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https://github.com/bloeys/nmage.git
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Compare commits
17 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 1d71715cb4 | |||
| 581d17d1d9 | |||
| 3795a7123f | |||
| 5aa0f41085 | |||
| c782e8c312 | |||
| f0a12879f8 | |||
| 6ea08e9826 | |||
| 83c6f635e5 | |||
| cf6b2655e7 | |||
| 7b1e3ea7b4 | |||
| c884d2624d | |||
| 8c6b1d5821 | |||
| dfd1fe9c5e | |||
| 24613823a7 | |||
| 0386f441d6 | |||
| 57ab851534 | |||
| d523c0951b |
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
|
||||||
|
|||||||
@ -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)
|
||||||
|
|||||||
@ -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,
|
||||||
|
|||||||
@ -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"
|
||||||
@ -28,7 +30,6 @@ 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() {
|
||||||
@ -167,42 +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
|
||||||
}
|
}
|
||||||
@ -229,6 +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
|
||||||
|
|
||||||
@ -56,7 +57,7 @@ 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()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
2
go.mod
2
go.mod
@ -8,7 +8,7 @@ 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 v0.49.0
|
||||||
)
|
)
|
||||||
|
|
||||||
require (
|
require (
|
||||||
|
|||||||
4
go.sum
4
go.sum
@ -2,8 +2,8 @@ github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2 h1:3HA/5qD8Rim
|
|||||||
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2/go.mod h1:iNfbIyOBN8k3XScMxULbrwYbPsXEAUD0Jb6UwrspQb8=
|
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2/go.mod h1:iNfbIyOBN8k3XScMxULbrwYbPsXEAUD0Jb6UwrspQb8=
|
||||||
github.com/bloeys/assimp-go v0.4.4 h1:Yn5e/RpE0Oes0YMBy8O7KkwAO4R/RpgrZPJCt08dVIU=
|
github.com/bloeys/assimp-go v0.4.4 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 v0.49.0 h1:YtbyHpszYhjnxw7KVV0LaCdBktRMqfGx/i37EMomxsE=
|
||||||
github.com/bloeys/gglm v0.43.0/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
|
github.com/bloeys/gglm v0.49.0/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
|
||||||
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6 h1:zDw5v7qm4yH7N8C8uWd+8Ii9rROdgWxQuGoJ9WDXxfk=
|
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6 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=
|
||||||
|
|||||||
@ -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)
|
||||||
@ -139,49 +167,124 @@ 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]})
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -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;
|
||||||
|
|
||||||
|
|||||||
@ -1,66 +1,34 @@
|
|||||||
//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;
|
||||||
|
|
||||||
|
//
|
||||||
|
// Uniforms
|
||||||
|
//
|
||||||
|
uniform vec3 camPos;
|
||||||
uniform mat4 modelMat;
|
uniform mat4 modelMat;
|
||||||
|
uniform mat3 normalMat;
|
||||||
uniform mat4 projViewMat;
|
uniform mat4 projViewMat;
|
||||||
uniform mat4 dirLightProjViewMat;
|
uniform mat4 dirLightProjViewMat;
|
||||||
|
|
||||||
#define NUM_SPOT_LIGHTS 4
|
|
||||||
uniform mat4 spotLightProjViewMats[NUM_SPOT_LIGHTS];
|
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;
|
|
||||||
|
|
||||||
struct DirLight {
|
struct DirLight {
|
||||||
vec3 dir;
|
vec3 dir;
|
||||||
vec3 diffuseColor;
|
vec3 diffuseColor;
|
||||||
vec3 specularColor;
|
vec3 specularColor;
|
||||||
sampler2D shadowMap;
|
sampler2D shadowMap;
|
||||||
};
|
};
|
||||||
|
|
||||||
uniform DirLight dirLight;
|
uniform DirLight dirLight;
|
||||||
|
|
||||||
struct PointLight {
|
struct PointLight {
|
||||||
@ -72,8 +40,133 @@ struct PointLight {
|
|||||||
float quadratic;
|
float quadratic;
|
||||||
float farPlane;
|
float farPlane;
|
||||||
};
|
};
|
||||||
|
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
||||||
|
|
||||||
|
struct SpotLight {
|
||||||
|
vec3 pos;
|
||||||
|
vec3 dir;
|
||||||
|
vec3 diffuseColor;
|
||||||
|
vec3 specularColor;
|
||||||
|
float innerCutoff;
|
||||||
|
float outerCutoff;
|
||||||
|
};
|
||||||
|
uniform SpotLight spotLights[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_POINT_LIGHTS 8
|
#define NUM_POINT_LIGHTS 8
|
||||||
|
|
||||||
|
//
|
||||||
|
// Inputs
|
||||||
|
//
|
||||||
|
in vec3 fragPos;
|
||||||
|
in vec2 vertUV0;
|
||||||
|
in vec3 vertColor;
|
||||||
|
in vec3 fragPosDirLight;
|
||||||
|
in vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
|
||||||
|
|
||||||
|
in vec3 tangentCamPos;
|
||||||
|
