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v0.26.0
...
6d94efbf97
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| 1d71715cb4 |
63
.github/workflows/build-nmage.yml
vendored
63
.github/workflows/build-nmage.yml
vendored
@ -5,20 +5,61 @@ on:
|
||||
workflow_dispatch:
|
||||
|
||||
jobs:
|
||||
build-nmage-macos:
|
||||
runs-on: macos-12
|
||||
steps:
|
||||
|
||||
- name: Install golang
|
||||
uses: actions/setup-go@v3
|
||||
with:
|
||||
go-version: '>=1.22'
|
||||
build-nmage-windows:
|
||||
runs-on: windows-latest
|
||||
|
||||
- name: Install assimp-go dylib
|
||||
run: sudo mkdir -p /usr/local/lib && sudo wget https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp_darwin_amd64.dylib -O /usr/local/lib/libassimp.5.dylib
|
||||
steps:
|
||||
- name: Install golang
|
||||
uses: actions/setup-go@v5
|
||||
with:
|
||||
go-version: ">=1.23"
|
||||
|
||||
- name: Install assimp-go dll
|
||||
run: |
|
||||
New-Item -ItemType Directory -Force -Path C:\Windows\System32
|
||||
Invoke-WebRequest -Uri "https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp-5.dll" -OutFile "C:\Windows\System32\assimp.dll"
|
||||
|
||||
- name: Install SDL2
|
||||
run: brew install sdl2{,_image,_mixer,_ttf,_gfx} pkg-config
|
||||
run: |
|
||||
choco install sdl2 sdl2_image sdl2_ttf sdl2_gfx pkg-config
|
||||
|
||||
- name: Clone nmage
|
||||
run: git clone https://github.com/bloeys/nmage
|
||||
|
||||
- name: Build nmage
|
||||
working-directory: nmage
|
||||
run: go build .
|
||||
|
||||
build-nmage-macos:
|
||||
runs-on: ${{ matrix.os }}
|
||||
|
||||
strategy:
|
||||
matrix:
|
||||
# Based on: https://github.com/actions/runner-images?tab=readme-ov-file#available-images
|
||||
os:
|
||||
- macos-13 # x86
|
||||
- macos-14 # Arm
|
||||
|
||||
steps:
|
||||
- name: Install golang
|
||||
uses: actions/setup-go@v5
|
||||
with:
|
||||
go-version: ">=1.23"
|
||||
|
||||
- name: Determine architecture
|
||||
id: arch
|
||||
run: |
|
||||
if [ "$(uname -m)" = "arm64" ]; then
|
||||
echo "arch=arm64" >> "$GITHUB_OUTPUT"
|
||||
else
|
||||
echo "arch=amd64" >> "$GITHUB_OUTPUT"
|
||||
fi
|
||||
|
||||
- name: Install assimp-go dylib
|
||||
run: sudo mkdir -p /usr/local/lib && sudo wget https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp_darwin_${{ steps.arch.outputs.arch }}.dylib -O /usr/local/lib/libassimp.5.dylib
|
||||
|
||||
- name: Install SDL2
|
||||
run: brew install sdl2{,_image,_ttf,_gfx} pkg-config
|
||||
|
||||
- name: Clone nmage
|
||||
run: git clone https://github.com/bloeys/nmage
|
||||
|
||||
@ -9,25 +9,48 @@ import (
|
||||
|
||||
type BufUsage int
|
||||
|
||||
// Full docs for buffer usage can be found here: https://registry.khronos.org/OpenGL-Refpages/gl4/html/glBufferData.xhtml
|
||||
const (
|
||||
BufUsage_Unknown BufUsage = iota
|
||||
|
||||
//Buffer is set only once and used many times
|
||||
BufUsage_Static
|
||||
BufUsage_Static_Draw
|
||||
//Buffer is changed a lot and used many times
|
||||
BufUsage_Dynamic
|
||||
BufUsage_Dynamic_Draw
|
||||
//Buffer is set only once and used by the GPU at most a few times
|
||||
BufUsage_Stream
|
||||
BufUsage_Stream_Draw
|
||||
|
||||
BufUsage_Static_Read
|
||||
BufUsage_Dynamic_Read
|
||||
BufUsage_Stream_Read
|
||||
|
||||
BufUsage_Static_Copy
|
||||
BufUsage_Dynamic_Copy
|
||||
BufUsage_Stream_Copy
|
||||
)
|
||||
|
||||
func (b BufUsage) ToGL() uint32 {
|
||||
switch b {
|
||||
case BufUsage_Static:
|
||||
case BufUsage_Static_Draw:
|
||||
return gl.STATIC_DRAW
|
||||
case BufUsage_Dynamic:
|
||||
case BufUsage_Dynamic_Draw:
|
||||
return gl.DYNAMIC_DRAW
|
||||
case BufUsage_Stream:
|
||||
case BufUsage_Stream_Draw:
|
||||
return gl.STREAM_DRAW
|
||||
|
||||
case BufUsage_Static_Read:
|
||||
return gl.STATIC_READ
|
||||
case BufUsage_Dynamic_Read:
|
||||
return gl.DYNAMIC_READ
|
||||
case BufUsage_Stream_Read:
|
||||
return gl.STREAM_READ
|
||||
|
||||
case BufUsage_Static_Copy:
|
||||
return gl.STATIC_COPY
|
||||
case BufUsage_Dynamic_Copy:
|
||||
return gl.DYNAMIC_COPY
|
||||
case BufUsage_Stream_Copy:
|
||||
return gl.STREAM_COPY
|
||||
}
|
||||
|
||||
assert.T(false, fmt.Sprintf("Unexpected BufUsage value '%v'", b))
|
||||
|
||||
@ -1,23 +1,23 @@
|
||||
package buffers
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"github.com/bloeys/nmage/assert"
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
//Element represents an element that makes up a buffer (e.g. Vec3 at an offset of 12 bytes)
|
||||
// Element represents an element that makes up a buffer (e.g. Vec3 at an offset of 12 bytes)
|
||||
type Element struct {
|
||||
Offset int
|
||||
ElementType
|
||||
}
|
||||
|
||||
//ElementType is the type of an element thats makes up a buffer (e.g. Vec3)
|
||||
type ElementType int
|
||||
// ElementType is the type of an element thats makes up a buffer (e.g. Vec3)
|
||||
type ElementType uint8
|
||||
|
||||
const (
|
||||
DataTypeUnknown ElementType = iota
|
||||
|
||||
DataTypeUint32
|
||||
DataTypeInt32
|
||||
DataTypeFloat32
|
||||
@ -25,35 +25,54 @@ const (
|
||||
DataTypeVec2
|
||||
DataTypeVec3
|
||||
DataTypeVec4
|
||||
|
||||
DataTypeMat2
|
||||
DataTypeMat3
|
||||
DataTypeMat4
|
||||
|
||||
DataTypeStruct
|
||||
)
|
||||
|
||||
func (dt ElementType) GLType() uint32 {
|
||||
|
||||
switch dt {
|
||||
|
||||
case DataTypeUint32:
|
||||
return gl.UNSIGNED_INT
|
||||
case DataTypeInt32:
|
||||
return gl.INT
|
||||
|
||||
case DataTypeFloat32:
|
||||
fallthrough
|
||||
|
||||
case DataTypeVec2:
|
||||
fallthrough
|
||||
case DataTypeVec3:
|
||||
fallthrough
|
||||
case DataTypeVec4:
|
||||
fallthrough
|
||||
case DataTypeMat2:
|
||||
fallthrough
|
||||
case DataTypeMat3:
|
||||
fallthrough
|
||||
case DataTypeMat4:
|
||||
return gl.FLOAT
|
||||
|
||||
case DataTypeStruct:
|
||||
logging.ErrLog.Fatalf("ElementType.GLType of DataTypeStruct is not supported")
|
||||
return 0
|
||||
|
||||
default:
|
||||
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
|
||||
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
//CompSize returns the size in bytes for one component of the type (e.g. for Vec2 its 4)
|
||||
// CompSize returns the size in bytes for one component of the type (e.g. for Vec2 its 4).
