mandykoh/go-parallel v0.1.0 h1:7vJMNMC4dsbgZdkAb2A8tV5ENY1v7VxIO1wzQWZoT8k=
|
||||||
@ -15,6 +17,8 @@ github.com/veandco/go-sdl2 v0.4.35/go.mod h1:OROqMhHD43nT4/i9crJukyVecjPNYYuCofe
|
|||||||
github.com/yuin/goldmark v1.4.13/go.mod h1:6yULJ656Px+3vBD8DxQVa3kxgyrAnzto9xy5taEt/CY=
|
github.com/yuin/goldmark v1.4.13/go.mod h1:6yULJ656Px+3vBD8DxQVa3kxgyrAnzto9xy5taEt/CY=
|
||||||
golang.org/x/crypto v0.0.0-20190308221718-c2843e01d9a2/go.mod h1:djNgcEr1/C05ACkg1iLfiJU5Ep61QUkGW8qpdssI0+w=
|
golang.org/x/crypto v0.0.0-20190308221718-c2843e01d9a2/go.mod h1:djNgcEr1/C05ACkg1iLfiJU5Ep61QUkGW8qpdssI0+w=
|
||||||
golang.org/x/crypto v0.0.0-20210921155107-089bfa567519/go.mod h1:GvvjBRRGRdwPK5ydBHafDWAxML/pGHZbMvKqRZ5+Abc=
|
golang.org/x/crypto v0.0.0-20210921155107-089bfa567519/go.mod h1:GvvjBRRGRdwPK5ydBHafDWAxML/pGHZbMvKqRZ5+Abc=
|
||||||
|
golang.org/x/exp v0.0.0-20240506185415-9bf2ced13842 h1:vr/HnozRka3pE4EsMEg1lgkXJkTFJCVUX+S/ZT6wYzM=
|
||||||
|
golang.org/x/exp v0.0.0-20240506185415-9bf2ced13842/go.mod h1:XtvwrStGgqGPLc4cjQfWqZHG1YFdYs6swckp8vpsjnc=
|
||||||
golang.org/x/image v0.5.0 h1:5JMiNunQeQw++mMOz48/ISeNu3Iweh/JaZU8ZLqHRrI=
|
golang.org/x/image v0.5.0 h1:5JMiNunQeQw++mMOz48/ISeNu3Iweh/JaZU8ZLqHRrI=
|
||||||
golang.org/x/image v0.5.0/go.mod h1:FVC7BI/5Ym8R25iw5OLsgshdUBbT1h5jZTpA+mvAdZ4=
|
golang.org/x/image v0.5.0/go.mod h1:FVC7BI/5Ym8R25iw5OLsgshdUBbT1h5jZTpA+mvAdZ4=
|
||||||
golang.org/x/mod v0.6.0-dev.0.20220419223038-86c51ed26bb4/go.mod h1:jJ57K6gSWd91VN4djpZkiMVwK6gcyfeH4XE8wZrZaV4=
|
golang.org/x/mod v0.6.0-dev.0.20220419223038-86c51ed26bb4/go.mod h1:jJ57K6gSWd91VN4djpZkiMVwK6gcyfeH4XE8wZrZaV4=
|
||||||
|
|||||||
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
|
package input
|
||||||
|
|
||||||
import "github.com/veandco/go-sdl2/sdl"
|
import (
|
||||||
|
"github.com/veandco/go-sdl2/sdl"
|
||||||
|
)
|
||||||
|
|
||||||
type keyState struct {
|
type keyState struct {
|
||||||
Key sdl.Keycode
|
Key sdl.Keycode
|
||||||
@ -31,15 +48,22 @@ type mouseWheelState struct {
|
|||||||
}
|
}
|
||||||
|
|
||||||
var (
|
var (
|
||||||
keyMap = make(map[sdl.Keycode]keyState)
|
mouseWheel = mouseWheelState{}
|
||||||
mouseBtnMap = make(map[int]mouseBtnState)
|
mouseMotion = mouseMotionState{}
|
||||||
mouseMotion = mouseMotionState{}
|
mouseBtnMap = make(map[int]mouseBtnState)
|
||||||
mouseWheel = mouseWheelState{}
|
keyMap = make(map[sdl.Keycode]keyState)
|
||||||
quitRequested bool
|
|
||||||
|
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 {
|
for k, v := range keyMap {
|
||||||
v.IsPressedThisFrame = false
|
v.IsPressedThisFrame = false
|
||||||
v.IsReleasedThisFrame = false
|
v.IsReleasedThisFrame = false
|
||||||
@ -59,7 +83,7 @@ func EventLoopStart() {
|
|||||||
mouseWheel.XDelta = 0
|
mouseWheel.XDelta = 0
|
||||||
mouseWheel.YDelta = 0
|
mouseWheel.YDelta = 0
|
||||||
|
|
||||||
quitRequested = false
|
isQuitRequested = false
|
||||||
}
|
}
|
||||||
|
|
||||||
func ClearKeyboardState() {
|
func ClearKeyboardState() {
|
||||||
@ -73,11 +97,19 @@ func ClearMouseState() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func HandleQuitEvent(e *sdl.QuitEvent) {
|
func HandleQuitEvent(e *sdl.QuitEvent) {
|
||||||
quitRequested = true
|
isQuitRequested = true
|
||||||
|
}
|
||||||
|
|
||||||
|
func IsMouseCaptured() bool {
|
||||||
|
return isMouseCaptured
|
||||||
|
}
|
||||||
|
|
||||||
|
func IsKeyboardCaptured() bool {
|
||||||
|
return isKeyboardCaptured
|
||||||
}
|
}
|
||||||
|
|
||||||
func IsQuitClicked() bool {
|
func IsQuitClicked() bool {
|
||||||
return quitRequested
|
return isQuitRequested
|
||||||
}
|
}
|
||||||
|
|
||||||
func HandleKeyboardEvent(e *sdl.KeyboardEvent) {
|
func HandleKeyboardEvent(e *sdl.KeyboardEvent) {
|
||||||
@ -123,18 +155,36 @@ func HandleMouseWheelEvent(e *sdl.MouseWheelEvent) {
|
|||||||
mouseWheel.YDelta = e.Y
|
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) {
|
func GetMousePos() (x, y int32) {
|
||||||
return mouseMotion.XPos, mouseMotion.YPos
|
return mouseMotion.XPos, mouseMotion.YPos
|
||||||
}
|
}
|
||||||
|
|
||||||
// GetMouseMotion returns how many pixels were moved last frame
|
// GetMouseMotion returns how many pixels were moved last frame
|
||||||
func GetMouseMotion() (xDelta, yDelta int32) {
|
func GetMouseMotion() (xDelta, yDelta int32) {
|
||||||
|
|
||||||
|
if isMouseCaptured {
|
||||||
|
return 0, 0
|
||||||
|
}
|
||||||
|
|
||||||
|
return GetMouseMotionCaptured()
|
||||||
|
}
|
||||||
|
|
||||||
|
func GetMouseMotionCaptured() (xDelta, yDelta int32) {
|
||||||
return mouseMotion.XDelta, mouseMotion.YDelta
|
return mouseMotion.XDelta, mouseMotion.YDelta
|
||||||
}
|
}
|
||||||
|
|
||||||
func GetMouseMotionNorm() (xDelta, yDelta int32) {
|
func GetMouseMotionNorm() (xDelta, yDelta int32) {
|
||||||
|
|
||||||
|
if isMouseCaptured {
|
||||||
|
return 0, 0
|
||||||
|
}
|
||||||
|
|
||||||
|
return GetMouseMotionNormCaptured()
|
||||||
|
}
|
||||||
|
|
||||||
|
func GetMouseMotionNormCaptured() (xDelta, yDelta int32) {
|
||||||
|
|
||||||
x, y := mouseMotion.XDelta, mouseMotion.YDelta
|
x, y := mouseMotion.XDelta, mouseMotion.YDelta
|
||||||
if x > 0 {
|
if x > 0 {
|
||||||
x = 1
|
x = 1
|
||||||
@ -152,12 +202,31 @@ func GetMouseMotionNorm() (xDelta, yDelta int32) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func GetMouseWheelMotion() (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
|
return mouseWheel.XDelta, mouseWheel.YDelta
|
||||||
}
|
}
|
||||||
|
|
||||||
// GetMouseWheelXNorm returns 1 if mouse wheel xDelta > 0, -1 if xDelta < 0, and 0 otherwise
|
// GetMouseWheelXNorm returns 1 if mouse wheel xDelta > 0, -1 if xDelta < 0, and 0 otherwise
|
||||||
func GetMouseWheelXNorm() int32 {
