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https://github.com/bloeys/nmage.git
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Compare commits
8 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| cf6b2655e7 | |||
| 7b1e3ea7b4 | |||
| c884d2624d | |||
| 8c6b1d5821 | |||
| dfd1fe9c5e | |||
| 24613823a7 | |||
| 0386f441d6 | |||
| 57ab851534 |
5
.gitignore
vendored
5
.gitignore
vendored
@ -15,4 +15,7 @@
|
||||
vendor/
|
||||
.vscode/
|
||||
imgui.ini
|
||||
*~
|
||||
*~
|
||||
|
||||
# Custom
|
||||
*.pprof
|
||||
@ -23,6 +23,15 @@ const (
|
||||
ColorFormat_RGBA8
|
||||
)
|
||||
|
||||
var (
|
||||
DefaultBlackTexId Texture
|
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DefaultWhiteTexId Texture
|
||||
DefaultDiffuseTexId Texture
|
||||
DefaultSpecularTexId Texture
|
||||
DefaultNormalTexId Texture
|
||||
DefaultEmissionTexId Texture
|
||||
)
|
||||
|
||||
type Texture struct {
|
||||
// Path only exists for textures loaded from disk
|
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Path string
|
||||
|
||||
@ -42,6 +42,7 @@ const (
|
||||
FramebufferAttachmentDataFormat_Unknown FramebufferAttachmentDataFormat = iota
|
||||
FramebufferAttachmentDataFormat_R32Int
|
||||
FramebufferAttachmentDataFormat_RGBA8
|
||||
FramebufferAttachmentDataFormat_RGBAF16
|
||||
FramebufferAttachmentDataFormat_SRGBA
|
||||
FramebufferAttachmentDataFormat_DepthF32
|
||||
FramebufferAttachmentDataFormat_Depth24Stencil8
|
||||
@ -50,7 +51,8 @@ const (
|
||||
func (f FramebufferAttachmentDataFormat) IsColorFormat() bool {
|
||||
return f == FramebufferAttachmentDataFormat_R32Int ||
|
||||
f == FramebufferAttachmentDataFormat_RGBA8 ||
|
||||
f == FramebufferAttachmentDataFormat_SRGBA
|
||||
f == FramebufferAttachmentDataFormat_SRGBA ||
|
||||
f == FramebufferAttachmentDataFormat_RGBAF16
|
||||
}
|
||||
|
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func (f FramebufferAttachmentDataFormat) IsDepthFormat() bool {
|
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@ -65,6 +67,8 @@ func (f FramebufferAttachmentDataFormat) GlInternalFormat() int32 {
|
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return gl.R32I
|
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case FramebufferAttachmentDataFormat_RGBA8:
|
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return gl.RGB8
|
||||
case FramebufferAttachmentDataFormat_RGBAF16:
|
||||
return gl.RGBA16F
|
||||
case FramebufferAttachmentDataFormat_SRGBA:
|
||||
return gl.SRGB_ALPHA
|
||||
case FramebufferAttachmentDataFormat_DepthF32:
|
||||
@ -85,6 +89,8 @@ func (f FramebufferAttachmentDataFormat) GlFormat() uint32 {
|
||||
|
||||
case FramebufferAttachmentDataFormat_RGBA8:
|
||||
fallthrough
|
||||
case FramebufferAttachmentDataFormat_RGBAF16:
|
||||
fallthrough
|
||||
case FramebufferAttachmentDataFormat_SRGBA:
|
||||
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 {
|
||||
Id uint32
|
||||
Type FramebufferAttachmentType
|
||||
@ -124,7 +157,7 @@ func (fbo *Framebuffer) BindWithViewport() {
|
||||
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.
|
||||
// Calling this without a bound fbo will clear something else, like your screen.
|
||||
func (fbo *Framebuffer) Clear() {
|
||||
@ -207,7 +240,17 @@ func (fbo *Framebuffer) NewColorAttachment(
|
||||
}
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, a.Id)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.UNSIGNED_BYTE, nil)
|
||||
gl.TexImage2D(
|
||||
gl.TEXTURE_2D,
|
||||
0,
|
||||
attachFormat.GlInternalFormat(),
|
||||
int32(fbo.Width),
|
||||
int32(fbo.Height),
|
||||
0,
|
||||
attachFormat.GlFormat(),
|
||||
attachFormat.GlComponentType(),
|
||||
nil,
|
||||
)
|
||||
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
@ -298,7 +341,17 @@ func (fbo *Framebuffer) NewDepthAttachment(
|
||||
}
|
||||
|
||||
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_MAG_FILTER, gl.NEAREST)
|
||||
@ -341,7 +394,17 @@ func (fbo *Framebuffer) NewDepthAttachment(
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_CUBE_MAP, a.Id)
|
||||
for i := 0; i < 6; i++ {
|
||||
gl.TexImage2D(uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X+i), 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.FLOAT, nil)
|
||||
gl.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)
|
||||
@ -398,7 +461,7 @@ func (fbo *Framebuffer) NewDepthCubemapArrayAttachment(
|
||||
6*numCubemaps,
|
||||
0,
|
||||
attachFormat.GlFormat(),
|
||||
gl.FLOAT,
|
||||
attachFormat.GlComponentType(),
|
||||
nil,
|
||||
)
|
||||
|
||||
@ -455,7 +518,7 @@ func (fbo *Framebuffer) NewDepthTextureArrayAttachment(
|
||||
numTextures,
|
||||
0,
|
||||
attachFormat.GlFormat(),
|
||||
gl.FLOAT,
|
||||
attachFormat.GlComponentType(),
|
||||
nil,
|
||||
)
|
||||
|
||||
@ -513,7 +576,17 @@ func (fbo *Framebuffer) NewDepthStencilAttachment(
|
||||
}
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, a.Id)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.UNSIGNED_INT_24_8, nil)
|
||||
gl.TexImage2D(
|
||||
gl.TEXTURE_2D,
|
||||
0,
|
||||
attachFormat.GlInternalFormat(),
|
||||
int32(fbo.Width),
|
||||
int32(fbo.Height),
|
||||
0,
|
||||
attachFormat.GlFormat(),
|
||||
attachFormat.GlComponentType(),
|
||||
nil,
|
||||
)
|
||||
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||
|
||||
@ -41,7 +41,7 @@ func (c *Camera) Update() {
|
||||
c.ViewMat = gglm.LookAtRH(&c.Pos, c.Pos.Clone().Add(&c.Forward), &c.WorldUp).Mat4
|
||||
|
||||
if c.Type == Type_Perspective {
|
||||
c.ProjMat = *gglm.Perspective(c.Fov, c.AspectRatio, c.NearClip, c.FarClip)
|
||||
c.ProjMat = gglm.Perspective(c.Fov, c.AspectRatio, c.NearClip, c.FarClip)
|
||||
} else {
|
||||
c.ProjMat = gglm.Ortho(c.Left, c.Right, c.Top, c.Bottom, c.NearClip, c.FarClip).Mat4
|
||||
}
|
||||
|
||||
@ -1,10 +1,13 @@
|
||||
package engine
|
||||
|
||||
import (
|
||||
"image"
|
||||
"image/color"
|
||||
"runtime"
|
||||
|
||||
imgui "github.com/AllenDang/cimgui-go"
|
||||
"github.com/bloeys/nmage/assert"
|
||||
"github.com/bloeys/nmage/assets"
|
||||
"github.com/bloeys/nmage/input"
|
||||
"github.com/bloeys/nmage/renderer"
|
||||
"github.com/bloeys/nmage/timing"
|
||||
@ -202,6 +205,8 @@ func createWindow(title string, x, y, width, height int32, flags WindowFlags, re
|
||||
return win, err
|
||||
}
|
||||
|
||||
setupDefaultTextures()
|
||||
|
||||
// Get rid of the blinding white startup screen (unfortunately there is still one frame of white)
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
|
||||
win.SDLWin.GLSwap()
|
||||
@ -231,6 +236,57 @@ func initOpenGL() error {
|
||||
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) {
|
||||
|
||||
if isEnabled {
|
||||
|
||||
2
go.mod
2
go.mod
@ -8,7 +8,7 @@ require github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6
|
||||
|
||||
require (
|
||||
github.com/bloeys/assimp-go v0.4.4
|
||||
github.com/bloeys/gglm v0.43.0
|
||||
github.com/bloeys/gglm v0.49.0
|
||||
)
|
||||
|
||||
require (
|
||||
|
||||
4
go.sum
4
go.sum
@ -2,8 +2,8 @@ github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2 h1:3HA/5qD8Rim
|
||||
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2/go.mod h1:iNfbIyOBN8k3XScMxULbrwYbPsXEAUD0Jb6UwrspQb8=
|
||||
github.com/bloeys/assimp-go v0.4.4 h1:Yn5e/RpE0Oes0YMBy8O7KkwAO4R/RpgrZPJCt08dVIU=
|
||||
github.com/bloeys/assimp-go v0.4.4/go.mod h1:my3yRxT7CfOztmvi+0svmwbaqw0KFrxaHxncoyaEIP0=
|
||||
github.com/bloeys/gglm v0.43.0 h1:ZpOghR3PHfpkigTDh+FqxLsF0gN8CD6s/bWoei6LyxI=
|
||||
github.com/bloeys/gglm v0.43.0/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
|
||||
github.com/bloeys/gglm v0.49.0 h1:YtbyHpszYhjnxw7KVV0LaCdBktRMqfGx/i37EMomxsE=
|
||||
github.com/bloeys/gglm v0.49.0/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
|
||||
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6 h1:zDw5v7qm4yH7N8C8uWd+8Ii9rROdgWxQuGoJ9WDXxfk=
|
||||
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6/go.mod h1:9YTyiznxEY1fVinfM7RvRcjRHbw2xLBJ3AAGIT0I4Nw=
|
||||
github.com/mandykoh/go-parallel v0.1.0 h1:7vJMNMC4dsbgZdkAb2A8tV5ENY1v7VxIO1wzQWZoT8k=
|
||||
|
||||
382
main.go
382
main.go
@ -2,7 +2,9 @@ package main