|
||||
// Bools return 1, although in layout=std140 its 4
|
||||
func (dt ElementType) CompSize() int32 {
|
||||
|
||||
switch dt {
|
||||
|
||||
case DataTypeUint32:
|
||||
fallthrough
|
||||
case DataTypeFloat32:
|
||||
@ -65,15 +84,25 @@ func (dt ElementType) CompSize() int32 {
|
||||
case DataTypeVec3:
|
||||
fallthrough
|
||||
case DataTypeVec4:
|
||||
fallthrough
|
||||
case DataTypeMat2:
|
||||
fallthrough
|
||||
case DataTypeMat3:
|
||||
fallthrough
|
||||
case DataTypeMat4:
|
||||
return 4
|
||||
|
||||
case DataTypeStruct:
|
||||
logging.ErrLog.Fatalf("ElementType.CompSize of DataTypeStruct is not supported")
|
||||
return 0
|
||||
|
||||
default:
|
||||
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
|
||||
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
//CompCount returns the number of components in the element (e.g. for Vec2 its 2)
|
||||
// CompCount returns the number of components in the element (e.g. for Vec2 its 2)
|
||||
func (dt ElementType) CompCount() int32 {
|
||||
|
||||
switch dt {
|
||||
@ -91,16 +120,28 @@ func (dt ElementType) CompCount() int32 {
|
||||
case DataTypeVec4:
|
||||
return 4
|
||||
|
||||
case DataTypeMat2:
|
||||
return 2 * 2
|
||||
case DataTypeMat3:
|
||||
return 3 * 3
|
||||
case DataTypeMat4:
|
||||
return 4 * 4
|
||||
|
||||
case DataTypeStruct:
|
||||
logging.ErrLog.Fatalf("ElementType.CompCount of DataTypeStruct is not supported")
|
||||
return 0
|
||||
|
||||
default:
|
||||
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
|
||||
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
//Size returns the total size in bytes (e.g. for vec3 its 3*4=12 bytes)
|
||||
// Size returns the total size in bytes (e.g. for vec3 its 3*4=12 bytes)
|
||||
func (dt ElementType) Size() int32 {
|
||||
|
||||
switch dt {
|
||||
|
||||
case DataTypeUint32:
|
||||
fallthrough
|
||||
case DataTypeFloat32:
|
||||
@ -115,8 +156,123 @@ func (dt ElementType) Size() int32 {
|
||||
case DataTypeVec4:
|
||||
return 4 * 4
|
||||
|
||||
case DataTypeMat2:
|
||||
return 2 * 2 * 4
|
||||
case DataTypeMat3:
|
||||
return 3 * 3 * 4
|
||||
case DataTypeMat4:
|
||||
return 4 * 4 * 4
|
||||
|
||||
case DataTypeStruct:
|
||||
logging.ErrLog.Fatalf("ElementType.Size of DataTypeStruct is not supported")
|
||||
return 0
|
||||
|
||||
default:
|
||||
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
|
||||
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
func (dt ElementType) GlStd140SizeBytes() uint8 {
|
||||
|
||||
switch dt {
|
||||
|
||||
case DataTypeUint32:
|
||||
fallthrough
|
||||
case DataTypeFloat32:
|
||||
fallthrough
|
||||
case DataTypeInt32:
|
||||
return 4
|
||||
|
||||
case DataTypeVec2:
|
||||
return 4 * 2
|
||||
|
||||
case DataTypeVec3:
|
||||
return 4 * 3
|
||||
|
||||
case DataTypeVec4:
|
||||
return 4 * 4
|
||||
|
||||
// Matrices follow: (vec4Alignment) * numColumns
|
||||
case DataTypeMat2:
|
||||
return 2 * 2 * 4
|
||||
case DataTypeMat3:
|
||||
return 3 * 3 * 4
|
||||
case DataTypeMat4:
|
||||
return 4 * 4 * 4
|
||||
|
||||
case DataTypeStruct:
|
||||
logging.ErrLog.Fatalf("ElementType.GlStd140SizeBytes of DataTypeStruct is not supported")
|
||||
return 0
|
||||
|
||||
default:
|
||||
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
func (dt ElementType) GlStd140AlignmentBoundary() uint16 {
|
||||
|
||||
switch dt {
|
||||
|
||||
case DataTypeUint32:
|
||||
fallthrough
|
||||
case DataTypeFloat32:
|
||||
fallthrough
|
||||
case DataTypeInt32:
|
||||
return 4
|
||||
|
||||
case DataTypeVec2:
|
||||
return 8
|
||||
|
||||
case DataTypeVec3:
|
||||
fallthrough
|
||||
case DataTypeVec4:
|
||||
fallthrough
|
||||
case DataTypeMat2:
|
||||
fallthrough
|
||||
case DataTypeMat3:
|
||||
fallthrough
|
||||
case DataTypeMat4:
|
||||
fallthrough
|
||||
case DataTypeStruct:
|
||||
return 16
|
||||
|
||||
default:
|
||||
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
func (dt ElementType) String() string {
|
||||
|
||||
switch dt {
|
||||
|
||||
case DataTypeUint32:
|
||||
return "uint32"
|
||||
case DataTypeFloat32:
|
||||
return "float32"
|
||||
case DataTypeInt32:
|
||||
return "int32"
|
||||
|
||||
case DataTypeVec2:
|
||||
return "Vec2"
|
||||
case DataTypeVec3:
|
||||
return "Vec3"
|
||||
case DataTypeVec4:
|
||||
return "Vec4"
|
||||
|
||||
case DataTypeMat2:
|
||||
return "Mat2"
|
||||
case DataTypeMat3:
|
||||
return "Mat3"
|
||||
case DataTypeMat4:
|
||||
return "Mat4"
|
||||
|
||||
case DataTypeStruct:
|
||||
return "Struct"
|
||||
|
||||
default:
|
||||
return "Unknown"
|
||||
}
|
||||
}
|
||||
|
||||
@ -27,9 +27,9 @@ func (ib *IndexBuffer) SetData(values []uint32) {
|
||||
ib.IndexBufCount = int32(len(values))
|
||||
|
||||
if sizeInBytes == 0 {
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static.ToGL())
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static_Draw.ToGL())
|
||||
} else {
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static_Draw.ToGL())
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
747
buffers/uniform_buffer.go
Executable file
747
buffers/uniform_buffer.go
Executable file
@ -0,0 +1,747 @@
|
||||
package buffers
|
||||
|
||||
import (
|
||||
"math"
|
||||
"reflect"
|
||||
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/assert"
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
type UniformBufferFieldInput struct {
|
||||
Id uint16
|
||||
Type ElementType
|
||||
// Count should be set in case this field is an array of type `[Count]Type`.
|
||||
// Count=0 is valid and is equivalent to Count=1, which means the type is NOT an array, but a single field.
|
||||
Count uint16
|
||||
|
||||
// Subfields is used when type is a struct, in which case it holds the fields of the struct.
|
||||
// Ids do not have to be unique across structs.
|
||||
Subfields []UniformBufferFieldInput
|
||||
}
|
||||
|
||||
type UniformBufferField struct {
|
||||
Id uint16
|
||||
AlignedOffset uint16
|
||||
// Count should be set in case this field is an array of type `[Count]Type`.
|
||||
// Count=0 is valid and is equivalent to Count=1, which means the type is NOT an array, but a single field.
|
||||
Count uint16
|
||||
Type ElementType
|
||||
|
||||
// Subfields is used when type is a struct, in which case it holds the fields of the struct.
|
||||
// Ids do not have to be unique across structs.
|
||||
Subfields []UniformBufferField
|
||||
}
|
||||
|
||||
type UniformBuffer struct {
|
||||
Id uint32
|
||||
// Size is the allocated memory in bytes on the GPU for this uniform buffer
|
||||
Size uint32
|
||||
Fields []UniformBufferField
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) Bind() {
|
||||
gl.BindBuffer(gl.UNIFORM_BUFFER, ub.Id)
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) UnBind() {
|
||||
gl.BindBuffer(gl.UNIFORM_BUFFER, 0)
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetBindPoint(bindPointIndex uint32) {
|
||||
gl.BindBufferBase(gl.UNIFORM_BUFFER, bindPointIndex, ub.Id)
|
||||
}
|
||||
|
||||
func addUniformBufferFieldsToArray(startAlignedOffset uint16, arrayToAddTo *[]UniformBufferField, fieldsToAdd []UniformBufferFieldInput) (totalSize uint32) {
|
||||
|
||||
if len(fieldsToAdd) == 0 {
|
||||
return 0
|
||||
}
|
||||
|
||||
// This function is recursive so only size the array once
|
||||
if cap(*arrayToAddTo) == 0 {
|
||||
*arrayToAddTo = make([]UniformBufferField, 0, len(fieldsToAdd))
|
||||
}
|
||||
|
||||
var alignedOffset uint16 = 0
|
||||
fieldIdToTypeMap := make(map[uint16]ElementType, len(fieldsToAdd))
|
||||
|
||||
for i := 0; i < len(fieldsToAdd); i++ {
|
||||
|
||||
f := fieldsToAdd[i]
|
||||
if f.Count == 0 {
|
||||
f.Count = 1
|
||||
}
|
||||
|
||||
existingFieldType, ok := fieldIdToTypeMap[f.Id]
|
||||
assert.T(!ok, "Uniform buffer field id is reused within the same uniform buffer. FieldId=%d was first used on a field with type=%s and then used on a different field with type=%s\n", f.Id, existingFieldType.String(), f.Type.String())
|
||||
|
||||
// To understand this take an example. Say we have a total offset of 100 and we are adding a vec4.
|
||||
// Vec4s must be aligned to a 16 byte boundary but 100 is not (100 % 16 != 0).
|
||||
//
|
||||
// To fix this, we take the alignment error which is alignErr=100 % 16=4, but this is error to the nearest
|
||||
// boundary, which is below the offset.
|
||||
//
|
||||
// To get the nearest boundary larger than the offset we can:
|
||||
// offset + (boundary - alignErr) == 100 + (16 - 4) == 112; 112 % 16 == 0, meaning its a boundary
|
||||
//
|
||||
// Note that arrays of scalars/vectors are always aligned to 16 bytes, like a vec4
|
||||
//
|
||||
// Official spec and full details in subsection 'Standard Uniform Block Layout' at http://www.opengl.org/registry/specs/ARB/uniform_buffer_object.txt
|
||||
var alignmentBoundary uint16 = 16
|
||||
if f.Count == 1 {
|
||||
alignmentBoundary = f.Type.GlStd140AlignmentBoundary()
|
||||
}
|
||||
|
||||
alignmentError := alignedOffset % alignmentBoundary
|
||||
if alignmentError != 0 {
|
||||
alignedOffset += alignmentBoundary - alignmentError
|
||||
}
|
||||
|
||||
newField := UniformBufferField{Id: f.Id, Type: f.Type, AlignedOffset: startAlignedOffset + alignedOffset, Count: f.Count}
|
||||
*arrayToAddTo = append(*arrayToAddTo, newField)
|
||||
|
||||
// Prepare aligned offset for the next field.