|
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 {
|
if mouseWheel.XDelta > 0 {
|
||||||
return 1
|
return 1
|
||||||
} else if mouseWheel.XDelta < 0 {
|
} else if mouseWheel.XDelta < 0 {
|
||||||
@ -167,9 +236,19 @@ func GetMouseWheelXNorm() int32 {
|
|||||||
return 0
|
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 {
|
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 {
|
if mouseWheel.YDelta > 0 {
|
||||||
return 1
|
return 1
|
||||||
} else if mouseWheel.YDelta < 0 {
|
} else if mouseWheel.YDelta < 0 {
|
||||||
@ -181,6 +260,15 @@ func GetMouseWheelYNorm() int32 {
|
|||||||
|
|
||||||
func KeyClicked(kc sdl.Keycode) bool {
|
func KeyClicked(kc sdl.Keycode) bool {
|
||||||
|
|
||||||
|
if isKeyboardCaptured {
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
|
||||||
|
return KeyClickedCaptured(kc)
|
||||||
|
}
|
||||||
|
|
||||||
|
func KeyClickedCaptured(kc sdl.Keycode) bool {
|
||||||
|
|
||||||
ks, ok := keyMap[kc]
|
ks, ok := keyMap[kc]
|
||||||
if !ok {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
@ -191,6 +279,15 @@ func KeyClicked(kc sdl.Keycode) bool {
|
|||||||
|
|
||||||
func KeyReleased(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]
|
ks, ok := keyMap[kc]
|
||||||
if !ok {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
@ -201,6 +298,15 @@ func KeyReleased(kc sdl.Keycode) bool {
|
|||||||
|
|
||||||
func KeyDown(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]
|
ks, ok := keyMap[kc]
|
||||||
if !ok {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
@ -211,6 +317,15 @@ func KeyDown(kc sdl.Keycode) bool {
|
|||||||
|
|
||||||
func KeyUp(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]
|
ks, ok := keyMap[kc]
|
||||||
if !ok {
|
if !ok {
|
||||||
return true
|
return true
|
||||||
@ -221,6 +336,15 @@ func KeyUp(kc sdl.Keycode) bool {
|
|||||||
|
|
||||||
func MouseClicked(mb int) bool {
|
func MouseClicked(mb int) bool {
|
||||||
|
|
||||||
|
if isMouseCaptured {
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
|
||||||
|
return MouseClickedCaptued(mb)
|
||||||
|
}
|
||||||
|
|
||||||
|
func MouseClickedCaptued(mb int) bool {
|
||||||
|
|
||||||
btn, ok := mouseBtnMap[mb]
|
btn, ok := mouseBtnMap[mb]
|
||||||
if !ok {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
@ -231,6 +355,15 @@ func MouseClicked(mb int) bool {
|
|||||||
|
|
||||||
func MouseDoubleClicked(mb int) bool {
|
func MouseDoubleClicked(mb int) bool {
|
||||||
|
|
||||||
|
if isMouseCaptured {
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
|
||||||
|
return MouseDoubleClickedCaptured(mb)
|
||||||
|
}
|
||||||
|
|
||||||
|
func MouseDoubleClickedCaptured(mb int) bool {
|
||||||
|
|
||||||
btn, ok := mouseBtnMap[mb]
|
btn, ok := mouseBtnMap[mb]
|
||||||
if !ok {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
@ -240,6 +373,16 @@ func MouseDoubleClicked(mb int) bool {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func MouseReleased(mb int) bool {
|
func MouseReleased(mb int) bool {
|
||||||
|
|
||||||
|
if isMouseCaptured {
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
|
||||||
|
return MouseReleasedCaptured(mb)
|
||||||
|
}
|
||||||
|
|
||||||
|
func MouseReleasedCaptured(mb int) bool {
|
||||||
|
|
||||||
btn, ok := mouseBtnMap[mb]
|
btn, ok := mouseBtnMap[mb]
|
||||||
if !ok {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
@ -250,6 +393,15 @@ func MouseReleased(mb int) bool {
|
|||||||
|
|
||||||
func MouseDown(mb int) bool {
|
func MouseDown(mb int) bool {
|
||||||
|
|
||||||
|
if isMouseCaptured {
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
|
||||||
|
return MouseDownCaptued(mb)
|
||||||
|
}
|
||||||
|
|
||||||
|
func MouseDownCaptued(mb int) bool {
|
||||||
|
|
||||||
btn, ok := mouseBtnMap[mb]
|
btn, ok := mouseBtnMap[mb]
|
||||||
if !ok {
|
if !ok {
|
||||||
return false
|
return false
|
||||||
@ -260,6 +412,15 @@ func MouseDown(mb int) bool {
|
|||||||
|
|
||||||
func MouseUp(mb int) bool {
|
func MouseUp(mb int) bool {
|
||||||
|
|
||||||
|
if isMouseCaptured {
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
|
||||||
|
return MouseUpCaptured(mb)
|
||||||
|
}
|
||||||
|
|
||||||
|
func MouseUpCaptured(mb int) bool {
|
||||||
|
|
||||||
btn, ok := mouseBtnMap[mb]
|
btn, ok := mouseBtnMap[mb]
|
||||||
if !ok {
|
if !ok {
|
||||||
return true
|
return true
|
||||||
|
|||||||
@ -1,13 +1,26 @@
|
|||||||
package materials
|
package materials
|
||||||
|
|
||||||
import (
|
import (
|
||||||
|
_ "unsafe"
|
||||||
|
|
||||||
"github.com/bloeys/gglm/gglm"
|
"github.com/bloeys/gglm/gglm"
|
||||||
"github.com/bloeys/nmage/assert"
|
"github.com/bloeys/nmage/assert"
|
||||||
|
"github.com/bloeys/nmage/assets"
|
||||||
"github.com/bloeys/nmage/logging"
|
"github.com/bloeys/nmage/logging"
|
||||||
"github.com/bloeys/nmage/shaders"
|
"github.com/bloeys/nmage/shaders"
|
||||||
"github.com/go-gl/gl/v4.1-core/gl"
|
"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
|
type TextureSlot uint32
|
||||||
|
|
||||||
const (
|
const (
|
||||||
@ -21,14 +34,36 @@ const (
|
|||||||
TextureSlot_ShadowMap_Array1 TextureSlot = 13
|
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 {
|
type Material struct {
|
||||||
|
Id uint32
|
||||||
Name string
|
Name string
|
||||||
ShaderProg shaders.ShaderProgram
|
ShaderProg shaders.ShaderProgram
|
||||||
|
Settings MaterialSettings
|
||||||
|
|
||||||
UnifLocs map[string]int32
|
UnifLocs map[string]int32
|
||||||
AttribLocs map[string]int32
|
AttribLocs map[string]int32
|
||||||
|
|
||||||
// @TODO do this in a better way. Perhaps something like how we do fbo attachments
|
// @TODO: Do this in a better way?. Perhaps something like how we do fbo attachments? Or keep it?