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"os"
|
||||
"runtime"
|
||||
"runtime/pprof"
|
||||
"strconv"
|
||||
|
||||
imgui "github.com/AllenDang/cimgui-go"
|
||||
@ -34,8 +36,10 @@ import (
|
||||
- Point light shadows ✅
|
||||
- Spotlight shadows ✅
|
||||
- Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing) ✅
|
||||
- Normals maps ✅
|
||||
- HDR ✅
|
||||
- Fix bad point light acne
|
||||
- UBO support
|
||||
- HDR
|
||||
- Cascaded shadow mapping
|
||||
- Skeletal animations
|
||||
- In some cases we DO want input even when captured by UI. We need two systems within input package, one filtered and one not✅
|
||||
@ -71,8 +75,9 @@ func (d *DirLight) GetProjViewMat() gglm.Mat4 {
|
||||
nearClip := dirLightNear
|
||||
farClip := dirLightFar
|
||||
|
||||
up := gglm.NewVec3(0, 1, 0)
|
||||
projMat := gglm.Ortho(-size, size, -size, size, nearClip, farClip).Mat4
|
||||
viewMat := gglm.LookAtRH(pos, pos.Clone().Add(&d.Dir), gglm.NewVec3(0, 1, 0)).Mat4
|
||||
viewMat := gglm.LookAtRH(&pos, pos.Clone().Add(&d.Dir), &up).Mat4
|
||||
|
||||
return *projMat.Mul(&viewMat)
|
||||
}
|
||||
@ -109,13 +114,34 @@ func (p *PointLight) GetProjViewMats(shadowMapWidth, shadowMapHeight float32) [6
|
||||
aspect := float32(shadowMapWidth) / float32(shadowMapHeight)
|
||||
projMat := gglm.Perspective(90*gglm.Deg2Rad, aspect, pointLightNear, p.FarPlane)
|
||||
|
||||
targetPos0 := gglm.NewVec3(1+p.Pos.X(), p.Pos.Y(), p.Pos.Z())
|
||||
targetPos1 := gglm.NewVec3(-1+p.Pos.X(), p.Pos.Y(), p.Pos.Z())
|
||||
targetPos2 := gglm.NewVec3(p.Pos.X(), 1+p.Pos.Y(), p.Pos.Z())
|
||||
targetPos3 := gglm.NewVec3(p.Pos.X(), -1+p.Pos.Y(), p.Pos.Z())
|
||||
targetPos4 := gglm.NewVec3(p.Pos.X(), p.Pos.Y(), 1+p.Pos.Z())
|
||||
targetPos5 := gglm.NewVec3(p.Pos.X(), p.Pos.Y(), -1+p.Pos.Z())
|
||||
|
||||
worldUp0 := gglm.NewVec3(0, -1, 0)
|
||||
worldUp1 := gglm.NewVec3(0, -1, 0)
|
||||
worldUp2 := gglm.NewVec3(0, 0, 1)
|
||||
worldUp3 := gglm.NewVec3(0, 0, -1)
|
||||
worldUp4 := gglm.NewVec3(0, -1, 0)
|
||||
worldUp5 := gglm.NewVec3(0, -1, 0)
|
||||
|
||||
lookAt0 := gglm.LookAtRH(&p.Pos, &targetPos0, &worldUp0)
|
||||
lookAt1 := gglm.LookAtRH(&p.Pos, &targetPos1, &worldUp1)
|
||||
lookAt2 := gglm.LookAtRH(&p.Pos, &targetPos2, &worldUp2)
|
||||
lookAt3 := gglm.LookAtRH(&p.Pos, &targetPos3, &worldUp3)
|
||||
lookAt4 := gglm.LookAtRH(&p.Pos, &targetPos4, &worldUp4)
|
||||
lookAt5 := gglm.LookAtRH(&p.Pos, &targetPos5, &worldUp5)
|
||||
|
||||
projViewMats := [6]gglm.Mat4{
|
||||
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(1, 0, 0).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
|
||||
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(-1, 0, 0).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
|
||||
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, 1, 0).Add(&p.Pos), gglm.NewVec3(0, 0, 1)).Mat4),
|
||||
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, -1, 0).Add(&p.Pos), gglm.NewVec3(0, 0, -1)).Mat4),
|
||||
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, 0, 1).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
|
||||
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, 0, -1).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
|
||||
*projMat.Clone().Mul(&lookAt0.Mat4),
|
||||
*projMat.Clone().Mul(&lookAt1.Mat4),
|
||||
*projMat.Clone().Mul(&lookAt2.Mat4),
|
||||
*projMat.Clone().Mul(&lookAt3.Mat4),
|
||||
*projMat.Clone().Mul(&lookAt4.Mat4),
|
||||
*projMat.Clone().Mul(&lookAt5.Mat4),
|
||||
}
|
||||
|
||||
return projViewMats
|
||||
@ -143,11 +169,11 @@ func (s *SpotLight) GetProjViewMat() gglm.Mat4 {
|
||||
// Adjust up vector if lightDir is parallel or nearly parallel to upVector
|
||||
// as lookat view matrix breaks if up and look at are parallel
|
||||
up := gglm.NewVec3(0, 1, 0)
|
||||
if gglm.Abs32(gglm.DotVec3(&s.Dir, up)) > 0.99 {
|
||||
if gglm.Abs32(gglm.DotVec3(&s.Dir, &up)) > 0.99 {
|
||||
up.SetXY(1, 0)
|
||||
}
|
||||
|
||||
viewMat := gglm.LookAtRH(&s.Pos, s.Pos.Clone().Add(&s.Dir), up).Mat4
|
||||
viewMat := gglm.LookAtRH(&s.Pos, s.Pos.Clone().Add(&s.Dir), &up).Mat4
|
||||
|
||||
return *projMat.Mul(&viewMat)
|
||||
}
|
||||
@ -166,6 +192,8 @@ const (
|
||||
|
||||
unscaledWindowWidth = 1280
|
||||
unscaledWindowHeight = 720
|
||||
|
||||
PROFILE_CPU = true
|
||||
)
|
||||
|
||||
var (
|
||||
@ -175,12 +203,13 @@ var (
|
||||
yaw float32 = -1.5
|
||||
cam camera.Camera
|
||||
|
||||
// Demo fbo
|
||||
renderToDemoFbo = false
|
||||
renderToBackBuffer = true
|
||||
demoFboScale = gglm.NewVec2(0.25, 0.25)
|
||||
demoFboOffset = gglm.NewVec2(0.75, -0.75)
|
||||
demoFbo buffers.Framebuffer
|
||||
|
||||
// Demo fbo
|
||||
renderToDemoFbo = false
|
||||
demoFboScale = gglm.NewVec2(0.25, 0.25)
|
||||
demoFboOffset = gglm.NewVec2(0.75, -0.75)
|
||||
demoFbo buffers.Framebuffer
|
||||
|
||||
// Dir light fbo
|
||||
showDirLightDepthMapFbo = false
|
||||
@ -194,12 +223,19 @@ var (
|
||||
// Spot light fbo
|
||||
spotLightDepthMapFbo buffers.Framebuffer
|
||||
|
||||
// Hdr Fbo
|
||||
hdrRendering = true
|
||||
hdrExposure float32 = 1
|
||||
tonemappedScreenQuadMat materials.Material
|
||||
hdrFbo buffers.Framebuffer
|
||||
|
||||
screenQuadVao buffers.VertexArray
|
||||
screenQuadMat materials.Material
|
||||
|
||||
unlitMat materials.Material
|
||||
whiteMat materials.Material
|
||||
containerMat materials.Material
|
||||
groundMat materials.Material
|
||||
palleteMat materials.Material
|
||||
skyboxMat materials.Material
|
||||
depthMapMat materials.Material
|
||||
@ -215,7 +251,7 @@ var (
|
||||
cubeModelMat = gglm.NewTrMatId()
|
||||
|
||||
renderSkybox = true
|
||||
renderDepthBuffer bool
|
||||
renderDepthBuffer = false
|
||||
|
||||
skyboxCmap assets.Cubemap
|
||||
|
||||
@ -224,17 +260,18 @@ var (
|
||||
// Light settings
|
||||
ambientColor = gglm.NewVec3(0, 0, 0)
|
||||
|
||||
dirLightDir = gglm.NewVec3(0, -0.5, -0.8)
|
||||
// Lights
|
||||
dirLight = DirLight{
|
||||
Dir: *gglm.NewVec3(0, -0.5, -0.8).Normalize(),
|
||||
DiffuseColor: *gglm.NewVec3(1, 1, 1),
|
||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||
Dir: *dirLightDir.Normalize(),
|
||||
DiffuseColor: gglm.NewVec3(1, 1, 1),
|
||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||
}
|
||||
pointLights = [...]PointLight{
|
||||
{
|
||||
Pos: *gglm.NewVec3(0, 2, -2),
|
||||
DiffuseColor: *gglm.NewVec3(1, 0, 0),
|
||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||
Pos: gglm.NewVec3(0, 2, -2),
|
||||
DiffuseColor: gglm.NewVec3(1, 0, 0),
|
||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||
// These values are for 50m range
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
@ -243,45 +280,47 @@ var (
|
||||
FarPlane: 25,
|
||||
},
|
||||
{
|
||||
Pos: *gglm.NewVec3(0, -5, 0),
|
||||
DiffuseColor: *gglm.NewVec3(0, 1, 0),
|
||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||
Pos: gglm.NewVec3(0, -5, 0),
|
||||
DiffuseColor: gglm.NewVec3(0, 1, 0),
|
||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
FarPlane: 25,
|
||||
},
|
||||
{
|
||||
Pos: *gglm.NewVec3(5, 0, 0),
|
||||
DiffuseColor: *gglm.NewVec3(1, 1, 1),
|
||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||
Pos: gglm.NewVec3(5, 0, 0),
|
||||
DiffuseColor: gglm.NewVec3(1, 1, 1),
|
||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
FarPlane: 25,
|
||||
},
|
||||
{
|
||||
Pos: *gglm.NewVec3(-3, 4, 3),
|
||||
DiffuseColor: *gglm.NewVec3(1, 1, 1),
|
||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||
Pos: gglm.NewVec3(-3, 4, 3),
|
||||
DiffuseColor: gglm.NewVec3(1, 1, 1),
|
||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
FarPlane: 25,
|
||||
},
|
||||
}
|
||||
spotLights = [...]SpotLight{
|
||||
|
||||
spotLightDir0 = gglm.NewVec3(1.5, -0.9, 0)
|
||||
spotLights = [...]SpotLight{
|
||||
{
|
||||
Pos: *gglm.NewVec3(-4, 7, 5),
|
||||
Dir: *gglm.NewVec3(1.5, -0.9, 0).Normalize(),
|
||||
DiffuseColor: *gglm.NewVec3(1, 0, 1),
|
||||
SpecularColor: *gglm.NewVec3(1, 1, 1),
|
||||
Pos: gglm.NewVec3(-4, 7, 5),
|
||||
Dir: *spotLightDir0.Normalize(),
|
||||
DiffuseColor: gglm.NewVec3(1, 0, 1),
|
||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||
// These must be cosine values