|
||||
//
|
||||
// Matrices are treated as an array of column vectors, where each column is a vec4,
|
||||
// that's why we have a multiplier depending on how many columns we have when calculating
|
||||
// the offset
|
||||
multiplier := uint16(1)
|
||||
if f.Type == DataTypeMat2 {
|
||||
multiplier = 2
|
||||
} else if f.Type == DataTypeMat3 {
|
||||
multiplier = 3
|
||||
} else if f.Type == DataTypeMat4 {
|
||||
multiplier = 4
|
||||
}
|
||||
|
||||
if f.Type == DataTypeStruct {
|
||||
|
||||
subfieldsAlignedOffset := uint16(addUniformBufferFieldsToArray(startAlignedOffset+alignedOffset, arrayToAddTo, f.Subfields))
|
||||
|
||||
// Pad structs to 16 byte boundary
|
||||
padTo16Boundary(&subfieldsAlignedOffset)
|
||||
alignedOffset += subfieldsAlignedOffset * f.Count
|
||||
|
||||
} else {
|
||||
|
||||
// Elements advance the alignedOffset by their actual byte size.
|
||||
// Aligned offset is padded if the place its at is not aligned to the boundary required by the next element.
|
||||
//
|
||||
// The exception is structs, because fields after a struct field are always aligned at a 16 byte boundary.
|
||||
//
|
||||
// For example, a vec3 starting at offset 80, taking 12 bytes, would put the aligned offset at 92.
|
||||
// If the next element is a float32 (alignment boundary = 4) then no padding is required and
|
||||
// the float will start at 92 and end at 96.
|
||||
// However, if the element after the vec3 is a vec3 (alignment boundary = 16), then it would require
|
||||
// a padding of 4 bytes so that it can start at 96, which is aligned to 16. In this case the second vec3
|
||||
// would start at 96 and end at 96+12=108.
|
||||
alignedOffset = newField.AlignedOffset + uint16(f.Type.GlStd140SizeBytes())*f.Count*multiplier - startAlignedOffset
|
||||
}
|
||||
}
|
||||
|
||||
return uint32(alignedOffset)
|
||||
}
|
||||
|
||||
func padTo16Boundary[T uint16 | int | int32](val *T) {
|
||||
alignmentError := *val % 16
|
||||
if alignmentError != 0 {
|
||||
*val += 16 - alignmentError
|
||||
}
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) getField(fieldId uint16, fieldType ElementType) UniformBufferField {
|
||||
|
||||
for i := 0; i < len(ub.Fields); i++ {
|
||||
|
||||
f := ub.Fields[i]
|
||||
|
||||
if f.Id != fieldId {
|
||||
continue
|
||||
}
|
||||
|
||||
assert.T(f.Type == fieldType, "Uniform buffer field id is reused within the same uniform buffer. FieldId=%d was first used on a field with type=%v, but is now being used on a field with type=%v\n", fieldId, f.Type.String(), fieldType.String())
|
||||
|
||||
return f
|
||||
}
|
||||
|
||||
logging.ErrLog.Panicf("couldn't find uniform buffer field of id=%d and type=%s\n", fieldId, fieldType.String())
|
||||
return UniformBufferField{}
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetInt32(fieldId uint16, val int32) {
|
||||
|
||||
f := ub.getField(fieldId, DataTypeInt32)
|
||||
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4, gl.Ptr(&val))
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetUint32(fieldId uint16, val uint32) {
|
||||
|
||||
f := ub.getField(fieldId, DataTypeUint32)
|
||||
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4, gl.Ptr(&val))
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetFloat32(fieldId uint16, val float32) {
|
||||
|
||||
f := ub.getField(fieldId, DataTypeFloat32)
|
||||
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4, gl.Ptr(&val))
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetVec2(fieldId uint16, val *gglm.Vec2) {
|
||||
f := ub.getField(fieldId, DataTypeVec2)
|
||||
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*2, gl.Ptr(&val.Data[0]))
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetVec3(fieldId uint16, val *gglm.Vec3) {
|
||||
f := ub.getField(fieldId, DataTypeVec3)
|
||||
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*3, gl.Ptr(&val.Data[0]))
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetVec4(fieldId uint16, val *gglm.Vec4) {
|
||||
f := ub.getField(fieldId, DataTypeVec4)
|
||||
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*4, gl.Ptr(&val.Data[0]))
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetMat2(fieldId uint16, val *gglm.Mat2) {
|
||||
f := ub.getField(fieldId, DataTypeMat2)
|
||||
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*4, gl.Ptr(&val.Data[0][0]))
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetMat3(fieldId uint16, val *gglm.Mat3) {
|
||||
f := ub.getField(fieldId, DataTypeMat3)
|
||||
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*9, gl.Ptr(&val.Data[0][0]))
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetMat4(fieldId uint16, val *gglm.Mat4) {
|
||||
f := ub.getField(fieldId, DataTypeMat4)
|
||||
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*16, gl.Ptr(&val.Data[0][0]))
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetStruct(inputStruct any) {
|
||||
setStruct(ub.Fields, make([]byte, ub.Size), inputStruct, 1000_000, false, 0)
|
||||
}
|
||||
|
||||
func setStruct(fields []UniformBufferField, buf []byte, inputStruct any, maxFieldsToConsume int, onlyBufWrite bool, writeOffset int) (bytesWritten, fieldsConsumed int) {
|
||||
|
||||
if len(fields) == 0 {
|
||||
return
|
||||
}
|
||||
|
||||
if inputStruct == nil {
|
||||
logging.ErrLog.Panicf("UniformBuffer.SetStruct called with a value that is nil")
|
||||
}
|
||||
|
||||
structVal := reflect.ValueOf(inputStruct)
|
||||
if structVal.Kind() != reflect.Struct {
|
||||
logging.ErrLog.Panicf("UniformBuffer.SetStruct called with a value that is not a struct. Val=%v\n", inputStruct)
|
||||
}
|
||||
|
||||
// Needed because fieldIndex can move faster than struct fields in case of struct fields
|
||||
structFieldIndex := 0
|
||||
for fieldIndex := 0; fieldIndex < len(fields) && fieldIndex < maxFieldsToConsume; fieldIndex++ {
|
||||
|
||||
ubField := &fields[fieldIndex]
|
||||
valField := structVal.Field(structFieldIndex)
|
||||
|
||||
fieldsConsumed++
|
||||
structFieldIndex++
|
||||
|
||||
kind := valField.Kind()
|
||||
if kind == reflect.Pointer {
|
||||
valField = valField.Elem()
|
||||
}
|
||||
|
||||
var elementType reflect.Type
|
||||
isArray := kind == reflect.Slice || kind == reflect.Array
|
||||
if isArray {
|
||||
elementType = valField.Type().Elem()
|
||||
kind = elementType.Kind()
|
||||
} else {
|
||||
elementType = valField.Type()
|
||||
}
|
||||
|
||||
if isArray {
|
||||
assert.T(valField.Len() == int(ubField.Count), "ubo field of id=%d is an array/slice field of length=%d but got input of length=%d\n", ubField.Id, ubField.Count, valField.Len())
|
||||
}
|
||||
|
||||
typeMatches := false
|
||||
bytesWritten = int(ubField.AlignedOffset) + writeOffset
|
||||
|
||||
switch ubField.Type {
|
||||
|
||||
case DataTypeUint32:
|
||||
|
||||
typeMatches = elementType.Name() == "uint32"
|
||||
if typeMatches {
|
||||
|
||||
if isArray {
|
||||
Write32BitIntegerSliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]uint32))
|
||||
} else {
|
||||
Write32BitIntegerToByteBuf(buf, &bytesWritten, uint32(valField.Uint()))
|
||||
}
|
||||
}
|
||||
|
||||
case DataTypeFloat32:
|
||||
|
||||
typeMatches = elementType.Name() == "float32"
|
||||
if typeMatches {
|
||||
|
||||
if isArray {
|
||||
WriteF32SliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]float32))
|
||||
} else {
|
||||
WriteF32ToByteBuf(buf, &bytesWritten, float32(valField.Float()))
|
||||
}
|
||||
}
|
||||
|
||||
case DataTypeInt32:
|
||||
|
||||
typeMatches = elementType.Name() == "int32"
|
||||
if typeMatches {
|
||||
|
||||
if isArray {
|
||||
Write32BitIntegerSliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]int32))
|
||||
} else {
|
||||