|
||||||
// Phong shading
|
// Phong shading
|
||||||
DiffuseTex uint32
|
DiffuseTex uint32
|
||||||
SpecularTex uint32
|
SpecularTex uint32
|
||||||
@ -51,26 +86,19 @@ func (m *Material) Bind() {
|
|||||||
|
|
||||||
m.ShaderProg.Bind()
|
m.ShaderProg.Bind()
|
||||||
|
|
||||||
if m.DiffuseTex != 0 {
|
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Diffuse))
|
||||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Diffuse))
|
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
|
||||||
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
|
|
||||||
}
|
|
||||||
|
|
||||||
if m.SpecularTex != 0 {
|
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Specular))
|
||||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Specular))
|
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
|
||||||
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
|
|
||||||
}
|
|
||||||
|
|
||||||
if m.NormalTex != 0 {
|
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Normal))
|
||||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Normal))
|
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
|
||||||
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
|
|
||||||
}
|
|
||||||
|
|
||||||
if m.EmissionTex != 0 {
|
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Emission))
|
||||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Emission))
|
gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
|
||||||
gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
|
|
||||||
}
|
|
||||||
|
|
||||||
|
// @TODO: Have defaults for these
|
||||||
if m.CubemapTex != 0 {
|
if m.CubemapTex != 0 {
|
||||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Cubemap))
|
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Cubemap))
|
||||||
gl.BindTexture(gl.TEXTURE_CUBE_MAP, m.CubemapTex)
|
gl.BindTexture(gl.TEXTURE_CUBE_MAP, m.CubemapTex)
|
||||||
@ -96,6 +124,21 @@ func (m *Material) UnBind() {
|
|||||||
gl.UseProgram(0)
|
gl.UseProgram(0)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (m *Material) SetUniformBlockBindingPoint(uniformBlockName string, bindPointIndex uint32) {
|
||||||
|
|
||||||
|
nullStr := gl.Str(uniformBlockName + "\x00")
|
||||||
|
index := gl.GetUniformBlockIndex(m.ShaderProg.Id, nullStr)
|
||||||
|
assert.T(
|
||||||
|
index != gl.INVALID_INDEX,
|
||||||
|
"SetUniformBlockBindingPoint for material=%s (matId=%d; shaderId=%d) failed because the uniform block=%s wasn't found",
|
||||||
|
m.Name,
|
||||||
|
m.Id,
|
||||||
|
m.ShaderProg.Id,
|
||||||
|
uniformBlockName,
|
||||||
|
)
|
||||||
|
gl.UniformBlockBinding(m.ShaderProg.Id, index, bindPointIndex)
|
||||||
|
}
|
||||||
|
|
||||||
func (m *Material) GetAttribLoc(attribName string) int32 {
|
func (m *Material) GetAttribLoc(attribName string) int32 {
|
||||||
|
|
||||||
loc, ok := m.AttribLocs[attribName]
|
loc, ok := m.AttribLocs[attribName]
|
||||||
@ -103,7 +146,8 @@ func (m *Material) GetAttribLoc(attribName string) int32 {
|
|||||||
return loc
|
return loc
|
||||||
}
|
}
|
||||||
|
|
||||||
loc = gl.GetAttribLocation(m.ShaderProg.Id, gl.Str(attribName+"\x00"))
|
name := gl.Str(attribName + "\x00")
|
||||||
|
loc = gl.GetAttribLocation(m.ShaderProg.Id, name)
|
||||||
assert.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
|
assert.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
|
||||||
m.AttribLocs[attribName] = loc
|
m.AttribLocs[attribName] = loc
|
||||||
return loc
|
return loc
|
||||||
@ -116,7 +160,8 @@ func (m *Material) GetUnifLoc(uniformName string) int32 {
|
|||||||
return loc
|
return loc
|
||||||
}
|
}
|
||||||
|
|
||||||
loc = gl.GetUniformLocation(m.ShaderProg.Id, gl.Str(uniformName+"\x00"))
|
name := gl.Str(uniformName + "\x00")
|
||||||
|
loc = gl.GetUniformLocation(m.ShaderProg.Id, name)
|
||||||
assert.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
|
assert.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
|
||||||
m.UnifLocs[uniformName] = loc
|
m.UnifLocs[uniformName] = loc
|
||||||
return loc
|
return loc
|
||||||
@ -139,49 +184,124 @@ func (m *Material) SetUnifFloat32(uniformName string, val float32) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
|
func (m *Material) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
|
||||||
gl.ProgramUniform2fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec2.Data[0])
|
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) {
|
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) {
|
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) {
|
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) {
|
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) {
|
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() {
|
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)
|
shdrProg, err := shaders.LoadAndCompileCombinedShader(shaderPath)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
logging.ErrLog.Fatalf("Failed to create new material '%s'. Err: %s\n", matName, err.Error())
|
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)
|
shdrProg, err := shaders.LoadAndCompileCombinedShaderSrc(shaderSrc)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
logging.ErrLog.Fatalf("Failed to create new material '%s'. Err: %s\n", matName, err.Error())
|
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 {
|
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
|
Vao buffers.VertexArray
|
||||||
SubMeshes []SubMesh
|
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 {
|
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()
|
defer release()
|
||||||
|
|
||||||
if len(scene.Meshes) == 0 {
|
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,
|
Name: name,
|
||||||
Vao: buffers.NewVertexArray(),
|
Vao: buffers.NewVertexArray(),
|
||||||
SubMeshes: make([]SubMesh, 0, 1),
|
SubMeshes: make([]SubMesh, 0, 1),
|
||||||
@ -42,8 +66,17 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
|||||||
vbo := buffers.NewVertexBuffer()
|
vbo := buffers.NewVertexBuffer()
|
||||||
ibo := buffers.NewIndexBuffer()
|
ibo := buffers.NewIndexBuffer()
|
||||||
|
|
||||||
// Initial sizes assuming one submesh that has vertex pos+normals+texCoords, and 3 indices per face
|
// Estimate a useful prealloc capacity based on the first submesh that has vertex pos+normals+tangents+texCoords
|
||||||
var vertexBufData []float32 = make([]float32, 0, len(scene.Meshes[0].Vertices)*3*3*2)
|
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)
|
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))
|
// 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]
|
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 {
|
if len(sceneMesh.TexCoords[0]) == 0 {
|
||||||
sceneMesh.TexCoords[0] = make([]gglm.Vec3, len(sceneMesh.Vertices))
|
sceneMesh.TexCoords[0] = make([]gglm.Vec3, len(sceneMesh.Vertices))
|
||||||
}
|
}
|
||||||
|
|
||||||
layoutToUse := []buffers.Element{{ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec2}}
|
hasColorSet0 := len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0
|
||||||
if 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})
|
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])}}
|
arrs := []arrToInterleave{
|
||||||
if len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0 {
|
{V3s: sceneMesh.Vertices},
|
||||||
|
{V3s: sceneMesh.Normals},
|
||||||
|
{V3s: sceneMesh.Tangents},
|
||||||
|
{V2s: v3sToV2s(sceneMesh.TexCoords[0])},
|
||||||
|
}
|
||||||
|
|
||||||
|
if hasColorSet0 {
|
||||||
arrs = append(arrs, arrToInterleave{V4s: sceneMesh.ColorSets[0]})
|
arrs = append(arrs, arrToInterleave{V4s: sceneMesh.ColorSets[0]})
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -99,7 +151,7 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
|||||||
indexBufData = append(indexBufData, indices...)
|
indexBufData = append(indexBufData, indices...)