|
||||
InnerCutoffRad: 15 * gglm.Deg2Rad,
|
||||
OuterCutoffRad: 20 * gglm.Deg2Rad,
|
||||
|
||||
NearPlane: 1,
|
||||
FarPlane: 30,
|
||||
NearPlane: 2,
|
||||
FarPlane: 50,
|
||||
},
|
||||
}
|
||||
)
|
||||
@ -321,7 +360,36 @@ func main() {
|
||||
}
|
||||
window.EventCallbacks = append(window.EventCallbacks, game.handleWindowEvents)
|
||||
|
||||
if PROFILE_CPU {
|
||||
|
||||
pf, err := os.Create("cpu.pprof")
|
||||
if err == nil {
|
||||
defer pf.Close()
|
||||
pprof.StartCPUProfile(pf)
|
||||
} else {
|
||||
logging.ErrLog.Printf("Creating cpu.pprof file failed. CPU profiling will not run. Err=%v\n", err)
|
||||
}
|
||||
}
|
||||
|
||||
engine.Run(game, &window, game.ImGUIInfo)
|
||||
|
||||
if PROFILE_CPU {
|
||||
pprof.StopCPUProfile()
|
||||
|
||||
heapProfile, err := os.Create("heap.pprof")
|
||||
if err == nil {
|
||||
|
||||
err = pprof.WriteHeapProfile(heapProfile)
|
||||
if err != nil {
|
||||
logging.ErrLog.Printf("Writing heap profile to heap.pprof failed. Err=%v\n", err)
|
||||
}
|
||||
|
||||
heapProfile.Close()
|
||||
|
||||
} else {
|
||||
logging.ErrLog.Printf("Creating heap.pprof file failed. Err=%v\n", err)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) handleWindowEvents(e sdl.Event) {
|
||||
@ -380,10 +448,14 @@ func (g *Game) Init() {
|
||||
|
||||
// Camera
|
||||
winWidth, winHeight := g.Win.SDLWin.GetSize()
|
||||
|
||||
camPos := gglm.NewVec3(0, 0, 10)
|
||||
camForward := gglm.NewVec3(0, 0, -1)
|
||||
camWorldUp := gglm.NewVec3(0, 1, 0)
|
||||
cam = camera.NewPerspective(
|
||||
gglm.NewVec3(0, 0, 10),
|
||||
gglm.NewVec3(0, 0, -1),
|
||||
gglm.NewVec3(0, 1, 0),
|
||||
&camPos,
|
||||
&camForward,
|
||||
&camWorldUp,
|
||||
0.1, 200,
|
||||
45*gglm.Deg2Rad,
|
||||
float32(winWidth)/float32(winHeight),
|
||||
@ -411,16 +483,6 @@ func (g *Game) Init() {
|
||||
}
|
||||
|
||||
//Load textures
|
||||
whiteTex, err := assets.LoadTexturePNG("./res/textures/white.png", &assets.TextureLoadOptions{})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
blackTex, err := assets.LoadTexturePNG("./res/textures/black.png", &assets.TextureLoadOptions{})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
containerDiffuseTex, err := assets.LoadTexturePNG("./res/textures/container-diffuse.png", &assets.TextureLoadOptions{})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
@ -436,6 +498,16 @@ func (g *Game) Init() {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
brickwallDiffuseTex, err := assets.LoadTexturePNG("./res/textures/brickwall.png", &assets.TextureLoadOptions{})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
brickwallNormalTex, err := assets.LoadTexturePNG("./res/textures/brickwall-normal.png", &assets.TextureLoadOptions{NoSrgba: true})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
|
||||
skyboxCmap, err = assets.LoadCubemapTextures(
|
||||
"./res/textures/sb-right.jpg", "./res/textures/sb-left.jpg",
|
||||
"./res/textures/sb-top.jpg", "./res/textures/sb-bottom.jpg",
|
||||
@ -450,24 +522,25 @@ func (g *Game) Init() {
|
||||
// Create materials and assign any unused texture slots to black
|
||||
//
|
||||
screenQuadMat = materials.NewMaterial("Screen Quad Mat", "./res/shaders/screen-quad.glsl")
|
||||
screenQuadMat.SetUnifVec2("scale", demoFboScale)
|
||||
screenQuadMat.SetUnifVec2("offset", demoFboOffset)
|
||||
screenQuadMat.SetUnifVec2("scale", &demoFboScale)
|
||||
screenQuadMat.SetUnifVec2("offset", &demoFboOffset)
|
||||
screenQuadMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
|
||||
|
||||
tonemappedScreenQuadMat = materials.NewMaterial("Tonemapped Screen Quad Mat", "./res/shaders/tonemapped-screen-quad.glsl")
|
||||
tonemappedScreenQuadMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
|
||||
|
||||
unlitMat = materials.NewMaterial("Unlit mat", "./res/shaders/simple-unlit.glsl")
|
||||
unlitMat.Settings.Set(materials.MaterialSettings_HasModelMtx)
|
||||
unlitMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
|
||||
|
||||
whiteMat = materials.NewMaterial("White mat", "./res/shaders/simple.glsl")
|
||||
whiteMat.Settings.Set(materials.MaterialSettings_HasModelMtx)
|
||||
whiteMat.Shininess = 64
|
||||
whiteMat.DiffuseTex = whiteTex.TexID
|
||||
whiteMat.SpecularTex = blackTex.TexID
|
||||
whiteMat.NormalTex = blackTex.TexID
|
||||
whiteMat.EmissionTex = blackTex.TexID
|
||||
whiteMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
|
||||
whiteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
||||
// whiteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||
whiteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||
whiteMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
||||
whiteMat.SetUnifVec3("ambientColor", ambientColor)
|
||||
whiteMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
||||
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
@ -477,16 +550,15 @@ func (g *Game) Init() {
|
||||
whiteMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
||||
|
||||
containerMat = materials.NewMaterial("Container mat", "./res/shaders/simple.glsl")
|
||||
containerMat.Settings.Set(materials.MaterialSettings_HasModelMtx)
|
||||
containerMat.Shininess = 64
|
||||
containerMat.DiffuseTex = containerDiffuseTex.TexID
|
||||
containerMat.SpecularTex = containerSpecularTex.TexID
|
||||
containerMat.NormalTex = blackTex.TexID
|
||||
containerMat.EmissionTex = blackTex.TexID
|
||||
containerMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
|
||||
containerMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
||||
// containerMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||
containerMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||
containerMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
||||
containerMat.SetUnifVec3("ambientColor", ambientColor)
|
||||
containerMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
containerMat.SetUnifFloat32("material.shininess", containerMat.Shininess)
|
||||
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
@ -495,18 +567,35 @@ func (g *Game) Init() {
|
||||
containerMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
||||
containerMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
||||
|
||||
groundMat = materials.NewMaterial("Ground mat", "./res/shaders/simple.glsl")
|
||||
groundMat.Settings.Set(materials.MaterialSettings_HasModelMtx)
|
||||
groundMat.Shininess = 64
|
||||
groundMat.DiffuseTex = brickwallDiffuseTex.TexID
|
||||
groundMat.NormalTex = brickwallNormalTex.TexID
|
||||
groundMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
|
||||
groundMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
||||
groundMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||
groundMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
||||
groundMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
groundMat.SetUnifFloat32("material.shininess", groundMat.Shininess)
|
||||
groundMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
groundMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
groundMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
groundMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
|
||||
groundMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
||||
groundMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
||||
|
||||
palleteMat = materials.NewMaterial("Pallete mat", "./res/shaders/simple.glsl")
|
||||
palleteMat.Settings.Set(materials.MaterialSettings_HasModelMtx)
|
||||
palleteMat.Shininess = 64
|
||||
palleteMat.DiffuseTex = palleteTex.TexID
|
||||
palleteMat.SpecularTex = blackTex.TexID
|
||||
palleteMat.NormalTex = blackTex.TexID
|
||||
palleteMat.EmissionTex = blackTex.TexID
|
||||
palleteMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
|
||||
palleteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
||||
// palleteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||
palleteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||
palleteMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
||||
palleteMat.SetUnifVec3("ambientColor", ambientColor)
|
||||
palleteMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