Write32BitIntegerToByteBuf(buf, &bytesWritten, uint32(valField.Int()))
|
||||
}
|
||||
}
|
||||
|
||||
case DataTypeVec2:
|
||||
|
||||
typeMatches = elementType.Name() == "Vec2"
|
||||
|
||||
if typeMatches {
|
||||
|
||||
if isArray {
|
||||
WriteVec2SliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]gglm.Vec2))
|
||||
} else {
|
||||
v2 := valField.Interface().(gglm.Vec2)
|
||||
WriteF32SliceToByteBuf(buf, &bytesWritten, v2.Data[:])
|
||||
}
|
||||
}
|
||||
|
||||
case DataTypeVec3:
|
||||
|
||||
typeMatches = elementType.Name() == "Vec3"
|
||||
|
||||
if typeMatches {
|
||||
|
||||
if isArray {
|
||||
WriteVec3SliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]gglm.Vec3))
|
||||
} else {
|
||||
v3 := valField.Interface().(gglm.Vec3)
|
||||
WriteF32SliceToByteBuf(buf, &bytesWritten, v3.Data[:])
|
||||
}
|
||||
}
|
||||
|
||||
case DataTypeVec4:
|
||||
|
||||
typeMatches = elementType.Name() == "Vec4"
|
||||
|
||||
if typeMatches {
|
||||
|
||||
if isArray {
|
||||
WriteVec4SliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]gglm.Vec4))
|
||||
} else {
|
||||
v3 := valField.Interface().(gglm.Vec4)
|
||||
WriteF32SliceToByteBuf(buf, &bytesWritten, v3.Data[:])
|
||||
}
|
||||
}
|
||||
|
||||
case DataTypeMat2:
|
||||
|
||||
typeMatches = elementType.Name() == "Mat2"
|
||||
|
||||
if typeMatches {
|
||||
|
||||
if isArray {
|
||||
m2Arr := valField.Interface().([]gglm.Mat2)
|
||||
WriteMat2SliceToByteBufWithAlignment(buf, &bytesWritten, 16*2, m2Arr)
|
||||
} else {
|
||||
m := valField.Interface().(gglm.Mat2)
|
||||
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[0][:])
|
||||
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[1][:])
|
||||
}
|
||||
}
|
||||
|
||||
case DataTypeMat3:
|
||||
|
||||
typeMatches = elementType.Name() == "Mat3"
|
||||
|
||||
if typeMatches {
|
||||
|
||||
if isArray {
|
||||
m3Arr := valField.Interface().([]gglm.Mat3)
|
||||
WriteMat3SliceToByteBufWithAlignment(buf, &bytesWritten, 16*3, m3Arr)
|
||||
} else {
|
||||
m := valField.Interface().(gglm.Mat3)
|
||||
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[0][:])
|
||||
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[1][:])
|
||||
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[2][:])
|
||||
}
|
||||
}
|
||||
|
||||
case DataTypeMat4:
|
||||
|
||||
typeMatches = elementType.Name() == "Mat4"
|
||||
|
||||
if typeMatches {
|
||||
|
||||
if isArray {
|
||||
m4Arr := valField.Interface().([]gglm.Mat4)
|
||||
WriteMat4SliceToByteBufWithAlignment(buf, &bytesWritten, 16*4, m4Arr)
|
||||
} else {
|
||||
m := valField.Interface().(gglm.Mat4)
|
||||
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[0][:])
|
||||
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[1][:])
|
||||
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[2][:])
|
||||
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[3][:])
|
||||
}
|
||||
}
|
||||
|
||||
case DataTypeStruct:
|
||||
|
||||
typeMatches = kind == reflect.Struct
|
||||
|
||||
if typeMatches {
|
||||
|
||||
if isArray {
|
||||
|
||||
offset := 0
|
||||
arrSize := valField.Len()
|
||||
fieldsToUse := fields[fieldIndex+1:]
|
||||
for i := 0; i < arrSize; i++ {
|
||||
|
||||
setStructBytesWritten, setStructFieldsConsumed := setStruct(fieldsToUse, buf, valField.Index(i).Interface(), elementType.NumField(), true, offset*i)
|
||||
|
||||
if offset == 0 {
|
||||
offset = setStructBytesWritten
|
||||
padTo16Boundary(&offset)
|
||||
|
||||
bytesWritten += offset * arrSize
|
||||
|
||||
// Tracking consumed fields is needed because if we have a struct inside another struct
|
||||
// elementType.NumField() will only give us the fields consumed by the first struct,
|
||||
// but we need to count all fields of all nested structs inside this one
|
||||
fieldIndex += setStructFieldsConsumed
|
||||
fieldsConsumed += setStructFieldsConsumed
|
||||
}
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
setStructBytesWritten, setStructFieldsConsumed := setStruct(fields[fieldIndex+1:], buf, valField.Interface(), valField.NumField(), true, writeOffset)
|
||||
|
||||
bytesWritten += setStructBytesWritten
|
||||
fieldIndex += setStructFieldsConsumed
|
||||
fieldsConsumed += setStructFieldsConsumed
|
||||
}
|
||||
}
|
||||
|
||||
default:
|
||||
assert.T(false, "Unknown uniform buffer data type passed. DataType '%d'", ubField.Type)
|
||||
}
|
||||
|
||||
if !typeMatches {
|
||||
logging.ErrLog.Panicf("Struct field ordering and types must match uniform buffer fields, but at field index %d got UniformBufferField=%v but a struct field of type %s\n", fieldIndex, ubField, valField.String())
|
||||
}
|
||||
}
|
||||
|
||||
if bytesWritten == 0 {
|
||||
return 0, fieldsConsumed
|
||||
}
|
||||
|
||||
if !onlyBufWrite {
|
||||
gl.BufferSubData(gl.UNIFORM_BUFFER, 0, bytesWritten, gl.Ptr(&buf[0]))
|
||||
}
|
||||
|
||||
return bytesWritten - int(fields[0].AlignedOffset) - writeOffset, fieldsConsumed
|
||||
}
|
||||
|
||||
func Write32BitIntegerToByteBuf[T uint32 | int32](buf []byte, startIndex *int, val T) {
|
||||
|
||||
assert.T(*startIndex+4 <= len(buf), "failed to write uint32/int32 to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d", *startIndex, len(buf))
|
||||
|
||||
buf[*startIndex] = byte(val)
|
||||
buf[*startIndex+1] = byte(val >> 8)
|
||||
buf[*startIndex+2] = byte(val >> 16)
|
||||
buf[*startIndex+3] = byte(val >> 24)
|
||||
|
||||
*startIndex += 4
|
||||
}
|
||||
|
||||
func Write32BitIntegerSliceToByteBufWithAlignment[T uint32 | int32](buf []byte, startIndex *int, alignmentPerField int, vals []T) {
|
||||
|
||||
assert.T(*startIndex+len(vals)*alignmentPerField <= len(buf), "failed to write uint32/int32 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerField, *startIndex, len(buf), len(vals)*alignmentPerField)
|
||||
|
||||
for i := 0; i < len(vals); i++ {
|
||||
|
||||
val := vals[i]
|
||||
|
||||
buf[*startIndex] = byte(val)
|
||||
buf[*startIndex+1] = byte(val >> 8)
|
||||
buf[*startIndex+2] = byte(val >> 16)
|
||||
buf[*startIndex+3] = byte(val >> 24)
|
||||
|
||||
*startIndex += alignmentPerField
|
||||
}
|
||||
}
|
||||
|
||||
func WriteF32ToByteBuf(buf []byte, startIndex *int, val float32) {
|
||||
|
||||
assert.T(*startIndex+4 <= len(buf), "failed to write float32 to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d", *startIndex, len(buf))
|
||||
|
||||
bits := math.Float32bits(val)
|
||||
|
||||
buf[*startIndex] = byte(bits)
|
||||
buf[*startIndex+1] = byte(bits >> 8)
|
||||
buf[*startIndex+2] = byte(bits >> 16)
|
||||
buf[*startIndex+3] = byte(bits >> 24)
|
||||
|
||||
*startIndex += 4
|
||||
}
|
||||
|
||||
func WriteF32SliceToByteBuf(buf []byte, startIndex *int, vals []float32) {
|
||||
|
||||
assert.T(*startIndex+len(vals)*4 <= len(buf), "failed to write slice of float32 to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", *startIndex, len(buf), len(vals)*4)
|
||||
|
||||
for i := 0; i < len(vals); i++ {
|
||||
|
||||
bits := math.Float32bits(vals[i])
|
||||
|
||||
buf[*startIndex] = byte(bits)
|
||||
buf[*startIndex+1] = byte(bits >> 8)
|
||||
buf[*startIndex+2] = byte(bits >> 16)
|
||||
buf[*startIndex+3] = byte(bits >> 24)
|
||||
|
||||
*startIndex += 4
|
||||
}
|
||||
}
|
||||
|
||||
func WriteF32SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerField int, vals []float32) {
|
||||
|
||||
assert.T(*startIndex+len(vals)*alignmentPerField <= len(buf), "failed to write slice of float32 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerField, *startIndex, len(buf), len(vals)*alignmentPerField)
|
||||
|
||||
for i := 0; i < len(vals); i++ {
|
||||
|
||||
bits := math.Float32bits(vals[i])
|
||||
|
||||
buf[*startIndex] = byte(bits)