in vec3 tangentFragPos;
|
||||||
|
in vec3 tangentDirLightDir;
|
||||||
|
in vec3 tangentSpotLightPositions[NUM_SPOT_LIGHTS];
|
||||||
|
in vec3 tangentSpotLightDirections[NUM_SPOT_LIGHTS];
|
||||||
|
in vec3 tangentPointLightPositions[NUM_POINT_LIGHTS];
|
||||||
|
|
||||||
|
//
|
||||||
|
// Uniforms
|
||||||
|
//
|
||||||
|
struct Material {
|
||||||
|
sampler2D diffuse;
|
||||||
|
sampler2D specular;
|
||||||
|
sampler2D normal;
|
||||||
|
sampler2D emission;
|
||||||
|
float shininess;
|
||||||
|
};
|
||||||
|
uniform Material material;
|
||||||
|
|
||||||
|
struct DirLight {
|
||||||
|
vec3 dir;
|
||||||
|
vec3 diffuseColor;
|
||||||
|
vec3 specularColor;
|
||||||
|
sampler2D shadowMap;
|
||||||
|
};
|
||||||
|
uniform DirLight dirLight;
|
||||||
|
|
||||||
|
struct PointLight {
|
||||||
|
vec3 pos;
|
||||||
|
vec3 diffuseColor;
|
||||||
|
vec3 specularColor;
|
||||||
|
float constant;
|
||||||
|
float linear;
|
||||||
|
float quadratic;
|
||||||
|
float farPlane;
|
||||||
|
};
|
||||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
||||||
uniform samplerCubeArray pointLightCubeShadowMaps;
|
uniform samplerCubeArray pointLightCubeShadowMaps;
|
||||||
|
|
||||||
@ -85,37 +178,29 @@ struct SpotLight {
|
|||||||
float innerCutoff;
|
float innerCutoff;
|
||||||
float outerCutoff;
|
float outerCutoff;
|
||||||
};
|
};
|
||||||
|
|
||||||
#define NUM_SPOT_LIGHTS 4
|
|
||||||
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
|
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||||
uniform sampler2DArray spotLightShadowMaps;
|
uniform sampler2DArray spotLightShadowMaps;
|
||||||
|
|
||||||
uniform vec3 camPos;
|
|
||||||
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
|
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
|
||||||
|
|
||||||
in vec3 vertColor;
|
//
|
||||||
in vec3 vertNormal;
|
// Outputs
|
||||||
in vec2 vertUV0;
|
//
|
||||||
in vec3 fragPos;
|
|
||||||
in vec4 fragPosDirLight;
|
|
||||||
in vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
|
|
||||||
|
|
||||||
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 +211,7 @@ 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
|
||||||
@ -151,14 +236,14 @@ 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;
|
||||||
|
|
||||||
@ -168,9 +253,9 @@ vec3 CalcDirLight()
|
|||||||
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 farPlane) {
|
||||||
|
|
||||||
vec3 lightToFrag = fragPos - lightPos;
|
vec3 lightToFrag = fragPos - worldLightPos;
|
||||||
|
|
||||||
float closestDepth = texture(pointLightCubeShadowMaps, vec4(lightToFrag, lightIndex)).r;
|
float closestDepth = texture(pointLightCubeShadowMaps, vec4(lightToFrag, lightIndex)).r;
|
||||||
|
|
||||||
@ -180,7 +265,8 @@ float CalcPointShadow(int lightIndex, vec3 lightPos, vec3 lightDir, float farPla
|
|||||||
// Get depth of current fragment
|
// Get depth of current fragment
|
||||||
float currentDepth = length(lightToFrag);
|
float currentDepth = length(lightToFrag);
|
||||||
|
|
||||||
float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
|
float bias = max(0.05 * (1 - dot(normalizedVertNorm, tangentLightDir)), 0.005);
|
||||||
|
|
||||||
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
|
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
|
||||||
|
|
||||||
return shadow;
|
return shadow;
|
||||||
@ -193,28 +279,29 @@ vec3 CalcPointLight(PointLight pointLight, int lightIndex)
|
|||||||
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 = 1 / (pointLight.constant + pointLight.linear * distToLight + pointLight.quadratic * (distToLight * distToLight));
|
||||||
|
|
||||||
// Shadow
|
// Shadow
|
||||||
float shadow = CalcPointShadow(lightIndex, pointLight.pos, lightDir, pointLight.farPlane);
|
float shadow = CalcPointShadow(lightIndex, pointLight.pos, tangentLightDir, 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 +318,7 @@ 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
|
||||||
@ -259,12 +346,13 @@ vec3 CalcSpotLight(SpotLight light, int lightIndex)
|
|||||||
if (light.innerCutoff == 0)
|
if (light.innerCutoff == 0)
|
||||||
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 +364,7 @@ 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 +374,21 @@ 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 +407,9 @@ 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 |
@ -12,7 +12,7 @@ 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
|
||||||
@ -204,7 +204,7 @@ 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 {
|
||||||
|
|||||||
Reference in New Issue
Block a user