palleteMat.SetUnifFloat32("material.shininess", palleteMat.Shininess)
|
||||
palleteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
palleteMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
|
||||
@ -514,22 +603,29 @@ func (g *Game) Init() {
|
||||
palleteMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
||||
|
||||
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
|
||||
debugDepthMat.Settings.Set(materials.MaterialSettings_HasModelMtx)
|
||||
|
||||
depthMapMat = materials.NewMaterial("Depth Map mat", "./res/shaders/depth-map.glsl")
|
||||
depthMapMat.Settings.Set(materials.MaterialSettings_HasModelMtx)
|
||||
|
||||
arrayDepthMapMat = materials.NewMaterial("Array Depth Map mat", "./res/shaders/array-depth-map.glsl")
|
||||
arrayDepthMapMat.Settings.Set(materials.MaterialSettings_HasModelMtx)
|
||||
|
||||
omnidirDepthMapMat = materials.NewMaterial("Omnidirectional Depth Map mat", "./res/shaders/omnidirectional-depth-map.glsl")
|
||||
omnidirDepthMapMat.Settings.Set(materials.MaterialSettings_HasModelMtx)
|
||||
|
||||
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
|
||||
skyboxMat.CubemapTex = skyboxCmap.TexID
|
||||
skyboxMat.SetUnifInt32("skybox", int32(materials.TextureSlot_Cubemap))
|
||||
|
||||
// Cube model mat
|
||||
translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
|
||||
scaleMat := gglm.NewScaleMat(gglm.NewVec3(1, 1, 1))
|
||||
rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(-90, -90, 0).AsRad()))
|
||||
cubeModelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
|
||||
translationMat := gglm.NewTranslationMat(0, 0, 0)
|
||||
|
||||
scaleMat := gglm.NewScaleMat(1, 1, 1)
|
||||
|
||||
rotMatRot := gglm.NewQuatEuler(-90*gglm.Deg2Rad, -90*gglm.Deg2Rad, 0)
|
||||
rotMat := gglm.NewRotMatQuat(&rotMatRot)
|
||||
cubeModelMat.Mul(translationMat.Mul(rotMat.Mul(&scaleMat)))
|
||||
|
||||
// Screen quad vao setup.
|
||||
// We don't actually care about the values here because the quad is hardcoded in the shader,
|
||||
@ -550,6 +646,8 @@ func (g *Game) Init() {
|
||||
|
||||
func (g *Game) initFbos() {
|
||||
|
||||
// @TODO: Resize window sized fbos on window resize
|
||||
|
||||
// Demo fbo
|
||||
demoFbo = buffers.NewFramebuffer(uint32(g.WinWidth), uint32(g.WinHeight))
|
||||
|
||||
@ -566,7 +664,7 @@ func (g *Game) initFbos() {
|
||||
assert.T(demoFbo.IsComplete(), "Demo fbo is not complete after init")
|
||||
|
||||
// Depth map fbo
|
||||
dirLightDepthMapFbo = buffers.NewFramebuffer(1024, 1024)
|
||||
dirLightDepthMapFbo = buffers.NewFramebuffer(2048, 2048)
|
||||
dirLightDepthMapFbo.SetNoColorBuffer()
|
||||
dirLightDepthMapFbo.NewDepthAttachment(
|
||||
buffers.FramebufferAttachmentType_Texture,
|
||||
@ -576,7 +674,7 @@ func (g *Game) initFbos() {
|
||||
assert.T(dirLightDepthMapFbo.IsComplete(), "Depth map fbo is not complete after init")
|
||||
|
||||
// Point light depth map fbo
|
||||
pointLightDepthMapFbo = buffers.NewFramebuffer(1024, 1024)
|
||||
pointLightDepthMapFbo = buffers.NewFramebuffer(512, 512)
|
||||
pointLightDepthMapFbo.SetNoColorBuffer()
|
||||
pointLightDepthMapFbo.NewDepthCubemapArrayAttachment(
|
||||
buffers.FramebufferAttachmentDataFormat_DepthF32,
|
||||
@ -586,7 +684,7 @@ func (g *Game) initFbos() {
|
||||
assert.T(pointLightDepthMapFbo.IsComplete(), "Point light depth map fbo is not complete after init")
|
||||
|
||||
// Spot light depth map fbo
|
||||
spotLightDepthMapFbo = buffers.NewFramebuffer(1024, 1024)
|
||||
spotLightDepthMapFbo = buffers.NewFramebuffer(512, 512)
|
||||
spotLightDepthMapFbo.SetNoColorBuffer()
|
||||
spotLightDepthMapFbo.NewDepthTextureArrayAttachment(
|
||||
buffers.FramebufferAttachmentDataFormat_DepthF32,
|
||||
@ -594,6 +692,20 @@ func (g *Game) initFbos() {
|
||||
)
|
||||
|
||||
assert.T(spotLightDepthMapFbo.IsComplete(), "Spot light depth map fbo is not complete after init")
|
||||
|
||||
// Hdr fbo
|
||||
hdrFbo = buffers.NewFramebuffer(uint32(g.WinWidth), uint32(g.WinHeight))
|
||||
hdrFbo.NewColorAttachment(
|
||||
buffers.FramebufferAttachmentType_Texture,
|
||||
buffers.FramebufferAttachmentDataFormat_RGBAF16,
|
||||
)
|
||||
|
||||
hdrFbo.NewDepthStencilAttachment(
|
||||
buffers.FramebufferAttachmentType_Renderbuffer,
|
||||
buffers.FramebufferAttachmentDataFormat_Depth24Stencil8,
|
||||
)
|
||||
|
||||
assert.T(hdrFbo.IsComplete(), "Hdr fbo is not complete after init")
|
||||
}
|
||||
|
||||
func (g *Game) updateLights() {
|
||||
@ -601,6 +713,7 @@ func (g *Game) updateLights() {
|
||||
// Directional light
|
||||
whiteMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||
containerMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||
groundMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||
palleteMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||
|
||||
// Point lights
|
||||
@ -611,35 +724,43 @@ func (g *Game) updateLights() {
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &p.Pos)
|
||||
containerMat.SetUnifVec3(indexString+".pos", &p.Pos)
|
||||
groundMat.SetUnifVec3(indexString+".pos", &p.Pos)
|
||||
palleteMat.SetUnifVec3(indexString+".pos", &p.Pos)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
|
||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
|
||||
groundMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
|
||||
groundMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".constant", p.Constant)
|
||||
containerMat.SetUnifFloat32(indexString+".constant", p.Constant)
|
||||
groundMat.SetUnifFloat32(indexString+".constant", p.Constant)
|
||||
palleteMat.SetUnifFloat32(indexString+".constant", p.Constant)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".linear", p.Linear)
|
||||
containerMat.SetUnifFloat32(indexString+".linear", p.Linear)
|
||||
groundMat.SetUnifFloat32(indexString+".linear", p.Linear)
|
||||
palleteMat.SetUnifFloat32(indexString+".linear", p.Linear)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
|
||||
containerMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
|
||||
groundMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
|
||||
palleteMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
|
||||
containerMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
|
||||
groundMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
|
||||
palleteMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
|
||||
}
|
||||
|
||||
whiteMat.CubemapArrayTex = pointLightDepthMapFbo.Attachments[0].Id
|
||||
containerMat.CubemapArrayTex = pointLightDepthMapFbo.Attachments[0].Id
|
||||
groundMat.CubemapArrayTex = pointLightDepthMapFbo.Attachments[0].Id
|
||||
palleteMat.CubemapArrayTex = pointLightDepthMapFbo.Attachments[0].Id
|
||||
|
||||
// Spotlights
|
||||
@ -653,31 +774,38 @@ func (g *Game) updateLights() {
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
containerMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
groundMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
palleteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
containerMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
groundMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
palleteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
groundMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
|
||||
whiteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
groundMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
|
||||
containerMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
|
||||
groundMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
|
||||
palleteMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
|
||||
containerMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
|
||||
groundMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
|
||||
palleteMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
|
||||
}
|
||||
|
||||
whiteMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
||||
containerMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
||||
groundMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
||||
palleteMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
||||
}
|
||||
|
||||
@ -718,13 +846,22 @@ func (g *Game) showDebugWindow() {
|
||||
|
||||
imgui.Spacing()