|
||||
buf[*startIndex+1] = byte(bits >> 8)
|
||||
buf[*startIndex+2] = byte(bits >> 16)
|
||||
buf[*startIndex+3] = byte(bits >> 24)
|
||||
|
||||
*startIndex += alignmentPerField
|
||||
}
|
||||
}
|
||||
|
||||
func WriteVec2SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerVector int, vals []gglm.Vec2) {
|
||||
|
||||
assert.T(*startIndex+len(vals)*alignmentPerVector <= len(buf), "failed to write slice of gglm.Vec2 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerVector, *startIndex, len(buf), len(vals)*alignmentPerVector)
|
||||
|
||||
for i := 0; i < len(vals); i++ {
|
||||
|
||||
bitsX := math.Float32bits(vals[i].X())
|
||||
bitsY := math.Float32bits(vals[i].Y())
|
||||
|
||||
buf[*startIndex] = byte(bitsX)
|
||||
buf[*startIndex+1] = byte(bitsX >> 8)
|
||||
buf[*startIndex+2] = byte(bitsX >> 16)
|
||||
buf[*startIndex+3] = byte(bitsX >> 24)
|
||||
|
||||
buf[*startIndex+4] = byte(bitsY)
|
||||
buf[*startIndex+5] = byte(bitsY >> 8)
|
||||
buf[*startIndex+6] = byte(bitsY >> 16)
|
||||
buf[*startIndex+7] = byte(bitsY >> 24)
|
||||
|
||||
*startIndex += alignmentPerVector
|
||||
}
|
||||
}
|
||||
|
||||
func WriteVec3SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerVector int, vals []gglm.Vec3) {
|
||||
|
||||
assert.T(*startIndex+len(vals)*alignmentPerVector <= len(buf), "failed to write slice of gglm.Vec3 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerVector, *startIndex, len(buf), len(vals)*alignmentPerVector)
|
||||
|
||||
for i := 0; i < len(vals); i++ {
|
||||
|
||||
bitsX := math.Float32bits(vals[i].X())
|
||||
bitsY := math.Float32bits(vals[i].Y())
|
||||
bitsZ := math.Float32bits(vals[i].Z())
|
||||
|
||||
buf[*startIndex] = byte(bitsX)
|
||||
buf[*startIndex+1] = byte(bitsX >> 8)
|
||||
buf[*startIndex+2] = byte(bitsX >> 16)
|
||||
buf[*startIndex+3] = byte(bitsX >> 24)
|
||||
|
||||
buf[*startIndex+4] = byte(bitsY)
|
||||
buf[*startIndex+5] = byte(bitsY >> 8)
|
||||
buf[*startIndex+6] = byte(bitsY >> 16)
|
||||
buf[*startIndex+7] = byte(bitsY >> 24)
|
||||
|
||||
buf[*startIndex+8] = byte(bitsZ)
|
||||
buf[*startIndex+9] = byte(bitsZ >> 8)
|
||||
buf[*startIndex+10] = byte(bitsZ >> 16)
|
||||
buf[*startIndex+11] = byte(bitsZ >> 24)
|
||||
|
||||
*startIndex += alignmentPerVector
|
||||
}
|
||||
}
|
||||
|
||||
func WriteVec4SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerVector int, vals []gglm.Vec4) {
|
||||
|
||||
assert.T(*startIndex+len(vals)*alignmentPerVector <= len(buf), "failed to write slice of gglm.Vec4 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerVector, *startIndex, len(buf), len(vals)*alignmentPerVector)
|
||||
|
||||
for i := 0; i < len(vals); i++ {
|
||||
|
||||
bitsX := math.Float32bits(vals[i].X())
|
||||
bitsY := math.Float32bits(vals[i].Y())
|
||||
bitsZ := math.Float32bits(vals[i].Z())
|
||||
bitsW := math.Float32bits(vals[i].W())
|
||||
|
||||
buf[*startIndex] = byte(bitsX)
|
||||
buf[*startIndex+1] = byte(bitsX >> 8)
|
||||
buf[*startIndex+2] = byte(bitsX >> 16)
|
||||
buf[*startIndex+3] = byte(bitsX >> 24)
|
||||
|
||||
buf[*startIndex+4] = byte(bitsY)
|
||||
buf[*startIndex+5] = byte(bitsY >> 8)
|
||||
buf[*startIndex+6] = byte(bitsY >> 16)
|
||||
buf[*startIndex+7] = byte(bitsY >> 24)
|
||||
|
||||
buf[*startIndex+8] = byte(bitsZ)
|
||||
buf[*startIndex+9] = byte(bitsZ >> 8)
|
||||
buf[*startIndex+10] = byte(bitsZ >> 16)
|
||||
buf[*startIndex+11] = byte(bitsZ >> 24)
|
||||
|
||||
buf[*startIndex+12] = byte(bitsW)
|
||||
buf[*startIndex+13] = byte(bitsW >> 8)
|
||||
buf[*startIndex+14] = byte(bitsW >> 16)
|
||||
buf[*startIndex+15] = byte(bitsW >> 24)
|
||||
|
||||
*startIndex += alignmentPerVector
|
||||
}
|
||||
}
|
||||
|
||||
func WriteMat2SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerMatrix int, vals []gglm.Mat2) {
|
||||
|
||||
assert.T(*startIndex+len(vals)*alignmentPerMatrix <= len(buf), "failed to write slice of gglm.Mat2 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerMatrix, *startIndex, len(buf), len(vals)*alignmentPerMatrix)
|
||||
|
||||
for i := 0; i < len(vals); i++ {
|
||||
|
||||
m := &vals[i]
|
||||
|
||||
WriteVec2SliceToByteBufWithAlignment(
|
||||
buf,
|
||||
startIndex,
|
||||
16,
|
||||
[]gglm.Vec2{
|
||||
{Data: m.Data[0]},
|
||||
{Data: m.Data[1]},
|
||||
},
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
func WriteMat3SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerMatrix int, vals []gglm.Mat3) {
|
||||
|
||||
assert.T(*startIndex+len(vals)*alignmentPerMatrix <= len(buf), "failed to write slice of gglm.Mat3 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerMatrix, *startIndex, len(buf), len(vals)*alignmentPerMatrix)
|
||||
|
||||
for i := 0; i < len(vals); i++ {
|
||||
|
||||
m := &vals[i]
|
||||
|
||||
WriteVec3SliceToByteBufWithAlignment(
|
||||
buf,
|
||||
startIndex,
|
||||
16,
|
||||
[]gglm.Vec3{
|
||||
{Data: m.Data[0]},
|
||||
{Data: m.Data[1]},
|
||||
{Data: m.Data[2]},
|
||||
},
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
func WriteMat4SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerMatrix int, vals []gglm.Mat4) {
|
||||
|
||||
assert.T(*startIndex+len(vals)*alignmentPerMatrix <= len(buf), "failed to write slice of gglm.Mat2 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerMatrix, *startIndex, len(buf), len(vals)*alignmentPerMatrix)
|
||||
|
||||
for i := 0; i < len(vals); i++ {
|
||||
|
||||
m := &vals[i]
|
||||
|
||||
WriteVec4SliceToByteBufWithAlignment(
|
||||
buf,
|
||||
startIndex,
|
||||
16,
|
||||
[]gglm.Vec4{
|
||||
{Data: m.Data[0]},
|
||||
{Data: m.Data[1]},
|
||||
{Data: m.Data[2]},
|
||||
{Data: m.Data[3]},
|
||||
},
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
func ReflectValueMatchesUniformBufferField(v reflect.Value, ubField *UniformBufferField) bool {
|
||||
|
||||
if v.Kind() == reflect.Pointer {
|
||||
v = v.Elem()
|
||||
}
|
||||
|
||||
switch ubField.Type {
|
||||
|
||||
case DataTypeUint32:
|
||||
t := v.Type()
|
||||
return t.Name() == "uint32"
|
||||
case DataTypeFloat32:
|
||||
t := v.Type()
|
||||
return t.Name() == "float32"
|
||||
case DataTypeInt32:
|
||||
t := v.Type()
|
||||
return t.Name() == "int32"
|
||||
case DataTypeVec2:
|
||||
_, ok := v.Interface().(gglm.Vec2)
|
||||
return ok
|
||||
case DataTypeVec3:
|
||||
_, ok := v.Interface().(gglm.Vec3)
|
||||
return ok
|
||||
case DataTypeVec4:
|
||||
_, ok := v.Interface().(gglm.Vec4)
|
||||
return ok
|
||||
case DataTypeMat2:
|
||||
_, ok := v.Interface().(gglm.Mat2)
|
||||
return ok
|
||||
case DataTypeMat3:
|
||||
_, ok := v.Interface().(gglm.Mat3)
|
||||
return ok
|
||||
case DataTypeMat4:
|
||||
_, ok := v.Interface().(gglm.Mat4)
|
||||
return ok
|
||||
|
||||
default:
|
||||
assert.T(false, "Unknown uniform buffer data type passed. DataType '%d'", ubField.Type)
|
||||
return false
|
||||
}
|
||||
}
|
||||
|
||||
func NewUniformBuffer(fields []UniformBufferFieldInput, usage BufUsage) UniformBuffer {
|
||||
|
||||
ub := UniformBuffer{}
|
||||
|
||||
ub.Size = addUniformBufferFieldsToArray(0, &ub.Fields, fields)
|
||||
|
||||
gl.GenBuffers(1, &ub.Id)
|
||||
if ub.Id == 0 {
|
||||
logging.ErrLog.Panicln("Failed to create OpenGL buffer for a uniform buffer")
|
||||
}
|
||||
|
||||
ub.Bind()
|
||||
gl.BufferData(gl.UNIFORM_BUFFER, int(ub.Size), gl.Ptr(nil), usage.ToGL())
|
||||
ub.UnBind()
|
||||
|
||||
return ub
|
||||
}
|
||||
@ -55,7 +55,7 @@ func NewVertexBuffer(layout ...Element) VertexBuffer {
|
||||
|
||||
gl.GenBuffers(1, &vb.Id)
|
||||
if vb.Id == 0 {
|
||||
logging.ErrLog.Println("Failed to create OpenGL buffer")
|
||||
logging.ErrLog.Panicln("Failed to create OpenGL buffer")
|
||||
}
|
||||
|
||||
vb.SetLayout(layout...)