|
||||||
}
|
}
|
||||||
|
|
||||||
vbo.SetData(vertexBufData, buffers.BufUsage_Static)
|
vbo.SetData(vertexBufData, buffers.BufUsage_Static_Draw)
|
||||||
ibo.SetData(indexBufData)
|
ibo.SetData(indexBufData)
|
||||||
|
|
||||||
mesh.Vao.AddVertexBuffer(vbo)
|
mesh.Vao.AddVertexBuffer(vbo)
|
||||||
|
|||||||
@ -12,24 +12,31 @@ import (
|
|||||||
var _ renderer.Render = &Rend3DGL{}
|
var _ renderer.Render = &Rend3DGL{}
|
||||||
|
|
||||||
type Rend3DGL struct {
|
type Rend3DGL struct {
|
||||||
BoundVao *buffers.VertexArray
|
BoundVaoId uint32
|
||||||
BoundMesh *meshes.Mesh
|
BoundMatId uint32
|
||||||
BoundMat *materials.Material
|
BoundMeshVaoId uint32
|
||||||
}
|
}
|
||||||
|
|
||||||
func (r *Rend3DGL) DrawMesh(mesh *meshes.Mesh, modelMat *gglm.TrMat, mat *materials.Material) {
|
func (r *Rend3DGL) DrawMesh(mesh *meshes.Mesh, modelMat *gglm.TrMat, mat *materials.Material) {
|
||||||
|
|
||||||
if mesh != r.BoundMesh {
|
if mesh.Vao.Id != r.BoundMeshVaoId {
|
||||||
mesh.Vao.Bind()
|
mesh.Vao.Bind()
|
||||||
r.BoundMesh = mesh
|
r.BoundMeshVaoId = mesh.Vao.Id
|
||||||
}
|
}
|
||||||
|
|
||||||
if mat != r.BoundMat {
|
if mat.Id != r.BoundMatId {
|
||||||
mat.Bind()
|
mat.Bind()
|
||||||
r.BoundMat = mat
|
r.BoundMatId = mat.Id
|
||||||
}
|
}
|
||||||
|
|
||||||
mat.SetUnifMat4("modelMat", &modelMat.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++ {
|
for i := 0; i < len(mesh.SubMeshes); i++ {
|
||||||
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, mesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(mesh.SubMeshes[i].BaseIndex), mesh.SubMeshes[i].BaseVertex)
|
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, mesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(mesh.SubMeshes[i].BaseIndex), mesh.SubMeshes[i].BaseVertex)
|
||||||
@ -38,14 +45,14 @@ func (r *Rend3DGL) DrawMesh(mesh *meshes.Mesh, modelMat *gglm.TrMat, mat *materi
|
|||||||
|
|
||||||
func (r *Rend3DGL) DrawVertexArray(mat *materials.Material, vao *buffers.VertexArray, firstElement int32, elementCount int32) {
|
func (r *Rend3DGL) DrawVertexArray(mat *materials.Material, vao *buffers.VertexArray, firstElement int32, elementCount int32) {
|
||||||
|
|
||||||
if vao != r.BoundVao {
|
if vao.Id != r.BoundVaoId {
|
||||||
vao.Bind()
|
vao.Bind()
|
||||||
r.BoundVao = vao
|
r.BoundVaoId = vao.Id
|
||||||
}
|
}
|
||||||
|
|
||||||
if mat != r.BoundMat {
|
if mat.Id != r.BoundMatId {
|
||||||
mat.Bind()
|
mat.Bind()
|
||||||
r.BoundMat = mat
|
r.BoundMatId = mat.Id
|
||||||
}
|
}
|
||||||
|
|
||||||
gl.DrawArrays(gl.TRIANGLES, firstElement, elementCount)
|
gl.DrawArrays(gl.TRIANGLES, firstElement, elementCount)
|
||||||
@ -53,14 +60,14 @@ func (r *Rend3DGL) DrawVertexArray(mat *materials.Material, vao *buffers.VertexA
|
|||||||
|
|
||||||
func (r *Rend3DGL) DrawCubemap(mesh *meshes.Mesh, mat *materials.Material) {
|
func (r *Rend3DGL) DrawCubemap(mesh *meshes.Mesh, mat *materials.Material) {
|
||||||
|
|
||||||
if mesh != r.BoundMesh {
|
if mesh.Vao.Id != r.BoundMeshVaoId {
|
||||||
mesh.Vao.Bind()
|
mesh.Vao.Bind()
|
||||||
r.BoundMesh = mesh
|
r.BoundMeshVaoId = mesh.Vao.Id
|
||||||
}
|
}
|
||||||
|
|
||||||
if mat != r.BoundMat {
|
if mat.Id != r.BoundMatId {
|
||||||
mat.Bind()
|
mat.Bind()
|
||||||
r.BoundMat = mat
|
r.BoundMatId = mat.Id
|
||||||
}
|
}
|
||||||
|
|
||||||
for i := 0; i < len(mesh.SubMeshes); i++ {
|
for i := 0; i < len(mesh.SubMeshes); i++ {
|
||||||
@ -69,8 +76,9 @@ func (r *Rend3DGL) DrawCubemap(mesh *meshes.Mesh, mat *materials.Material) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (r3d *Rend3DGL) FrameEnd() {
|
func (r3d *Rend3DGL) FrameEnd() {
|
||||||
r3d.BoundMesh = nil
|
r3d.BoundVaoId = 0
|
||||||
r3d.BoundMat = nil
|
r3d.BoundMatId = 0
|
||||||
|
r3d.BoundMeshVaoId = 0
|
||||||
}
|
}
|
||||||
|
|
||||||
func NewRend3DGL() *Rend3DGL {
|
func NewRend3DGL() *Rend3DGL {
|
||||||
|
|||||||
@ -2,22 +2,19 @@
|
|||||||
#version 410
|
#version 410
|
||||||
|
|
||||||
layout(location=0) in vec3 vertPosIn;
|
layout(location=0) in vec3 vertPosIn;
|
||||||
layout(location=1) in vec3 vertNormalIn;
|
layout(location=2) in vec3 vertTangentIn;
|
||||||
layout(location=2) in vec2 vertUV0In;
|
layout(location=3) in vec2 vertUV0In;
|
||||||
layout(location=3) in vec3 vertColorIn;
|
layout(location=4) in vec3 vertColorIn;
|
||||||
|
|
||||||
out vec3 vertNormal;
|
|
||||||
out vec2 vertUV0;
|
out vec2 vertUV0;
|
||||||
out vec3 vertColor;
|
out vec3 vertColor;
|
||||||
out vec3 fragPos;
|
out vec3 fragPos;
|
||||||
|
|
||||||
//MVP = Model View Projection
|
|
||||||
uniform mat4 modelMat;
|
uniform mat4 modelMat;
|
||||||
uniform mat4 projViewMat;
|
uniform mat4 projViewMat;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
|
||||||
vertUV0 = vertUV0In;
|
vertUV0 = vertUV0In;
|
||||||
vertColor = vertColorIn;
|
vertColor = vertColorIn;
|
||||||
|
|
||||||
@ -31,7 +28,6 @@ void main()
|
|||||||
#version 410
|
#version 410
|
||||||
|
|
||||||
in vec3 vertColor;
|
in vec3 vertColor;
|
||||||
in vec3 vertNormal;
|
|
||||||
in vec2 vertUV0;
|
in vec2 vertUV0;
|
||||||
in vec3 fragPos;
|
in vec3 fragPos;
|
||||||
|
|
||||||
|
|||||||
@ -3,26 +3,19 @@
|
|||||||
|
|
||||||
layout(location=0) in vec3 vertPosIn;
|
layout(location=0) in vec3 vertPosIn;
|
||||||
layout(location=1) in vec3 vertNormalIn;
|
layout(location=1) in vec3 vertNormalIn;
|
||||||
layout(location=2) in vec2 vertUV0In;
|
layout(location=2) in vec3 vertTangentIn;
|
||||||
layout(location=3) in vec3 vertColorIn;
|
layout(location=3) in vec2 vertUV0In;
|
||||||
|
layout(location=4) in vec3 vertColorIn;
|
||||||
|
|
||||||
out vec3 vertNormal;
|
|
||||||
out vec2 vertUV0;
|
out vec2 vertUV0;
|
||||||
out vec3 vertColor;
|
out vec3 vertColor;
|
||||||
out vec3 fragPos;
|
out vec3 fragPos;
|
||||||
|
|
||||||
//MVP = Model View Projection
|
|
||||||
uniform mat4 modelMat;