|
||||
|
||||
imgui.Text("HDR")
|
||||
imgui.Checkbox("Enable HDR", &hdrRendering)
|
||||
if imgui.DragFloat("Exposure", &hdrExposure) {
|
||||
tonemappedScreenQuadMat.SetUnifFloat32("exposure", hdrExposure)
|
||||
}
|
||||
|
||||
imgui.Spacing()
|
||||
|
||||
// Ambient light
|
||||
imgui.Text("Ambient Light")
|
||||
|
||||
if imgui.DragFloat3("Ambient Color", &ambientColor.Data) {
|
||||
whiteMat.SetUnifVec3("ambientColor", ambientColor)
|
||||
containerMat.SetUnifVec3("ambientColor", ambientColor)
|
||||
palleteMat.SetUnifVec3("ambientColor", ambientColor)
|
||||
whiteMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
containerMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
groundMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
palleteMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
}
|
||||
|
||||
imgui.Spacing()
|
||||
@ -737,18 +874,21 @@ func (g *Game) showDebugWindow() {
|
||||
if imgui.DragFloat3("Direction", &dirLight.Dir.Data) {
|
||||
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
groundMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
palleteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Diffuse Color", &dirLight.DiffuseColor.Data) {
|
||||
whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
groundMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Specular Color", &dirLight.SpecularColor.Data) {
|
||||
whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
containerMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
groundMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
}
|
||||
|
||||
@ -765,6 +905,7 @@ func (g *Game) showDebugWindow() {
|
||||
if imgui.DragFloat("Specular Shininess", &whiteMat.Shininess) {
|
||||
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
||||
containerMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
||||
groundMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
||||
palleteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
||||
}
|
||||
|
||||
@ -788,18 +929,21 @@ func (g *Game) showDebugWindow() {
|
||||
if imgui.DragFloat3("Pos", &pl.Pos.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
containerMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
groundMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
palleteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Diffuse Color", &pl.DiffuseColor.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
groundMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Specular Color", &pl.SpecularColor.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
groundMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
|
||||
}
|
||||
|
||||
@ -828,24 +972,28 @@ func (g *Game) showDebugWindow() {
|
||||
if imgui.DragFloat3("Pos", &l.Pos.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
containerMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
groundMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
palleteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Dir", &l.Dir.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
containerMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
groundMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
palleteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Diffuse Color", &l.DiffuseColor.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
groundMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
||||
}
|
||||
|
||||
if imgui.DragFloat3("Specular Color", &l.SpecularColor.Data) {
|
||||
whiteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
groundMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
||||
}
|
||||
|
||||
@ -855,6 +1003,7 @@ func (g *Game) showDebugWindow() {
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
||||
containerMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
||||
groundMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
||||
palleteMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
||||
}
|
||||
|
||||
@ -864,6 +1013,7 @@ func (g *Game) showDebugWindow() {
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
||||
containerMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
||||
groundMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
||||
palleteMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
||||
}
|
||||
|
||||
@ -944,10 +1094,12 @@ func (g *Game) updateCameraPos() {
|
||||
|
||||
// Left and right
|
||||
if input.KeyDown(sdl.K_d) {
|
||||
cam.Pos.Add(gglm.Cross(&cam.Forward, &cam.WorldUp).Normalize().Scale(camSpeed * camSpeedScale * timing.DT()))
|
||||
cross := gglm.Cross(&cam.Forward, &cam.WorldUp)
|
||||
cam.Pos.Add(cross.Normalize().Scale(camSpeed * camSpeedScale * timing.DT()))
|
||||
update = true
|
||||
} else if input.KeyDown(sdl.K_a) {
|
||||
cam.Pos.Add(gglm.Cross(&cam.Forward, &cam.WorldUp).Normalize().Scale(-camSpeed * camSpeedScale * timing.DT()))
|
||||
cross := gglm.Cross(&cam.Forward, &cam.WorldUp)
|
||||
cam.Pos.Add(cross.Normalize().Scale(-camSpeed * camSpeedScale * timing.DT()))
|
||||
update = true
|
||||
}
|
||||
|
||||
@ -965,20 +1117,21 @@ var (
|
||||
rotatingCubeSpeedDeg1 float32 = 45
|
||||
rotatingCubeSpeedDeg2 float32 = 120
|
||||
rotatingCubeSpeedDeg3 float32 = 120
|
||||
rotatingCubeTrMat1 = *gglm.NewTrMatId().Translate(gglm.NewVec3(-4, -1, 4))
|
||||
rotatingCubeTrMat2 = *gglm.NewTrMatId().Translate(gglm.NewVec3(-1, 0.5, 4))
|
||||
rotatingCubeTrMat3 = *gglm.NewTrMatId().Translate(gglm.NewVec3(5, 0.5, 4))
|
||||
rotatingCubeTrMat1 = gglm.NewTrMatWithPos(-4, -1, 4)
|
||||
rotatingCubeTrMat2 = gglm.NewTrMatWithPos(-1, 0.5, 4)
|
||||
rotatingCubeTrMat3 = gglm.NewTrMatWithPos(5, 0.5, 4)
|
||||
)
|
||||
|
||||
func (g *Game) Render() {
|
||||
|
||||
whiteMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
containerMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
groundMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
palleteMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
|
||||
rotatingCubeTrMat1.Rotate(rotatingCubeSpeedDeg1*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(0, 1, 0))
|
||||
rotatingCubeTrMat2.Rotate(rotatingCubeSpeedDeg2*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(1, 1, 0))
|
||||
rotatingCubeTrMat3.Rotate(rotatingCubeSpeedDeg3*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(1, 1, 1))
|
||||
rotatingCubeTrMat1.Rotate(rotatingCubeSpeedDeg1*gglm.Deg2Rad*timing.DT(), 0, 1, 0)
|
||||
rotatingCubeTrMat2.Rotate(rotatingCubeSpeedDeg2*gglm.Deg2Rad*timing.DT(), 1, 1, 0)
|
||||
rotatingCubeTrMat3.Rotate(rotatingCubeSpeedDeg3*gglm.Deg2Rad*timing.DT(), 1, 1, 1)
|
||||
|
||||
if renderDirLightShadows {
|
||||
g.renderDirectionalLightShadowmap()
|
||||
@ -996,17 +1149,19 @@ func (g *Game) Render() {
|
||||
|
||||
if renderDepthBuffer {
|
||||
g.RenderScene(&debugDepthMat)
|
||||
} else if hdrRendering {
|
||||
g.renderHdrFbo()
|
||||
} else {
|
||||
|
||||
g.RenderScene(nil)
|
||||
if renderSkybox {
|
||||
g.DrawSkybox()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if renderSkybox {
|
||||
g.DrawSkybox()
|
||||
}
|
||||
|
||||
if renderToDemoFbo {
|
||||
g.renderDemoFob()
|
||||
g.renderDemoFbo()
|
||||
}
|
||||
}
|
||||
|
||||
@ -1017,6 +1172,7 @@ func (g *Game) renderDirectionalLightShadowmap() {
|
||||
|
||||
whiteMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||
containerMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||
groundMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||
palleteMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
||||
|
||||
depthMapMat.SetUnifMat4("projViewMat", &dirLightProjViewMat)
|
||||
@ -1038,8 +1194,8 @@ func (g *Game) renderDirectionalLightShadowmap() {
|
||||
|
||||
if showDirLightDepthMapFbo {
|
||||
screenQuadMat.DiffuseTex = dirLightDepthMapFbo.Attachments[0].Id
|
||||
screenQuadMat.SetUnifVec2("offset", dirLightDepthMapFboOffset)
|
||||
screenQuadMat.SetUnifVec2("scale", dirLightDepthMapFboScale)
|
||||
screenQuadMat.SetUnifVec2("offset", &dirLightDepthMapFboOffset)
|
||||
screenQuadMat.SetUnifVec2("scale", &dirLightDepthMapFboScale)
|
||||
screenQuadMat.Bind()
|
||||
window.Rend.DrawVertexArray(&screenQuadMat, &screenQuadVao, 0, 6)
|