|
||||
|
||||
@ -107,9 +107,9 @@ func (w *Window) handleInputs() {
|
||||
}
|
||||
|
||||
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
imIo.SetMouseButtonDown(imgui.MouseButtonLeft, isSdlButtonLeftDown)
|
||||
imIo.SetMouseButtonDown(imgui.MouseButtonRight, isSdlButtonRightDown)
|
||||
imIo.SetMouseButtonDown(imgui.MouseButtonMiddle, isSdlButtonMiddleDown)
|
||||
imIo.SetMouseButtonDown(int(imgui.MouseButtonLeft), isSdlButtonLeftDown)
|
||||
imIo.SetMouseButtonDown(int(imgui.MouseButtonRight), isSdlButtonRightDown)
|
||||
imIo.SetMouseButtonDown(int(imgui.MouseButtonMiddle), isSdlButtonMiddleDown)
|
||||
}
|
||||
|
||||
func (w *Window) handleWindowResize() {
|
||||
|
||||
@ -41,7 +41,6 @@ func Run(g Game, w *Window, rend renderer.Render, ui nmageimgui.ImguiInfo) {
|
||||
|
||||
for isRunning {
|
||||
|
||||
//PERF: Cache these
|
||||
width, height = w.SDLWin.GetSize()
|
||||
fbWidth, fbHeight = w.SDLWin.GLGetDrawableSize()
|
||||
|
||||
|
||||
11
go.mod
11
go.mod
@ -1,6 +1,6 @@
|
||||
module github.com/bloeys/nmage
|
||||
|
||||
go 1.22
|
||||
go 1.23
|
||||
|
||||
require github.com/veandco/go-sdl2 v0.4.35
|
||||
|
||||
@ -8,12 +8,15 @@ require github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6
|
||||
|
||||
require (
|
||||
github.com/bloeys/assimp-go v0.4.4
|
||||
github.com/bloeys/gglm v0.49.0
|
||||
github.com/bloeys/gglm v0.50.0
|
||||
)
|
||||
|
||||
require (
|
||||
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2
|
||||
github.com/AllenDang/cimgui-go v0.0.0-20240912193335-545751598105
|
||||
github.com/mandykoh/prism v0.35.1
|
||||
)
|
||||
|
||||
require github.com/mandykoh/go-parallel v0.1.0 // indirect
|
||||
require (
|
||||
github.com/mandykoh/go-parallel v0.1.0 // indirect
|
||||
golang.org/x/exp v0.0.0-20240506185415-9bf2ced13842 // indirect
|
||||
)
|
||||
|
||||
8
go.sum
8
go.sum
@ -1,9 +1,11 @@
|
||||
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2 h1:3HA/5qD8Rimxz/y1sLyVaM7ws1dzjXzMt4hOBiwHggo=
|
||||
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2/go.mod h1:iNfbIyOBN8k3XScMxULbrwYbPsXEAUD0Jb6UwrspQb8=
|
||||
github.com/AllenDang/cimgui-go v0.0.0-20240912193335-545751598105 h1:bhXqv2EG5YCLdgkLSFCpqeVz4cCoNbi4RDFrHrwxQ1o=
|
||||
github.com/AllenDang/cimgui-go v0.0.0-20240912193335-545751598105/go.mod h1:CYfBRenCaNtSvKVzChYh6gswUSo6c5IUcYeV6eCCRw0=
|
||||
github.com/bloeys/assimp-go v0.4.4 h1:Yn5e/RpE0Oes0YMBy8O7KkwAO4R/RpgrZPJCt08dVIU=
|
||||
github.com/bloeys/assimp-go v0.4.4/go.mod h1:my3yRxT7CfOztmvi+0svmwbaqw0KFrxaHxncoyaEIP0=
|
||||
github.com/bloeys/gglm v0.49.0 h1:YtbyHpszYhjnxw7KVV0LaCdBktRMqfGx/i37EMomxsE=
|
||||
github.com/bloeys/gglm v0.49.0/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
|
||||
github.com/bloeys/gglm v0.50.0 h1:DlGLp9z8KMNx+hNR6PjnPmC0HjDRC19QwAKL1iwhOxs=
|
||||
github.com/bloeys/gglm v0.50.0/go.mod h1:5s2U/NiOrtJyrSup1j8wK+QOBmGIO03ub0LHMvuNSK8=
|
||||
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6 h1:zDw5v7qm4yH7N8C8uWd+8Ii9rROdgWxQuGoJ9WDXxfk=
|
||||
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6/go.mod h1:9YTyiznxEY1fVinfM7RvRcjRHbw2xLBJ3AAGIT0I4Nw=
|
||||
github.com/mandykoh/go-parallel v0.1.0 h1:7vJMNMC4dsbgZdkAb2A8tV5ENY1v7VxIO1wzQWZoT8k=
|
||||
@ -15,6 +17,8 @@ github.com/veandco/go-sdl2 v0.4.35/go.mod h1:OROqMhHD43nT4/i9crJukyVecjPNYYuCofe
|
||||
github.com/yuin/goldmark v1.4.13/go.mod h1:6yULJ656Px+3vBD8DxQVa3kxgyrAnzto9xy5taEt/CY=
|
||||
golang.org/x/crypto v0.0.0-20190308221718-c2843e01d9a2/go.mod h1:djNgcEr1/C05ACkg1iLfiJU5Ep61QUkGW8qpdssI0+w=
|
||||
golang.org/x/crypto v0.0.0-20210921155107-089bfa567519/go.mod h1:GvvjBRRGRdwPK5ydBHafDWAxML/pGHZbMvKqRZ5+Abc=
|
||||
golang.org/x/exp v0.0.0-20240506185415-9bf2ced13842 h1:vr/HnozRka3pE4EsMEg1lgkXJkTFJCVUX+S/ZT6wYzM=
|
||||
golang.org/x/exp v0.0.0-20240506185415-9bf2ced13842/go.mod h1:XtvwrStGgqGPLc4cjQfWqZHG1YFdYs6swckp8vpsjnc=
|
||||
golang.org/x/image v0.5.0 h1:5JMiNunQeQw++mMOz48/ISeNu3Iweh/JaZU8ZLqHRrI=
|
||||
golang.org/x/image v0.5.0/go.mod h1:FVC7BI/5Ym8R25iw5OLsgshdUBbT1h5jZTpA+mvAdZ4=
|
||||
golang.org/x/mod v0.6.0-dev.0.20220419223038-86c51ed26bb4/go.mod h1:jJ57K6gSWd91VN4djpZkiMVwK6gcyfeH4XE8wZrZaV4=
|
||||
|
||||
553
main.go
553
main.go
@ -38,16 +38,16 @@ import (
|
||||
- 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
|
||||
- Cascaded shadow mapping
|
||||
- Fix bad point light acne ✅
|
||||
- UBO support ✅
|
||||
- Skeletal animations
|
||||
- (?) Cascaded shadow mapping
|
||||
- In some cases we DO want input even when captured by UI. We need two systems within input package, one filtered and one not✅
|
||||
- (?) Support OpenGL 4.1 and 4.6, and default to 4.6
|
||||
- Proper model loading (i.e. load model by reading all its meshes, textures, and so on together)
|
||||
- Renderer batching
|
||||
- Scene graph
|
||||
- Separate engine loop from rendering loop? or leave it to the user?
|
||||
- Abstract keys enum away from sdl?
|
||||
- (?) Separate engine loop from rendering loop
|
||||
- Frustum culling
|
||||
- Proper Asset loading system
|
||||
- Material system editor with fields automatically extracted from the shader
|
||||
@ -60,10 +60,16 @@ type DirLight struct {
|
||||
}
|
||||
|
||||
var (
|
||||
renderDirLightShadows = true
|
||||
renderPointLightShadows = true
|
||||
renderSpotLightShadows = true
|
||||
|
||||
dirLightSize float32 = 30
|
||||
dirLightNear float32 = 0.1
|
||||
dirLightFar float32 = 30
|
||||
dirLightPos = gglm.NewVec3(0, 10, 0)
|
||||
|
||||
pointLightRadiusToFarPlaneRatio float32 = 1.25
|
||||
)
|
||||
|
||||
func (d *DirLight) GetProjViewMat() gglm.Mat4 {
|
||||
@ -82,19 +88,34 @@ func (d *DirLight) GetProjViewMat() gglm.Mat4 {
|
||||
return *projMat.Mul(&viewMat)
|
||||
}
|
||||
|
||||
// Check https://wiki.ogre3d.org/tiki-index.php?page=-Point+Light+Attenuation for values
|
||||
// Based on: https://lisyarus.github.io/blog/posts/point-light-attenuation.html
|
||||
type PointLight struct {
|
||||
Pos gglm.Vec3
|
||||
DiffuseColor gglm.Vec3
|
||||
SpecularColor gglm.Vec3
|
||||
|
||||
// @TODO
|
||||
Radius float32
|
||||
Radius float32
|
||||
Falloff float32
|
||||
|
||||
Constant float32
|
||||
Linear float32
|
||||
Quadratic float32
|
||||
// MaxBias is the max shadow bias applied for this light.
|
||||
// A usual value is 0.05
|
||||
MaxBias float32
|
||||
|
||||
// NearPlane is the distance where if the pixel
|
||||
// is closer to the light than this distance, no shadow will be casted.
|
||||
//
|
||||
// This helps not produce shadows from within objects.
|
||||
// Same idea a camera near plane.
|
||||
NearPlane float32
|
||||
|
||||
// Far plane is the max distance at which shadows from this
|
||||
// light will show.
|
||||
//
|
||||
// This should be a bit bigger than the radius, as an object
|
||||
// at the edge of the radius should still cast a shadow, and
|
||||
// so this shadow will be further than the radius.
|
||||
//
|
||||
// Something like 'FarPlane=Radius*1.25' might work.