|
uniform mat4 modelMat;
|
||||||
uniform mat4 projViewMat;
|
uniform mat4 projViewMat;
|
||||||
|
|
||||||
void main()
|
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;
|
vertUV0 = vertUV0In;
|
||||||
vertColor = vertColorIn;
|
vertColor = vertColorIn;
|
||||||
|
|
||||||
@ -41,7 +34,6 @@ struct Material {
|
|||||||
uniform Material material;
|
uniform Material material;
|
||||||
|
|
||||||
in vec3 vertColor;
|
in vec3 vertColor;
|
||||||
in vec3 vertNormal;
|
|
||||||
in vec2 vertUV0;
|
in vec2 vertUV0;
|
||||||
in vec3 fragPos;
|
in vec3 fragPos;
|
||||||
|
|
||||||
|
|||||||
@ -1,82 +1,39 @@
|
|||||||
//shader:vertex
|
//shader:vertex
|
||||||
#version 410
|
#version 410
|
||||||
|
|
||||||
|
#define NUM_SPOT_LIGHTS 4
|
||||||
|
#define NUM_POINT_LIGHTS 8
|
||||||
|
|
||||||
|
//
|
||||||
|
// Inputs
|
||||||
|
//
|
||||||
layout(location=0) in vec3 vertPosIn;
|
layout(location=0) in vec3 vertPosIn;
|
||||||
layout(location=1) in vec3 vertNormalIn;
|
layout(location=1) in vec3 vertNormalIn;
|
||||||
layout(location=2) in vec2 vertUV0In;
|
layout(location=2) in vec3 vertTangentIn;
|
||||||
layout(location=3) in vec3 vertColorIn;
|
layout(location=3) in vec2 vertUV0In;
|
||||||
|
layout(location=4) 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;
|
|
||||||
out vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
// @TODO: Calculate this on the CPU and send it as a uniform
|
|
||||||
//
|
|
||||||
// This produces the normal matrix that multiplies with the model normal to produce the
|
|
||||||
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
|
|
||||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
|
||||||
|
|
||||||
vertUV0 = vertUV0In;
|
|
||||||
vertColor = vertColorIn;
|
|
||||||
|
|
||||||
vec4 modelVert = modelMat * vec4(vertPosIn, 1);
|
|
||||||
fragPos = modelVert.xyz;
|
|
||||||
fragPosDirLight = dirLightProjViewMat * vec4(fragPos, 1);
|
|
||||||
|
|
||||||
for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
|
|
||||||
fragPosSpotLight[i] = spotLightProjViewMats[i] * vec4(fragPos, 1);
|
|
||||||
|
|
||||||
gl_Position = projViewMat * modelVert;
|
|
||||||
}
|
|
||||||
|
|
||||||
//shader:fragment
|
|
||||||
#version 410
|
|
||||||
|
|
||||||
struct Material {
|
|
||||||
sampler2D diffuse;
|
|
||||||
sampler2D specular;
|
|
||||||
// sampler2D normal;
|
|
||||||
sampler2D emission;
|
|
||||||
float shininess;
|
|
||||||
};
|
|
||||||
|
|
||||||
uniform Material material;
|
|
||||||
|
|
||||||
|
//
|
||||||
|
// UBOs
|
||||||
|
//
|
||||||
struct DirLight {
|
struct DirLight {
|
||||||
vec3 dir;
|
vec3 dir;
|
||||||
vec3 diffuseColor;
|
vec3 diffuseColor;
|
||||||
vec3 specularColor;
|
vec3 specularColor;
|
||||||
sampler2D shadowMap;
|
|
||||||
};
|
};
|
||||||
|
uniform sampler2D dirLightShadowMap;
|
||||||
uniform DirLight dirLight;
|
|
||||||
|
|
||||||
struct PointLight {
|
struct PointLight {
|
||||||
vec3 pos;
|
vec3 pos;
|
||||||
vec3 diffuseColor;
|
vec3 diffuseColor;
|
||||||
vec3 specularColor;
|
vec3 specularColor;
|
||||||
float constant;
|
float radius;
|
||||||
float linear;
|
float falloff;
|
||||||
float quadratic;
|
float maxBias;
|
||||||
|
float nearPlane;
|
||||||
float farPlane;
|
float farPlane;
|
||||||
};
|
};
|
||||||
|
|
||||||
#define NUM_POINT_LIGHTS 8
|
|
||||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
|
||||||
uniform samplerCubeArray pointLightCubeShadowMaps;
|
|
||||||
|
|
||||||
struct SpotLight {
|
struct SpotLight {
|
||||||
vec3 pos;
|
vec3 pos;
|
||||||
vec3 dir;
|
vec3 dir;
|
||||||
@ -86,36 +43,182 @@ struct SpotLight {
|
|||||||
float outerCutoff;
|
float outerCutoff;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
layout (std140) uniform GlobalMatrices {
|
||||||
|
vec3 camPos;
|
||||||
|
mat4 projViewMat;
|
||||||
|
};
|
||||||
|
|
||||||
|
layout (std140) uniform Lights {
|
||||||
|
DirLight dirLight;
|
||||||
|
PointLight pointLights[NUM_POINT_LIGHTS];
|
||||||
|
SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||||
|
vec3 ambientColor;
|
||||||
|
};
|
||||||
|
|
||||||
|
//
|
||||||
|
// Uniforms
|
||||||
|
//
|
||||||
|
uniform mat4 modelMat;
|
||||||
|
uniform mat4 dirLightProjViewMat;
|
||||||
|
uniform mat4 spotLightProjViewMats[NUM_SPOT_LIGHTS];
|
||||||
|
|
||||||
|
//
|
||||||
|
// 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_SPOT_LIGHTS 4
|
||||||
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
|
#define NUM_POINT_LIGHTS 8
|
||||||
uniform sampler2DArray spotLightShadowMaps;
|
|
||||||
|
|
||||||
uniform vec3 camPos;
|
//
|
||||||
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
|
// Inputs
|
||||||
|
//
|
||||||
in vec3 vertColor;
|
|
||||||
in vec3 vertNormal;
|
|
||||||
in vec2 vertUV0;
|
|
||||||
in vec3 fragPos;
|
in vec3 fragPos;
|
||||||
in vec4 fragPosDirLight;
|
in vec2 vertUV0;
|
||||||
|
in vec3 vertColor;
|
||||||
|
in vec3 fragPosDirLight;
|
||||||
in vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
|
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;
|
||||||
|
};
|
||||||
|
uniform sampler2D dirLightShadowMap;
|
||||||
|
|
||||||
|
struct PointLight {
|
||||||
|
vec3 pos;
|
||||||
|
vec3 diffuseColor;
|
||||||
|
vec3 specularColor;
|
||||||
|
float radius;
|
||||||
|
float falloff;
|
||||||
|
float maxBias;
|
||||||
|
float nearPlane;
|
||||||
|
float farPlane;
|
||||||
|
};
|
||||||
|
uniform samplerCubeArray pointLightCubeShadowMaps;
|
||||||
|
|
||||||
|
struct SpotLight {
|
||||||
|
vec3 pos;
|
||||||
|
vec3 dir;
|
||||||
|
vec3 diffuseColor;
|
||||||
|
vec3 specularColor;
|
||||||
|
float innerCutoff;
|
||||||
|
float outerCutoff;
|
||||||
|
};
|
||||||
|
uniform sampler2DArray spotLightShadowMaps;
|
||||||
|
|
||||||
|
layout (std140) uniform GlobalMatrices {
|
||||||
|
vec3 camPos;
|
||||||
|
mat4 projViewMat;
|
||||||
|
};
|
||||||
|
|
||||||
|