||||
}
|
||||
@ -1058,6 +1214,7 @@ func (g *Game) renderSpotLightShadowmaps() {
|
||||
|
||||
whiteMat.SetUnifMat4(projViewMatIndexStr, &projViewMat)
|
||||
containerMat.SetUnifMat4(projViewMatIndexStr, &projViewMat)
|
||||
groundMat.SetUnifMat4(projViewMatIndexStr, &projViewMat)
|
||||
palleteMat.SetUnifMat4(projViewMatIndexStr, &projViewMat)
|
||||
|
||||
// Set depth uniforms
|
||||
@ -1102,7 +1259,7 @@ func (g *Game) renderPointLightShadowmaps() {
|
||||
pointLightDepthMapFbo.UnBindWithViewport(uint32(g.WinWidth), uint32(g.WinHeight))
|
||||
}
|
||||
|
||||
func (g *Game) renderDemoFob() {
|
||||
func (g *Game) renderDemoFbo() {
|
||||
|
||||
demoFbo.Bind()
|
||||
demoFbo.Clear()
|
||||
@ -1120,12 +1277,29 @@ func (g *Game) renderDemoFob() {
|
||||
demoFbo.UnBind()
|
||||
|
||||
screenQuadMat.DiffuseTex = demoFbo.Attachments[0].Id
|
||||
screenQuadMat.SetUnifVec2("offset", demoFboOffset)
|
||||
screenQuadMat.SetUnifVec2("scale", demoFboScale)
|
||||
screenQuadMat.SetUnifVec2("offset", &demoFboOffset)
|
||||
screenQuadMat.SetUnifVec2("scale", &demoFboScale)
|
||||
|
||||
window.Rend.DrawVertexArray(&screenQuadMat, &screenQuadVao, 0, 6)
|
||||
}
|
||||
|
||||
func (g *Game) renderHdrFbo() {
|
||||
|
||||
hdrFbo.Bind()
|
||||
hdrFbo.Clear()
|
||||
|
||||
g.RenderScene(nil)
|
||||
|
||||
if renderSkybox {
|
||||
g.DrawSkybox()
|
||||
}
|
||||
|
||||
hdrFbo.UnBind()
|
||||
|
||||
tonemappedScreenQuadMat.DiffuseTex = hdrFbo.Attachments[0].Id
|
||||
window.Rend.DrawVertexArray(&tonemappedScreenQuadMat, &screenQuadVao, 0, 6)
|
||||
}
|
||||
|
||||
func (g *Game) RenderScene(overrideMat *materials.Material) {
|
||||
|
||||
tempModelMatrix := cubeModelMat.Clone()
|
||||
@ -1134,34 +1308,39 @@ func (g *Game) RenderScene(overrideMat *materials.Material) {
|
||||
sunMat := &palleteMat
|
||||
chairMat := &palleteMat
|
||||
cubeMat := &containerMat
|
||||
groundMat := &groundMat
|
||||
|
||||
if overrideMat != nil {
|
||||
sunMat = overrideMat
|
||||
chairMat = overrideMat
|
||||
cubeMat = overrideMat
|
||||
groundMat = overrideMat
|
||||
}
|
||||
|
||||
// Draw dir light
|
||||
window.Rend.DrawMesh(&sphereMesh, gglm.NewTrMatId().Translate(gglm.NewVec3(0, 10, 0)).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), sunMat)
|
||||
dirLightTrMat := gglm.NewTrMatId()
|
||||
window.Rend.DrawMesh(&sphereMesh, dirLightTrMat.Translate(0, 10, 0).Scale(0.1, 0.1, 0.1), sunMat)
|
||||
|
||||
// Draw point lights
|
||||
for i := 0; i < len(pointLights); i++ {
|
||||
|
||||
pl := &pointLights[i]
|
||||
window.Rend.DrawMesh(&cubeMesh, gglm.NewTrMatId().Translate(&pl.Pos).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), sunMat)
|
||||
plTrMat := gglm.NewTrMatId()
|
||||
window.Rend.DrawMesh(&cubeMesh, plTrMat.TranslateVec(&pl.Pos).Scale(0.1, 0.1, 0.1), sunMat)
|
||||
}
|
||||
|
||||
// Chair
|
||||
window.Rend.DrawMesh(&chairMesh, tempModelMatrix, chairMat)
|
||||
|
||||
// Ground
|
||||
window.Rend.DrawMesh(&cubeMesh, gglm.NewTrMatId().Translate(gglm.NewVec3(0, -3, 0)).Scale(gglm.NewVec3(20, 1, 20)), cubeMat)
|
||||
groundTrMat := gglm.NewTrMatId()
|
||||
window.Rend.DrawMesh(&cubeMesh, groundTrMat.Translate(0, -3, 0).Scale(20, 1, 20), groundMat)
|
||||
|
||||
// Cubes
|
||||
tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
|
||||
tempModelMatrix.Translate(-6, 0, 0)
|
||||
window.Rend.DrawMesh(&cubeMesh, tempModelMatrix, cubeMat)
|
||||
|
||||
tempModelMatrix.Translate(gglm.NewVec3(0, -1, -4))
|
||||
tempModelMatrix.Translate(0, -1, -4)
|
||||
window.Rend.DrawMesh(&cubeMesh, tempModelMatrix, cubeMat)
|
||||
|
||||
// Rotating cubes
|
||||
@ -1205,6 +1384,7 @@ func updateAllProjViewMats(projMat, viewMat gglm.Mat4) {
|
||||
unlitMat.SetUnifMat4("projViewMat", projViewMat)
|
||||
whiteMat.SetUnifMat4("projViewMat", projViewMat)
|
||||
containerMat.SetUnifMat4("projViewMat", projViewMat)
|
||||
groundMat.SetUnifMat4("projViewMat", projViewMat)
|
||||
palleteMat.SetUnifMat4("projViewMat", projViewMat)
|
||||
debugDepthMat.SetUnifMat4("projViewMat", projViewMat)
|
||||
|
||||
|
||||
@ -3,6 +3,7 @@ package materials
|
||||
import (
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/assert"
|
||||
"github.com/bloeys/nmage/assets"
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/bloeys/nmage/shaders"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
@ -21,14 +22,35 @@ const (
|
||||
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 {
|
||||
Name string
|
||||
ShaderProg shaders.ShaderProgram
|
||||
Settings MaterialSettings
|
||||
|
||||
UnifLocs map[string]int32
|
||||
AttribLocs map[string]int32
|
||||
|
||||
// @TODO do this in a better way. Perhaps something like how we do fbo attachments
|
||||
// @TODO: Do this in a better way?. Perhaps something like how we do fbo attachments? Or keep it?
|
||||
// Phong shading
|
||||
DiffuseTex uint32
|
||||
SpecularTex uint32
|
||||
@ -51,26 +73,19 @@ func (m *Material) Bind() {
|
||||
|
||||
m.ShaderProg.Bind()
|
||||
|
||||
if m.DiffuseTex != 0 {
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Diffuse))
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
|
||||
}
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Diffuse))
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
|
||||
|
||||
if m.SpecularTex != 0 {
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Specular))
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
|
||||
}
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Specular))
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
|
||||
|
||||
if m.NormalTex != 0 {
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Normal))
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
|
||||
}
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Normal))
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
|
||||
|
||||
if m.EmissionTex != 0 {
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Emission))
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
|
||||
}
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Emission))
|
||||
gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
|
||||
|
||||
// @TODO: Have defaults for these
|
||||
if m.CubemapTex != 0 {
|
||||
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Cubemap))
|
||||
gl.BindTexture(gl.TEXTURE_CUBE_MAP, m.CubemapTex)
|
||||
@ -173,7 +188,17 @@ func NewMaterial(matName, shaderPath string) Material {
|
||||
logging.ErrLog.Fatalf("Failed to create new material '%s'. Err: %s\n", matName, err.Error())
|
||||
}
|
||||
|
||||
return Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
|
||||
return Material{
|
||||
Name: matName,
|
||||
ShaderProg: shdrProg,
|
||||
UnifLocs: make(map[string]int32),
|
||||
AttribLocs: make(map[string]int32),
|
||||
|
||||
DiffuseTex: assets.DefaultDiffuseTexId.TexID,
|
||||
SpecularTex: assets.DefaultSpecularTexId.TexID,
|
||||
NormalTex: assets.DefaultNormalTexId.TexID,
|
||||
EmissionTex: assets.DefaultEmissionTexId.TexID,
|
||||
}
|
||||
}
|
||||
|
||||
func NewMaterialSrc(matName string, shaderSrc []byte) Material {
|
||||
@ -183,5 +208,15 @@ func NewMaterialSrc(matName string, shaderSrc []byte) Material {
|
||||
logging.ErrLog.Fatalf("Failed to create new material '%s'. Err: %s\n", matName, err.Error())
|
||||
}
|
||||
|
||||
return Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
|
||||
return Material{
|
||||
Name: matName,
|
||||
ShaderProg: shdrProg,
|
||||
UnifLocs: make(map[string]int32),
|
||||
AttribLocs: make(map[string]int32),
|
||||
|
||||
DiffuseTex: assets.DefaultDiffuseTexId.TexID,
|
||||
SpecularTex: assets.DefaultSpecularTexId.TexID,
|
||||
NormalTex: assets.DefaultNormalTexId.TexID,
|
||||
EmissionTex: assets.DefaultEmissionTexId.TexID,
|
||||
}
|
||||
}
|
||||
|
||||
@ -16,14 +16,38 @@ type SubMesh struct {
|
||||
}
|
||||
|
||||
type Mesh struct {
|
||||
Name string
|
||||
Name string
|
||||
/*
|
||||
Vao has the following shader attribute layout:
|
||||
- Loc0: Pos
|
||||
- Loc1: Normal
|
||||
- Loc2: UV0
|
||||
- Loc3: Tangent
|
||||
- (Optional) Color
|
||||
|
||||
Optional stuff appear in the order in this list, depending on what other optional stuff exists.