|
||||
FarPlane float32
|
||||
}
|
||||
|
||||
@ -186,21 +207,71 @@ func (s *SpotLight) OuterCutoffCos() float32 {
|
||||
return gglm.Cos32(s.OuterCutoffRad)
|
||||
}
|
||||
|
||||
type GlobalMatricesUboData struct {
|
||||
CamPos gglm.Vec3
|
||||
ProjViewMat gglm.Mat4
|
||||
}
|
||||
|
||||
type DirLightUboData struct {
|
||||
Dir gglm.Vec3
|
||||
DiffuseColor gglm.Vec3
|
||||
SpecularColor gglm.Vec3
|
||||
}
|
||||
|
||||
type PointLightUboData struct {
|
||||
Pos gglm.Vec3
|
||||
DiffuseColor gglm.Vec3
|
||||
SpecularColor gglm.Vec3
|
||||
Radius float32
|
||||
Falloff float32
|
||||
MaxBias float32
|
||||
NearPlane float32
|
||||
FarPlane float32
|
||||
}
|
||||
|
||||
type SpotLightUboData struct {
|
||||
Pos gglm.Vec3
|
||||
Dir gglm.Vec3
|
||||
DiffuseColor gglm.Vec3
|
||||
SpecularColor gglm.Vec3
|
||||
InnerCutoff float32
|
||||
OuterCutoff float32
|
||||
}
|
||||
|
||||
type LightsUboData struct {
|
||||
DirLight DirLightUboData
|
||||
PointLights [POINT_LIGHT_COUNT]PointLightUboData
|
||||
SpotLights [SPOT_LIGHT_COUNT]SpotLightUboData
|
||||
AmbientColor gglm.Vec3
|
||||
}
|
||||
|
||||
const (
|
||||
camSpeed = 15
|
||||
mouseSensitivity = 0.5
|
||||
|
||||
unscaledWindowWidth = 1280
|
||||
unscaledWindowHeight = 720
|
||||
// These must match the shader values
|
||||
POINT_LIGHT_COUNT = 8
|
||||
SPOT_LIGHT_COUNT = 4
|
||||
|
||||
PROFILE_CPU = true
|
||||
UNSCALED_WINDOW_WIDTH = 1280
|
||||
UNSCALED_WINDOW_HEIGHT = 720
|
||||
|
||||
frameTimesMsSamples = 10000
|
||||
PROFILE_CPU = false
|
||||
PROFILE_MEM = false
|
||||
|
||||
FRAME_TIME_MS_SAMPLES = 10000
|
||||
)
|
||||
|
||||
var (
|
||||
globalMatricesUboData GlobalMatricesUboData
|
||||
globalMatricesUbo buffers.UniformBuffer
|
||||
|
||||
lightsUboData LightsUboData
|
||||
lightsUbo buffers.UniformBuffer
|
||||
|
||||
frameTimesMsIndex int = 0
|
||||
frameTimesMs []float32 = make([]float32, 0, frameTimesMsSamples)
|
||||
frameTimesMs []float32 = make([]float32, 0, FRAME_TIME_MS_SAMPLES)
|
||||
|
||||
camMoveSpeed float32 = 15
|
||||
camRotSpeed float32 = 0.5
|
||||
|
||||
window engine.Window
|
||||
|
||||
@ -263,58 +334,48 @@ var (
|
||||
dpiScaling float32
|
||||
|
||||
// Light settings
|
||||
ambientColor = gglm.NewVec3(0, 0, 0)
|
||||
|
||||
dirLightDir = gglm.NewVec3(0, -0.5, -0.8)
|
||||
// Lights
|
||||
dirLight = DirLight{
|
||||
Dir: *dirLightDir.Normalize(),
|
||||
DiffuseColor: gglm.NewVec3(1, 1, 1),
|
||||
DiffuseColor: gglm.NewVec3(63.0/255, 63.0/255, 63.0/255),
|
||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||
}
|
||||
pointLights = [...]PointLight{
|
||||
pointLights = [POINT_LIGHT_COUNT]PointLight{
|
||||
{
|
||||
Pos: gglm.NewVec3(0, 2, -2),
|
||||
Pos: gglm.NewVec3(0, 4, -3),
|
||||
DiffuseColor: gglm.NewVec3(1, 0, 0),
|
||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||
// These values are for 50m range
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
|
||||
FarPlane: 25,
|
||||
},
|
||||
{
|
||||
Pos: gglm.NewVec3(0, -5, 0),
|
||||
DiffuseColor: gglm.NewVec3(0, 1, 0),
|
||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||
Constant: 1.0,
|
||||
Linear: 0.09,
|
||||
Quadratic: 0.032,
|
||||
FarPlane: 25,
|
||||
Radius: 10,
|
||||
Falloff: 1.0,
|
||||
MaxBias: 0.05,
|
||||
NearPlane: 0.2,
|
||||
FarPlane: 20 * pointLightRadiusToFarPlaneRatio,
|
||||
},
|
||||
{
|
||||
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,
|
||||
Radius: 10,
|
||||
Falloff: 1.0,
|
||||
MaxBias: 0.05,
|
||||
NearPlane: 0.2,
|
||||
FarPlane: 20 * pointLightRadiusToFarPlaneRatio,
|
||||
},
|
||||
{
|
||||
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,
|
||||
Radius: 10,
|
||||
Falloff: 1.0,
|
||||
MaxBias: 0.05,
|
||||
NearPlane: 0.2,
|
||||
FarPlane: 20 * pointLightRadiusToFarPlaneRatio,
|
||||
},
|
||||
}
|
||||
|
||||
spotLightDir0 = gglm.NewVec3(1.5, -0.9, 0)
|
||||
spotLights = [...]SpotLight{
|
||||
spotLights = [SPOT_LIGHT_COUNT]SpotLight{
|
||||
{
|
||||
Pos: gglm.NewVec3(-4, 7, 5),
|
||||
Dir: *spotLightDir0.Normalize(),
|
||||
@ -347,8 +408,8 @@ func main() {
|
||||
}
|
||||
|
||||
//Create window
|
||||
dpiScaling = getDpiScaling(unscaledWindowWidth, unscaledWindowHeight)
|
||||
window, err = engine.CreateOpenGLWindowCentered("nMage", int32(unscaledWindowWidth*dpiScaling), int32(unscaledWindowHeight*dpiScaling), engine.WindowFlags_RESIZABLE)
|
||||
dpiScaling = getDpiScaling(UNSCALED_WINDOW_WIDTH, UNSCALED_WINDOW_HEIGHT)
|
||||
window, err = engine.CreateOpenGLWindowCentered("nMage", int32(UNSCALED_WINDOW_WIDTH*dpiScaling), int32(UNSCALED_WINDOW_HEIGHT*dpiScaling), engine.WindowFlags_RESIZABLE)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
|
||||
}
|
||||
@ -360,8 +421,8 @@ func main() {
|
||||
|
||||
game := &Game{
|
||||
Win: &window,
|
||||
WinWidth: int32(unscaledWindowWidth * dpiScaling),
|
||||
WinHeight: int32(unscaledWindowHeight * dpiScaling),
|
||||
WinWidth: int32(UNSCALED_WINDOW_WIDTH * dpiScaling),
|
||||
WinHeight: int32(UNSCALED_WINDOW_HEIGHT * dpiScaling),
|
||||
Rend: rend3dgl.NewRend3DGL(),
|
||||
ImGUIInfo: nmageimgui.NewImGui("./res/shaders/imgui.glsl"),
|
||||
}
|
||||
@ -383,6 +444,9 @@ func main() {
|
||||
|
||||
if PROFILE_CPU {
|
||||
pprof.StopCPUProfile()
|
||||
}
|
||||
|
||||
if PROFILE_MEM {
|
||||
|
||||
heapProfile, err := os.Create("heap.pprof")
|
||||
if err == nil {
|
||||
@ -408,9 +472,10 @@ func (g *Game) handleWindowEvents(e sdl.Event) {
|
||||
|
||||
g.WinWidth = e.Data1
|
||||
g.WinHeight = e.Data2
|
||||
cam.AspectRatio = float32(g.WinWidth) / float32(g.WinHeight)
|
||||
|
||||
cam.AspectRatio = float32(g.WinWidth) / float32(g.WinHeight)
|
||||
cam.Update()
|
||||
|
||||
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
||||
}
|
||||
}
|
||||
@ -457,7 +522,7 @@ func (g *Game) Init() {
|
||||
// Camera
|
||||
winWidth, winHeight := g.Win.SDLWin.GetSize()
|
||||
|
||||
camPos := gglm.NewVec3(0, 0, 10)
|
||||
camPos := gglm.NewVec3(0, 10, 20)
|
||||
camForward := gglm.NewVec3(0, 0, -1)
|
||||
camWorldUp := gglm.NewVec3(0, 1, 0)
|
||||
cam = camera.NewPerspective(
|
||||
@ -548,12 +613,8 @@ func (g *Game) Init() {
|
||||
whiteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
||||
whiteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||
whiteMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
||||
whiteMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
||||
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
whiteMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
|
||||
whiteMat.SetUnifInt32("dirLightShadowMap", int32(materials.TextureSlot_ShadowMap1))
|
||||
whiteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
||||
whiteMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
||||
|
||||
@ -566,12 +627,8 @@ func (g *Game) Init() {
|
||||
containerMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
||||
containerMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||
containerMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
||||
containerMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
containerMat.SetUnifFloat32("material.shininess", containerMat.Shininess)
|
||||
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
||||
containerMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
||||
containerMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
|
||||
containerMat.SetUnifInt32("dirLightShadowMap", int32(materials.TextureSlot_ShadowMap1))
|
||||
containerMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
||||
containerMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
||||
|
||||
@ -584,12 +641,8 @@ func (g *Game) Init() {
|
||||
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("dirLightShadowMap", int32(materials.TextureSlot_ShadowMap1))
|
||||
groundMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
||||
groundMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
||||
|
||||
@ -601,12 +654,8 @@ func (g *Game) Init() {
|
||||
palleteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
||||
palleteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||
palleteMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
||||
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))
|
||||
palleteMat.SetUnifInt32("dirLightShadowMap", int32(materials.TextureSlot_ShadowMap1))