layout (std140) uniform Lights {
|
||||||
|
DirLight dirLight;
|
||||||
|
PointLight pointLights[NUM_POINT_LIGHTS];
|
||||||
|
SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||||
|
vec3 ambientColor;
|
||||||
|
};
|
||||||
|
|
||||||
|
//
|
||||||
|
// Outputs
|
||||||
|
//
|
||||||
out vec4 fragColor;
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
//
|
||||||
// Global variables used as cache for lighting calculations
|
// Global variables used as cache for lighting calculations
|
||||||
|
//
|
||||||
|
vec3 tangentViewDir;
|
||||||
vec4 diffuseTexColor;
|
vec4 diffuseTexColor;
|
||||||
vec4 specularTexColor;
|
vec4 specularTexColor;
|
||||||
vec4 emissionTexColor;
|
vec4 emissionTexColor;
|
||||||
vec3 normalizedVertNorm;
|
vec3 normalizedVertNorm;
|
||||||
vec3 viewDir;
|
|
||||||
|
|
||||||
float CalcDirShadow(sampler2D shadowMap, vec3 lightDir)
|
float CalcDirShadow(sampler2D shadowMap, vec3 tangentLightDir)
|
||||||
{
|
{
|
||||||
// Move from clip space to NDC
|
|
||||||
vec3 projCoords = fragPosDirLight.xyz / fragPosDirLight.w;
|
|
||||||
|
|
||||||
// Move from [-1,1] to [0, 1]
|
// Move from [-1,1] to [0, 1]
|
||||||
projCoords = projCoords * 0.5 + 0.5;
|
vec3 projCoords = fragPosDirLight * 0.5 + 0.5;
|
||||||
|
|
||||||
// If sampling outside the depth texture then force 'no shadow'
|
// If sampling outside the depth texture then force 'no shadow'
|
||||||
if(projCoords.z > 1)
|
if(projCoords.z > 1)
|
||||||
@ -126,7 +229,7 @@ float CalcDirShadow(sampler2D shadowMap, vec3 lightDir)
|
|||||||
|
|
||||||
// Bias in the range [0.005, 0.05] depending on the angle, where a higher
|
// 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
|
// angle gives a higher bias, as shadow acne gets worse with angle
|
||||||
float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
|
float bias = max(0.05 * (1 - dot(normalizedVertNorm, tangentLightDir)), 0.005);
|
||||||
|
|
||||||
// 'Percentage Close Filtering'.
|
// 'Percentage Close Filtering'.
|
||||||
// Basically get soft shadows by averaging this texel and surrounding ones
|
// Basically get soft shadows by averaging this texel and surrounding ones
|
||||||
@ -151,70 +254,126 @@ float CalcDirShadow(sampler2D shadowMap, vec3 lightDir)
|
|||||||
|
|
||||||
vec3 CalcDirLight()
|
vec3 CalcDirLight()
|
||||||
{
|
{
|
||||||
vec3 lightDir = normalize(-dirLight.dir);
|
vec3 lightDir = normalize(-tangentDirLightDir);
|
||||||
|
|
||||||
// Diffuse
|
// Diffuse
|
||||||
float diffuseAmount = max(0.0, dot(normalizedVertNorm, lightDir));
|
float diffuseAmount = max(0.0, dot(normalizedVertNorm, lightDir));
|
||||||
vec3 finalDiffuse = diffuseAmount * dirLight.diffuseColor * diffuseTexColor.rgb;
|
vec3 finalDiffuse = diffuseAmount * dirLight.diffuseColor * diffuseTexColor.rgb;
|
||||||
|
|
||||||
// Specular
|
// Specular
|
||||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
vec3 halfwayDir = normalize(lightDir + tangentViewDir);
|
||||||
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||||
vec3 finalSpecular = specularAmount * dirLight.specularColor * specularTexColor.rgb;
|
vec3 finalSpecular = specularAmount * dirLight.specularColor * specularTexColor.rgb;
|
||||||
|
|
||||||
// Shadow
|
// Shadow
|
||||||
float shadow = CalcDirShadow(dirLight.shadowMap, lightDir);
|
float shadow = CalcDirShadow(dirLightShadowMap, lightDir);
|
||||||
|
|
||||||
return (finalDiffuse + finalSpecular) * (1 - shadow);
|
return (finalDiffuse + finalSpecular) * (1 - shadow);
|
||||||
}
|
}
|
||||||
|
|
||||||
float CalcPointShadow(int lightIndex, vec3 lightPos, vec3 lightDir, float farPlane) {
|
float CalcPointShadow(int lightIndex, vec3 worldLightPos, vec3 tangentLightDir, float maxBias, float nearPlane, float farPlane) {
|
||||||
|
|
||||||
vec3 lightToFrag = fragPos - lightPos;
|
vec3 lightToFrag = fragPos - worldLightPos;
|
||||||
|
|
||||||
|
// Get depth of current fragment
|
||||||
|
float currentDepth = length(lightToFrag);
|
||||||
|
|
||||||
|
if (currentDepth < nearPlane) {
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
float closestDepth = texture(pointLightCubeShadowMaps, vec4(lightToFrag, lightIndex)).r;
|
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]
|
// We stored depth in the cubemap in the range [0, 1], so now we move back to [0, farPlane]
|
||||||
closestDepth *= farPlane;
|
closestDepth *= farPlane;
|
||||||
|
|
||||||
// Get depth of current fragment
|
float bias = max(maxBias * (1 - dot(normalizedVertNorm, tangentLightDir)), 0.005);
|
||||||
float currentDepth = length(lightToFrag);
|
|
||||||
|
|
||||||
float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
|
float shadow = currentDepth - bias > closestDepth ? 1 : 0;
|
||||||
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
|
|
||||||
|
|
||||||
return shadow;
|
return shadow;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// The following point light attenuation formulas
|
||||||
|
// are from https://lisyarus.github.io/blog/posts/point-light-attenuation.html
|
||||||
|
//
|
||||||
|
// I found them more intuitive than the standard implementation and it also ensures
|
||||||
|
// we have zero light at the selected distance.
|
||||||
|
//
|
||||||
|
float sqr(float x)
|
||||||
|
{
|
||||||
|
return x * x;
|
||||||
|
}
|
||||||
|
|
||||||
|
// This version doesn't have a harsh cutoff at radius
|
||||||
|
float AttenuateNoCusp(float dist, float radius, float falloff)
|
||||||
|
{
|
||||||
|
// Since we only use this as attenuation and max intensity defines
|
||||||
|
// the max output value, anything more than 1 would increase
|
||||||
|
// the output of the light, which I don't think makes sense for
|
||||||
|
// our attenuation purposes.
|
||||||
|
//
|
||||||
|
// Seems to me this can be done simply by increasing color values above 255.
|
||||||
|
//
|
||||||
|
// Forcing to 1 for now.