|
||||
|
||||
For example:
|
||||
- If color exists it will be in Loc3, otherwise it is unset
|
||||
*/
|
||||
Vao buffers.VertexArray
|
||||
SubMeshes []SubMesh
|
||||
}
|
||||
|
||||
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
|
||||
)
|
||||
|
||||
func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (Mesh, error) {
|
||||
|
||||
scene, release, err := asig.ImportFile(modelPath, asig.PostProcessTriangulate|postProcessFlags)
|
||||
finalPostProcessFlags := DefaultMeshLoadFlags | postProcessFlags
|
||||
|
||||
scene, release, err := asig.ImportFile(modelPath, finalPostProcessFlags)
|
||||
if err != nil {
|
||||
return Mesh{}, errors.New("Failed to load model. Err: " + err.Error())
|
||||
}
|
||||
@ -42,8 +66,17 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (Mesh, e
|
||||
vbo := buffers.NewVertexBuffer()
|
||||
ibo := buffers.NewIndexBuffer()
|
||||
|
||||
// Initial sizes assuming one submesh that has vertex pos+normals+texCoords, and 3 indices per face
|
||||
var vertexBufData []float32 = make([]float32, 0, len(scene.Meshes[0].Vertices)*3*3*2)
|
||||
// Estimate a useful prealloc capacity based on the first submesh that has vertex pos+normals+tangents+texCoords
|
||||
vertexBufDataCapacity := len(scene.Meshes[0].Vertices) * 3 * 3 * 3 * 2
|
||||
|
||||
// Increase capacity depending on what the mesh has
|
||||
if len(scene.Meshes[0].ColorSets) > 0 && len(scene.Meshes[0].ColorSets[0]) > 0 {
|
||||
vertexBufDataCapacity *= 4
|
||||
}
|
||||
|
||||
var vertexBufData []float32 = make([]float32, 0, vertexBufDataCapacity)
|
||||
|
||||
// Initial size assumes 3 indices per face
|
||||
var indexBufData []uint32 = make([]uint32, 0, len(scene.Meshes[0].Faces)*3)
|
||||
|
||||
// fmt.Printf("\nMesh %s has %d meshe(s) with first mesh having %d vertices\n", name, len(scene.Meshes), len(scene.Meshes[0].Vertices))
|
||||
@ -52,12 +85,25 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (Mesh, e
|
||||
|
||||
sceneMesh := scene.Meshes[i]
|
||||
|
||||
// We always want tangents and UV0
|
||||
if len(sceneMesh.Tangents) == 0 {
|
||||
sceneMesh.Tangents = make([]gglm.Vec3, len(sceneMesh.Vertices))
|
||||
}
|
||||
|
||||
if len(sceneMesh.TexCoords[0]) == 0 {
|
||||
sceneMesh.TexCoords[0] = make([]gglm.Vec3, len(sceneMesh.Vertices))
|
||||
}
|
||||
|
||||
layoutToUse := []buffers.Element{{ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec2}}
|
||||
if len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0 {
|
||||
hasColorSet0 := len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0
|
||||
|
||||
layoutToUse := []buffers.Element{
|
||||
{ElementType: buffers.DataTypeVec3}, // Position
|
||||
{ElementType: buffers.DataTypeVec3}, // Normals
|
||||
{ElementType: buffers.DataTypeVec3}, // Tangents
|
||||
{ElementType: buffers.DataTypeVec2}, // UV0
|
||||
}
|
||||
|
||||
if hasColorSet0 {
|
||||
layoutToUse = append(layoutToUse, buffers.Element{ElementType: buffers.DataTypeVec4})
|
||||
}
|
||||
|
||||
@ -79,8 +125,14 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (Mesh, e
|
||||
}
|
||||
}
|
||||
|
||||
arrs := []arrToInterleave{{V3s: sceneMesh.Vertices}, {V3s: sceneMesh.Normals}, {V2s: v3sToV2s(sceneMesh.TexCoords[0])}}
|
||||
if len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0 {
|
||||
arrs := []arrToInterleave{
|
||||
{V3s: sceneMesh.Vertices},
|
||||
{V3s: sceneMesh.Normals},
|
||||
{V3s: sceneMesh.Tangents},
|
||||
{V2s: v3sToV2s(sceneMesh.TexCoords[0])},
|
||||
}
|
||||
|
||||
if hasColorSet0 {
|
||||
arrs = append(arrs, arrToInterleave{V4s: sceneMesh.ColorSets[0]})
|
||||
}
|
||||
|
||||
|
||||
@ -29,7 +29,14 @@ func (r *Rend3DGL) DrawMesh(mesh *meshes.Mesh, modelMat *gglm.TrMat, mat *materi
|
||||
r.BoundMat = mat
|
||||
}
|
||||
|
||||
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++ {
|
||||
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, mesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(mesh.SubMeshes[i].BaseIndex), mesh.SubMeshes[i].BaseVertex)
|
||||
|
||||
@ -2,22 +2,19 @@
|
||||
#version 410
|
||||
|
||||
layout(location=0) in vec3 vertPosIn;
|
||||
layout(location=1) in vec3 vertNormalIn;
|
||||
layout(location=2) in vec2 vertUV0In;
|
||||
layout(location=3) in vec3 vertColorIn;
|
||||
layout(location=2) in vec3 vertTangentIn;
|
||||
layout(location=3) in vec2 vertUV0In;
|
||||
layout(location=4) in vec3 vertColorIn;
|
||||
|
||||
out vec3 vertNormal;
|
||||
out vec2 vertUV0;
|
||||
out vec3 vertColor;
|
||||
out vec3 fragPos;
|
||||
|
||||
//MVP = Model View Projection
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 projViewMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||
vertUV0 = vertUV0In;
|
||||
vertColor = vertColorIn;
|
||||
|
||||
@ -31,7 +28,6 @@ void main()
|
||||
#version 410
|
||||
|
||||
in vec3 vertColor;
|
||||
in vec3 vertNormal;
|
||||
in vec2 vertUV0;
|
||||
in vec3 fragPos;
|
||||
|
||||
|
||||
@ -3,26 +3,19 @@
|
||||
|
||||
layout(location=0) in vec3 vertPosIn;
|
||||
layout(location=1) in vec3 vertNormalIn;
|
||||
layout(location=2) in vec2 vertUV0In;
|
||||
layout(location=3) in vec3 vertColorIn;
|
||||
layout(location=2) in vec3 vertTangentIn;
|
||||
layout(location=3) in vec2 vertUV0In;
|
||||
layout(location=4) in vec3 vertColorIn;
|
||||
|
||||
out vec3 vertNormal;
|
||||
out vec2 vertUV0;
|
||||
out vec3 vertColor;
|
||||
out vec3 fragPos;
|
||||
|
||||
//MVP = Model View Projection
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 projViewMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
// @TODO: Calculate this on the CPU and send it as a uniform
|
||||
//
|
||||
// This produces the normal matrix that multiplies with the model normal to produce the
|
||||
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
|
||||
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
||||
|
||||
vertUV0 = vertUV0In;
|
||||
vertColor = vertColorIn;
|
||||
|
||||
@ -41,7 +34,6 @@ struct Material {
|
||||
uniform Material material;
|
||||
|
||||
in vec3 vertColor;
|
||||
in vec3 vertNormal;
|
||||
in vec2 vertUV0;
|
||||
in vec3 fragPos;
|
||||
|
||||
|
||||
@ -1,66 +1,34 @@
|
||||
//shader:vertex
|
||||
#version 410
|
||||
|
||||
#define NUM_SPOT_LIGHTS 4
|
||||
#define NUM_POINT_LIGHTS 8
|
||||
|
||||
//
|
||||
// Inputs
|
||||
//
|
||||
layout(location=0) in vec3 vertPosIn;
|
||||
layout(location=1) in vec3 vertNormalIn;
|
||||
layout(location=2) in vec2 vertUV0In;
|
||||
layout(location=3) in vec3 vertColorIn;
|
||||
layout(location=2) in vec3 vertTangentIn;
|
||||
layout(location=3) in vec2 vertUV0In;
|
||||
layout(location=4) in vec3 vertColorIn;
|
||||
|
||||
//
|
||||
// Uniforms
|
||||
//
|
||||
uniform vec3 camPos;
|
||||
uniform mat4 modelMat;
|
||||
uniform mat3 normalMat;
|
||||
uniform mat4 projViewMat;
|
||||
uniform mat4 dirLightProjViewMat;
|
||||
|
||||
#define NUM_SPOT_LIGHTS 4
|
||||
uniform mat4 spotLightProjViewMats[NUM_SPOT_LIGHTS];
|
||||
|
||||
out vec3 vertNormal;
|
||||
out vec2 vertUV0;
|
||||
out vec3 vertColor;
|
||||
out vec3 fragPos;
|
||||
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 {
|
||||
vec3 dir;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
sampler2D shadowMap;
|
||||
};
|
||||
|
||||
uniform DirLight dirLight;
|
||||
|
||||
struct PointLight {
|
||||
@ -72,8 +40,133 @@ struct PointLight {
|
||||
float quadratic;
|
||||
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
|
||||
|
||||
//
|
||||
// Inputs
|
||||
//
|
||||
in vec3 fragPos;
|
||||
in vec2 vertUV0;
|
||||
in vec3 vertColor;
|
||||
in vec3 fragPosDirLight;
|
||||
in vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
|
||||
|
||||
in vec3 tangentCamPos;
|
||||
in vec3 tangentFragPos;
|
||||
in vec3 tangentDirLightDir;
|
||||
in vec3 tangentSpotLightPositions[NUM_SPOT_LIGHTS];
|
||||
in vec3 tangentSpotLightDirections[NUM_SPOT_LIGHTS];
|
||||
in vec3 tangentPointLightPositions[NUM_POINT_LIGHTS];
|
||||
|
||||
//
|
||||
// Uniforms
|
||||
//
|
||||
struct Material {
|
||||
sampler2D diffuse;
|
||||
sampler2D specular;
|
||||
sampler2D normal;
|
||||
sampler2D emission;
|
||||
float shininess;
|
||||
};
|
||||
uniform Material material;
|
||||
|
||||
struct DirLight {
|
||||
vec3 dir;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
sampler2D shadowMap;
|
||||
};
|
||||
uniform DirLight dirLight;
|
||||
|
||||
struct PointLight {
|
||||
vec3 pos;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
float farPlane;
|
||||
};
|
||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
uniform samplerCubeArray pointLightCubeShadowMaps;
|
||||
|
||||
@ -85,37 +178,29 @@ struct SpotLight {
|
||||
float innerCutoff;
|
||||
float outerCutoff;
|
||||
};
|
||||
|
||||
#define NUM_SPOT_LIGHTS 4
|
||||
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||
uniform sampler2DArray spotLightShadowMaps;
|
||||
|
||||
uniform vec3 camPos;
|
||||
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
|
||||
|
||||
in vec3 vertColor;
|
||||
in vec3 vertNormal;
|
||||
in vec2 vertUV0;
|
||||
in vec3 fragPos;
|
||||
in vec4 fragPosDirLight;
|
||||
in vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
|
||||
|
||||
//
|
||||
// Outputs
|
||||
//
|
||||
out vec4 fragColor;
|
||||
|
||||
//
|
||||
// Global variables used as cache for lighting calculations
|
||||
//
|
||||
vec3 tangentViewDir;
|
||||
vec4 diffuseTexColor;
|
||||
vec4 specularTexColor;
|
||||
vec4 emissionTexColor;
|
||||
vec3 normalizedVertNorm;
|
||||
vec3 viewDir;
|
||||
|
||||
float CalcDirShadow(sampler2D shadowMap, vec3 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]
|
||||
projCoords = projCoords * 0.5 + 0.5;
|
||||
vec3 projCoords = fragPosDirLight * 0.5 + 0.5;
|
||||
|
||||
// If sampling outside the depth texture then force 'no shadow'
|
||||
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
|
||||
// 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'.
|
||||
// Basically get soft shadows by averaging this texel and surrounding ones
|
||||
@ -151,14 +236,14 @@ float CalcDirShadow(sampler2D shadowMap, vec3 lightDir)
|
||||
|
||||
vec3 CalcDirLight()
|
||||
{
|
||||
vec3 lightDir = normalize(-dirLight.dir);
|
||||
vec3 lightDir = normalize(-tangentDirLightDir);
|
||||
|
||||
// Diffuse
|
||||
float diffuseAmount = max(0.0, dot(normalizedVertNorm, lightDir));
|
||||
vec3 finalDiffuse = diffuseAmount * dirLight.diffuseColor * diffuseTexColor.rgb;
|
||||
|
||||
// Specular
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
vec3 halfwayDir = normalize(lightDir + tangentViewDir);
|
||||
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||
vec3 finalSpecular = specularAmount * dirLight.specularColor * specularTexColor.rgb;
|
||||
|
||||
@ -168,9 +253,9 @@ vec3 CalcDirLight()
|
||||
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;
|
||||
|
||||
@ -180,7 +265,8 @@ float CalcPointShadow(int lightIndex, vec3 lightPos, vec3 lightDir, float farPla
|
||||
// Get depth of current fragment
|
||||
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;
|
||||
|
||||
return shadow;
|
||||
@ -193,28 +279,29 @@ vec3 CalcPointLight(PointLight pointLight, int lightIndex)
|
||||
return vec3(0);
|
||||
}
|
||||
|
||||
vec3 lightDir = normalize(pointLight.pos - fragPos);
|
||||
vec3 tangentLightPos = tangentPointLightPositions[lightIndex];
|
||||
vec3 tangentLightDir = normalize(tangentLightPos - tangentFragPos);
|
||||
|
||||
// Diffuse
|
||||
float diffuseAmount = max(0.0, dot(normalizedVertNorm, lightDir));
|
||||
float diffuseAmount = max(0.0, dot(normalizedVertNorm, tangentLightDir));
|
||||
vec3 finalDiffuse = diffuseAmount * pointLight.diffuseColor * diffuseTexColor.rgb;
|
||||
|
||||
// Specular
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
vec3 halfwayDir = normalize(tangentLightDir + tangentViewDir);
|
||||
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||
vec3 finalSpecular = specularAmount * pointLight.specularColor * specularTexColor.rgb;
|
||||
|
||||
// Attenuation
|
||||
float distToLight = length(pointLight.pos - fragPos);
|
||||
float distToLight = length(tangentLightPos - tangentFragPos);
|
||||
float attenuation = 1 / (pointLight.constant + pointLight.linear * distToLight + pointLight.quadratic * (distToLight * distToLight));
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
float CalcSpotShadow(vec3 lightDir, int lightIndex)
|
||||
float CalcSpotShadow(vec3 tangentLightDir, int lightIndex)
|
||||
{
|
||||
// Move from clip space to NDC
|
||||
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
|
||||
// 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'.
|
||||
// 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)
|
||||
return vec3(0);
|
||||
|
||||
vec3 fragToLightDir = normalize(light.pos - fragPos);
|
||||
vec3 tangentLightDir = tangentSpotLightDirections[lightIndex];
|
||||
vec3 fragToLightDir = normalize(tangentSpotLightPositions[lightIndex] - tangentFragPos);
|
||||
|
||||
// Spot light cone with full intensity within inner cutoff,
|
||||
// and falloff between inner-outer cutoffs, and zero
|
||||
// light after outer cutoff
|
||||
float theta = dot(fragToLightDir, normalize(-light.dir));
|
||||
float theta = dot(fragToLightDir, normalize(-tangentLightDir));
|
||||
float epsilon = (light.innerCutoff - light.outerCutoff);
|
||||
float intensity = clamp((theta - light.outerCutoff) / epsilon, float(0), float(1));
|
||||
|
||||
@ -276,7 +364,7 @@ vec3 CalcSpotLight(SpotLight light, int lightIndex)
|
||||
vec3 finalDiffuse = diffuseAmount * light.diffuseColor * diffuseTexColor.rgb;
|
||||
|
||||
// Specular
|
||||
vec3 halfwayDir = normalize(fragToLightDir + viewDir);
|
||||
vec3 halfwayDir = normalize(fragToLightDir + tangentViewDir);
|
||||
float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
|
||||
vec3 finalSpecular = specularAmount * light.specularColor * specularTexColor.rgb;
|
||||
|
||||
@ -286,15 +374,21 @@ vec3 CalcSpotLight(SpotLight light, int lightIndex)
|
||||
return (finalDiffuse + finalSpecular) * intensity * (1 - shadow);
|
||||
}
|
||||
|
||||
#define DRAW_NORMALS false
|
||||
|
||||
void main()
|
||||
{
|
||||
// Shared values
|
||||
tangentViewDir = normalize(tangentCamPos - tangentFragPos);
|
||||
diffuseTexColor = texture(material.diffuse, vertUV0);
|
||||
specularTexColor = texture(material.specular, vertUV0);
|
||||
emissionTexColor = texture(material.emission, vertUV0);
|
||||
|
||||
normalizedVertNorm = normalize(vertNormal);
|
||||
viewDir = normalize(camPos - fragPos);
|
||||
// Read normal data encoded [0,1]
|
||||
normalizedVertNorm = texture(material.normal, vertUV0).rgb;
|
||||
|
||||
// Remap normal to [-1,1]
|
||||
normalizedVertNorm = normalize(normalizedVertNorm * 2.0 - 1.0);
|
||||
|
||||
// Light contributions
|
||||
vec3 finalColor = CalcDirLight();
|
||||
@ -313,4 +407,9 @@ void main()
|
||||
vec3 finalAmbient = ambientColor * diffuseTexColor.rgb;
|
||||
|
||||
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=1) in vec3 vertNormalIn;
|
||||
layout(location=2) in vec2 vertUV0In;
|
||||
layout(location=3) in vec3 vertColorIn;
|
||||
layout(location=2) in vec3 vertTangentIn;
|
||||
layout(location=3) in vec2 vertUV0In;
|
||||
layout(location=4) in vec3 vertColorIn;
|
||||
|
||||
out vec3 vertUV0;
|
||||
|
||||
|
||||
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);
|
||||
}
|
||||
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res/textures/brickwall-normal.png
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res/textures/brickwall-normal.png
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res/textures/brickwall.png
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res/textures/brickwall.png
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Reference in New Issue
Block a user