|
||||||
|
#define MAX_INTENSITY 1
|
||||||
|
|
||||||
|
float s = dist / radius;
|
||||||
|
|
||||||
|
if (s >= 1.0)
|
||||||
|
return 0.0;
|
||||||
|
|
||||||
|
float s2 = sqr(s);
|
||||||
|
|
||||||
|
return MAX_INTENSITY * sqr(1 - s2) / (1 + falloff * s2);
|
||||||
|
}
|
||||||
|
|
||||||
|
// This version has a harsh/immediate cutoff at radius
|
||||||
|
float AttenuateCusp(float dist, float radius, float falloff)
|
||||||
|
{
|
||||||
|
#define MAX_INTENSITY 1
|
||||||
|
|
||||||
|
float s = dist / radius;
|
||||||
|
|
||||||
|
if (s >= 1.0)
|
||||||
|
return 0.0;
|
||||||
|
|
||||||
|
float s2 = sqr(s);
|
||||||
|
|
||||||
|
return MAX_INTENSITY * sqr(1 - s2) / (1 + falloff * s);
|
||||||
|
}
|
||||||
|
|
||||||
vec3 CalcPointLight(PointLight pointLight, int lightIndex)
|
vec3 CalcPointLight(PointLight pointLight, int lightIndex)
|
||||||
{
|
{
|
||||||
// Ignore unset lights
|
// Ignore inactive lights
|
||||||
if (pointLight.constant == 0){
|
if (pointLight.radius == 0){
|
||||||
return vec3(0);
|
return vec3(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 lightDir = normalize(pointLight.pos - fragPos);
|
vec3 tangentLightPos = tangentPointLightPositions[lightIndex];
|
||||||
|
vec3 tangentLightDir = normalize(tangentLightPos - tangentFragPos);
|
||||||
|
|
||||||
// Diffuse
|
// Diffuse
|
||||||
float diffuseAmount = max(0.0, dot(normalizedVertNorm, lightDir));
|
float diffuseAmount = max(0.0, dot(normalizedVertNorm, tangentLightDir));
|
||||||
vec3 finalDiffuse = diffuseAmount * pointLight.diffuseColor * diffuseTexColor.rgb;
|
vec3 finalDiffuse = diffuseAmount * pointLight.diffuseColor * diffuseTexColor.rgb;
|
||||||
|
|
||||||
// Specular
|
// Specular
|
||||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
vec3 halfwayDir = normalize(tangentLightDir + tangentViewDir);
|
||||||
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||||
vec3 finalSpecular = specularAmount * pointLight.specularColor * specularTexColor.rgb;
|
vec3 finalSpecular = specularAmount * pointLight.specularColor * specularTexColor.rgb;
|
||||||
|
|
||||||
// Attenuation
|
// Attenuation
|
||||||
float distToLight = length(pointLight.pos - fragPos);
|
float distToLight = length(tangentLightPos - tangentFragPos);
|
||||||
float attenuation = 1 / (pointLight.constant + pointLight.linear * distToLight + pointLight.quadratic * (distToLight * distToLight));
|
float attenuation = AttenuateNoCusp(distToLight, pointLight.radius, pointLight.falloff);
|
||||||
|
|
||||||
// Shadow
|
// Shadow
|
||||||
float shadow = CalcPointShadow(lightIndex, pointLight.pos, lightDir, pointLight.farPlane);
|
float shadow = CalcPointShadow(lightIndex, pointLight.pos, tangentLightDir, pointLight.maxBias, pointLight.nearPlane, pointLight.farPlane);
|
||||||
|
|
||||||
return (finalDiffuse + finalSpecular) * attenuation * (1 - shadow);
|
return (finalDiffuse + finalSpecular) * attenuation * (1 - shadow);
|
||||||
}
|
}
|
||||||
|
|
||||||
float CalcSpotShadow(vec3 lightDir, int lightIndex)
|
float CalcSpotShadow(vec3 tangentLightDir, int lightIndex)
|
||||||
{
|
{
|
||||||
// Move from clip space to NDC
|
// Move from clip space to NDC
|
||||||
vec3 projCoords = fragPosSpotLight[lightIndex].xyz / fragPosSpotLight[lightIndex].w;
|
vec3 projCoords = fragPosSpotLight[lightIndex].xyz / fragPosSpotLight[lightIndex].w;
|
||||||
@ -231,7 +390,7 @@ float CalcSpotShadow(vec3 lightDir, int lightIndex)
|
|||||||
|
|
||||||
// Bias in the range [0.005, 0.05] depending on the angle, where a higher
|
// 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
|
// angle gives a higher bias, as shadow acne gets worse with angle
|
||||||
float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
|
float bias = max(0.05 * (1 - dot(normalizedVertNorm, tangentLightDir)), 0.005);
|
||||||
|
|
||||||
// 'Percentage Close Filtering'.
|
// 'Percentage Close Filtering'.
|
||||||
// Basically get soft shadows by averaging this texel and surrounding ones
|
// Basically get soft shadows by averaging this texel and surrounding ones
|
||||||
@ -256,15 +415,19 @@ float CalcSpotShadow(vec3 lightDir, int lightIndex)
|
|||||||
|
|
||||||
vec3 CalcSpotLight(SpotLight light, int lightIndex)
|
vec3 CalcSpotLight(SpotLight light, int lightIndex)
|
||||||
{
|
{
|
||||||
if (light.innerCutoff == 0)
|
// The inner/outer cutoffs are cosine values,
|
||||||
|
// which means a value of 1 is mainly produced when the input
|
||||||
|
// is 0 degrees or radians. cos(180) will also be 1, but that's too much :)
|
||||||
|
if (light.innerCutoff == 1)
|
||||||
return vec3(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,
|
// Spot light cone with full intensity within inner cutoff,
|
||||||
// and falloff between inner-outer cutoffs, and zero
|
// and falloff between inner-outer cutoffs, and zero
|
||||||
// light after outer cutoff
|
// light after outer cutoff
|
||||||
float theta = dot(fragToLightDir, normalize(-light.dir));
|
float theta = dot(fragToLightDir, normalize(-tangentLightDir));
|
||||||
float epsilon = (light.innerCutoff - light.outerCutoff);
|
float epsilon = (light.innerCutoff - light.outerCutoff);
|
||||||
float intensity = clamp((theta - light.outerCutoff) / epsilon, float(0), float(1));
|
float intensity = clamp((theta - light.outerCutoff) / epsilon, float(0), float(1));
|
||||||
|
|
||||||
@ -276,7 +439,7 @@ vec3 CalcSpotLight(SpotLight light, int lightIndex)
|
|||||||
vec3 finalDiffuse = diffuseAmount * light.diffuseColor * diffuseTexColor.rgb;
|
vec3 finalDiffuse = diffuseAmount * light.diffuseColor * diffuseTexColor.rgb;
|
||||||
|
|
||||||
// Specular
|
// Specular
|
||||||
vec3 halfwayDir = normalize(fragToLightDir + viewDir);
|
vec3 halfwayDir = normalize(fragToLightDir + tangentViewDir);
|
||||||
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||||
vec3 finalSpecular = specularAmount * light.specularColor * specularTexColor.rgb;
|
vec3 finalSpecular = specularAmount * light.specularColor * specularTexColor.rgb;
|
||||||
|
|
||||||
@ -286,15 +449,21 @@ vec3 CalcSpotLight(SpotLight light, int lightIndex)
|
|||||||
return (finalDiffuse + finalSpecular) * intensity * (1 - shadow);
|
return (finalDiffuse + finalSpecular) * intensity * (1 - shadow);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#define DRAW_NORMALS false
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
// Shared values
|
// Shared values
|
||||||
|
tangentViewDir = normalize(tangentCamPos - tangentFragPos);
|
||||||
diffuseTexColor = texture(material.diffuse, vertUV0);
|
diffuseTexColor = texture(material.diffuse, vertUV0);
|
||||||
specularTexColor = texture(material.specular, vertUV0);
|
specularTexColor = texture(material.specular, vertUV0);
|
||||||
emissionTexColor = texture(material.emission, vertUV0);
|
emissionTexColor = texture(material.emission, vertUV0);
|
||||||
|
|
||||||
normalizedVertNorm = normalize(vertNormal);
|
// Read normal data encoded [0,1]
|
||||||
viewDir = normalize(camPos - fragPos);
|
normalizedVertNorm = texture(material.normal, vertUV0).rgb;
|
||||||
|
|
||||||
|
// Remap normal to [-1,1]
|
||||||
|
normalizedVertNorm = normalize(normalizedVertNorm * 2.0 - 1.0);
|
||||||
|
|
||||||
// Light contributions
|
// Light contributions
|
||||||
vec3 finalColor = CalcDirLight();
|
vec3 finalColor = CalcDirLight();
|
||||||
@ -313,4 +482,9 @@ void main()
|
|||||||
vec3 finalAmbient = ambientColor * diffuseTexColor.rgb;
|
vec3 finalAmbient = ambientColor * diffuseTexColor.rgb;
|
||||||
|
|
||||||
fragColor = vec4(finalColor + finalAmbient + finalEmission, 1);
|
fragColor = vec4(finalColor + finalAmbient + finalEmission, 1);
|
||||||
|
|
||||||
|
if (DRAW_NORMALS)
|
||||||
|
{
|
||||||
|
fragColor = vec4(texture(material.normal, vertUV0).rgb, 1);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -3,8 +3,9 @@
|
|||||||
|
|
||||||
layout(location=0) in vec3 vertPosIn;
|
layout(location=0) in vec3 vertPosIn;
|
||||||
layout(location=1) in vec3 vertNormalIn;
|
layout(location=1) in vec3 vertNormalIn;
|
||||||
layout(location=2) in vec2 vertUV0In;
|
layout(location=2) in vec3 vertTangentIn;
|
||||||
layout(location=3) in vec3 vertColorIn;
|
layout(location=3) in vec2 vertUV0In;
|
||||||
|
layout(location=4) in vec3 vertColorIn;
|
||||||
|
|
||||||
out vec3 vertUV0;
|
out vec3 vertUV0;
|
||||||
|
|
||||||
|
|||||||
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 |
@ -1,6 +1,17 @@
|
|||||||
package nmageimgui
|
package nmageimgui
|
||||||
|
|
||||||
import (
|
import (
|
||||||
|
"unsafe"
|
||||||
|
|
||||||
|
// The following is included just so we can get
|
||||||
|
// the c imports and cgo configs defined here: https://github.com/AllenDang/cimgui-go/blob/main/sdlbackend/sdl_backend.go
|
||||||
|
//
|
||||||
|
// This is needed because AllenDang/cimgui-go links sdl2 statically, which requires us
|
||||||
|
// to explicitly define all the libs it needs, which isn't normally needed if we were dynamically linking.
|
||||||
|
//
|
||||||
|
// Without this, we get compilation errors as sdl2 can't find libs it relies on.
|
||||||
|
_ "github.com/AllenDang/cimgui-go/sdlbackend"
|
||||||
|
|
||||||
imgui "github.com/AllenDang/cimgui-go"
|
imgui "github.com/AllenDang/cimgui-go"
|
||||||
"github.com/bloeys/gglm/gglm"
|
"github.com/bloeys/gglm/gglm"
|
||||||
"github.com/bloeys/nmage/materials"
|
"github.com/bloeys/nmage/materials"
|
||||||
@ -12,7 +23,7 @@ import (
|
|||||||
type ImguiInfo struct {
|
type ImguiInfo struct {
|
||||||
ImCtx imgui.Context
|
ImCtx imgui.Context
|
||||||
|
|
||||||
Mat *materials.Material
|
Mat materials.Material
|
||||||
VaoID uint32
|
VaoID uint32
|
||||||
VboID uint32
|
VboID uint32
|
||||||
IndexBufID uint32
|
IndexBufID uint32
|
||||||
@ -129,7 +140,7 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
|
|||||||
|
|
||||||
fontConfigToUse := imgui.NewFontConfig()
|
fontConfigToUse := imgui.NewFontConfig()
|
||||||
if fontConfig != nil {
|
if fontConfig != nil {
|
||||||
fontConfigToUse = *fontConfig
|
fontConfigToUse = fontConfig
|
||||||
}
|
}
|
||||||
|
|
||||||
glyphRangesToUse := imgui.NewGlyphRange()
|
glyphRangesToUse := imgui.NewGlyphRange()
|
||||||
@ -141,13 +152,13 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
|
|||||||
|
|
||||||
a := imIO.Fonts()
|
a := imIO.Fonts()
|
||||||
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
|
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
|
||||||
pixels, width, height, _ := a.GetTextureDataAsAlpha8()
|
pixels, width, height, _ := a.TextureDataAsAlpha8()
|
||||||
|
|
||||||
gl.ActiveTexture(gl.TEXTURE0)
|
gl.ActiveTexture(gl.TEXTURE0)
|
||||||
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
|
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
|
||||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
||||||
|
|
||||||
return f
|
return *f
|
||||||
}
|
}
|
||||||
|
|
||||||
const DefaultImguiShader = `
|
const DefaultImguiShader = `
|
||||||
@ -204,7 +215,7 @@ void main()
|
|||||||
// If the path is empty a default nMage shader is used
|
// If the path is empty a default nMage shader is used
|
||||||
func NewImGui(shaderPath string) ImguiInfo {
|
func NewImGui(shaderPath string) ImguiInfo {
|
||||||
|
|
||||||
var imguiMat *materials.Material
|
var imguiMat materials.Material
|
||||||
if shaderPath == "" {
|
if shaderPath == "" {
|
||||||
imguiMat = materials.NewMaterialSrc("ImGUI Mat", []byte(DefaultImguiShader))
|
imguiMat = materials.NewMaterialSrc("ImGUI Mat", []byte(DefaultImguiShader))
|
||||||
} else {
|
} else {
|
||||||
@ -212,7 +223,7 @@ func NewImGui(shaderPath string) ImguiInfo {
|
|||||||
}
|
}
|
||||||
|
|
||||||
imguiInfo := ImguiInfo{
|
imguiInfo := ImguiInfo{
|
||||||
ImCtx: imgui.CreateContext(),
|
ImCtx: *imgui.CreateContext(),
|
||||||
Mat: imguiMat,
|
Mat: imguiMat,
|
||||||
TexID: new(uint32),
|
TexID: new(uint32),
|
||||||
}
|
}
|
||||||
@ -233,11 +244,12 @@ func NewImGui(shaderPath string) ImguiInfo {
|
|||||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||||
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
|
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
|
||||||
|
|
||||||
pixels, width, height, _ := io.Fonts().GetTextureDataAsAlpha8()
|
pixels, width, height, _ := io.Fonts().TextureDataAsAlpha8()
|
||||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
||||||
|
|
||||||
// Store our identifier
|
// Store our identifier
|
||||||
io.Fonts().SetTexID(imgui.TextureID(imguiInfo.TexID))
|
|
||||||
|
io.Fonts().SetTexID(imgui.TextureID{Data: uintptr(unsafe.Pointer(imguiInfo.TexID))})
|
||||||
|
|
||||||
//Shader attributes
|
//Shader attributes
|
||||||
imguiInfo.Mat.Bind()
|
imguiInfo.Mat.Bind()
|
||||||
|
|||||||
Reference in New Issue
Block a user