|
||||
palleteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
||||
palleteMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
||||
|
||||
@ -639,17 +688,89 @@ func (g *Game) Init() {
|
||||
// We don't actually care about the values here because the quad is hardcoded in the shader,
|
||||
// but we just want to have a vao with 6 vertices and uv0 so opengl can be called properly
|
||||
screenQuadVbo := buffers.NewVertexBuffer(buffers.Element{ElementType: buffers.DataTypeVec3}, buffers.Element{ElementType: buffers.DataTypeVec2})
|
||||
screenQuadVbo.SetData(make([]float32, 6), buffers.BufUsage_Static)
|
||||
screenQuadVbo.SetData(make([]float32, 6), buffers.BufUsage_Static_Draw)
|
||||
screenQuadVao = buffers.NewVertexArray()
|
||||
screenQuadVao.AddVertexBuffer(screenQuadVbo)
|
||||
|
||||
// Fbos and lights
|
||||
g.initFbos()
|
||||
g.updateLights()
|
||||
// Ubos
|
||||
g.initUbos()
|
||||
|
||||
// Initial camera update
|
||||
cam.Update()
|
||||
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
||||
|
||||
lightsUboData.AmbientColor = gglm.NewVec3(20.0/255, 20.0/255, 20.0/255)
|
||||
g.applyLightUpdates()
|
||||
}
|
||||
|
||||
func (g *Game) initUbos() {
|
||||
|
||||
globalMatricesUbo = buffers.NewUniformBuffer(
|
||||
[]buffers.UniformBufferFieldInput{
|
||||
{Id: 0, Type: buffers.DataTypeVec3},
|
||||
{Id: 1, Type: buffers.DataTypeMat4},
|
||||
},
|
||||
buffers.BufUsage_Dynamic_Draw,
|
||||
)
|
||||
|
||||
globalMatricesUbo.SetBindPoint(0)
|
||||
groundMat.SetUniformBlockBindingPoint("GlobalMatrices", 0)
|
||||
whiteMat.SetUniformBlockBindingPoint("GlobalMatrices", 0)
|
||||
containerMat.SetUniformBlockBindingPoint("GlobalMatrices", 0)
|
||||
palleteMat.SetUniformBlockBindingPoint("GlobalMatrices", 0)
|
||||
|
||||
lightsUbo = buffers.NewUniformBuffer(
|
||||
[]buffers.UniformBufferFieldInput{
|
||||
// Dir light
|
||||
{Id: 0, Type: buffers.DataTypeStruct,
|
||||
Subfields: []buffers.UniformBufferFieldInput{
|
||||
{Id: 1, Type: buffers.DataTypeVec3}, // 12 00
|
||||
{Id: 2, Type: buffers.DataTypeVec3}, // 12 16
|
||||
{Id: 3, Type: buffers.DataTypeVec3}, // 12 32
|
||||
},
|
||||
},
|
||||
// Point lights
|
||||
{Id: 5, Type: buffers.DataTypeStruct,
|
||||
Count: POINT_LIGHT_COUNT,
|
||||
Subfields: []buffers.UniformBufferFieldInput{
|
||||
{Id: 6, Type: buffers.DataTypeVec3}, // 12 48
|
||||
{Id: 7, Type: buffers.DataTypeVec3}, // 12 64
|
||||
{Id: 8, Type: buffers.DataTypeVec3}, // 12 80
|
||||
{Id: 9, Type: buffers.DataTypeFloat32}, // 04 92
|
||||
{Id: 10, Type: buffers.DataTypeFloat32}, // 04 96
|
||||
{Id: 11, Type: buffers.DataTypeFloat32}, // 04 100
|
||||
{Id: 12, Type: buffers.DataTypeFloat32}, // 04 104
|
||||
{Id: 13, Type: buffers.DataTypeFloat32}, // 04 108
|
||||
},
|
||||
},
|
||||
// Spot lights
|
||||
{Id: 14, Type: buffers.DataTypeStruct,
|
||||
Count: SPOT_LIGHT_COUNT,
|
||||
Subfields: []buffers.UniformBufferFieldInput{
|
||||
{Id: 15, Type: buffers.DataTypeVec3}, // 12 112
|
||||
{Id: 16, Type: buffers.DataTypeVec3}, // 12 128
|
||||
{Id: 17, Type: buffers.DataTypeVec3}, // 12 144
|
||||
{Id: 18, Type: buffers.DataTypeVec3}, // 12 160
|
||||
{Id: 19, Type: buffers.DataTypeFloat32}, // 04 172
|
||||
{Id: 20, Type: buffers.DataTypeFloat32}, // 04 176
|
||||
},
|
||||
},
|
||||
|
||||
// Ambient
|
||||
{Id: 21, Type: buffers.DataTypeVec3}, // 12 192
|
||||
},
|
||||
buffers.BufUsage_Dynamic_Draw,
|
||||
)
|
||||
|
||||
// fmt.Printf("\n==Lights UBO (id=%d)==\nSize=%d\nFields: %+v\n\n", lightsUbo.Id, lightsUbo.Size, lightsUbo.Fields)
|
||||
|
||||
lightsUbo.SetBindPoint(1)
|
||||
groundMat.SetUniformBlockBindingPoint("Lights", 1)
|
||||
whiteMat.SetUniformBlockBindingPoint("Lights", 1)
|
||||
containerMat.SetUniformBlockBindingPoint("Lights", 1)
|
||||
palleteMat.SetUniformBlockBindingPoint("Lights", 1)
|
||||
}
|
||||
|
||||
func (g *Game) initFbos() {
|
||||
@ -672,7 +793,7 @@ func (g *Game) initFbos() {
|
||||
assert.T(demoFbo.IsComplete(), "Demo fbo is not complete after init")
|
||||
|
||||
// Depth map fbo
|
||||
dirLightDepthMapFbo = buffers.NewFramebuffer(2048, 2048)
|
||||
dirLightDepthMapFbo = buffers.NewFramebuffer(4096, 4096)
|
||||
dirLightDepthMapFbo.SetNoColorBuffer()
|
||||
dirLightDepthMapFbo.NewDepthAttachment(
|
||||
buffers.FramebufferAttachmentType_Texture,
|
||||
@ -682,7 +803,7 @@ func (g *Game) initFbos() {
|
||||
assert.T(dirLightDepthMapFbo.IsComplete(), "Depth map fbo is not complete after init")
|
||||
|
||||
// Point light depth map fbo
|
||||
pointLightDepthMapFbo = buffers.NewFramebuffer(512, 512)
|
||||
pointLightDepthMapFbo = buffers.NewFramebuffer(1024, 1024)
|
||||
pointLightDepthMapFbo.SetNoColorBuffer()
|
||||
pointLightDepthMapFbo.NewDepthCubemapArrayAttachment(
|
||||
buffers.FramebufferAttachmentDataFormat_DepthF32,
|
||||
@ -692,7 +813,7 @@ 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(512, 512)
|
||||
spotLightDepthMapFbo = buffers.NewFramebuffer(1024, 1024)
|
||||
spotLightDepthMapFbo.SetNoColorBuffer()
|
||||
spotLightDepthMapFbo.NewDepthTextureArrayAttachment(
|
||||
buffers.FramebufferAttachmentDataFormat_DepthF32,
|
||||
@ -716,9 +837,12 @@ func (g *Game) initFbos() {
|
||||
assert.T(hdrFbo.IsComplete(), "Hdr fbo is not complete after init")
|
||||
}
|
||||
|
||||
func (g *Game) updateLights() {
|
||||
// applyLightUpdates updates materials and light ubo using
|
||||
// data from the game's light structs
|
||||
func (g *Game) applyLightUpdates() {
|
||||
|
||||
// Directional light
|
||||
lightsUboData.DirLight = DirLightUboData(dirLight)
|
||||
whiteMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||
containerMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||
groundMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||
@ -728,42 +852,7 @@ func (g *Game) updateLights() {
|
||||
for i := 0; i < len(pointLights); i++ {
|
||||
|
||||
p := &pointLights[i]
|
||||
indexString := "pointLights[" + strconv.Itoa(i) + "]"
|
||||
|
||||
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)
|
||||
lightsUboData.PointLights[i] = PointLightUboData(*p)
|
||||
}
|
||||
|
||||
whiteMat.CubemapArrayTex = pointLightDepthMapFbo.Attachments[0].Id
|
||||
@ -778,43 +867,24 @@ func (g *Game) updateLights() {
|
||||
innerCutoffCos := l.InnerCutoffCos()
|
||||
outerCutoffCos := l.OuterCutoffCos()
|
||||
|
||||
indexString := "spotLights[" + strconv.Itoa(i) + "]"
|
||||
|
||||
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)
|
||||
lightsUboData.SpotLights[i] = SpotLightUboData{
|
||||
Pos: l.Pos,
|
||||
Dir: l.Dir,
|
||||
DiffuseColor: l.DiffuseColor,
|
||||
SpecularColor: l.SpecularColor,
|
||||
InnerCutoff: innerCutoffCos,
|
||||
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
|
||||
|
||||
// Apply changes
|
||||
lightsUbo.Bind()
|
||||
lightsUbo.SetStruct(lightsUboData)
|
||||
}
|
||||
|
||||
func (g *Game) Update() {
|
||||
@ -826,11 +896,10 @@ func (g *Game) Update() {
|
||||
g.updateCameraLookAround()
|
||||
g.updateCameraPos()
|
||||
|
||||
g.showDebugWindow()
|
||||
globalMatricesUboData.CamPos = cam.Pos
|
||||
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
||||
|
||||
if input.KeyClicked(sdl.K_F4) {
|
||||
logging.InfoLog.Printf("Pos: %s; Forward: %s; |Forward|: %f\n", cam.Pos.String(), cam.Forward.String(), cam.Forward.Mag())
|
||||
}
|
||||
g.showDebugWindow()
|
||||
}
|
||||
|
||||
func (g *Game) showDebugWindow() {
|
||||
@ -839,11 +908,11 @@ func (g *Game) showDebugWindow() {
|
||||
|
||||
imgui.Begin("Debug controls")
|
||||
|
||||
imgui.PushStyleColorVec4(imgui.ColText, imgui.NewColor(1, 1, 0, 1).Value)
|
||||
imgui.PushStyleColorVec4(imgui.ColText, imgui.NewColor(1, 1, 0, 1).FieldValue)
|
||||
imgui.LabelText("FPS", fmt.Sprint(timing.GetAvgFPS()))
|
||||
imgui.PopStyleColor()
|
||||
|
||||
if len(frameTimesMs) < frameTimesMsSamples {
|
||||
if len(frameTimesMs) < FRAME_TIME_MS_SAMPLES {
|
||||
frameTimesMs = append(frameTimesMs, timing.DT()*1000)
|
||||
} else {
|
||||
frameTimesMs[frameTimesMsIndex] = timing.DT() * 1000
|
||||
@ -854,7 +923,7 @@ func (g *Game) showDebugWindow() {
|
||||
}
|
||||
}
|
||||
|
||||
imgui.PlotLinesFloatPtrV("Frame Times", frameTimesMs, int32(len(frameTimesMs)), 0, "", 0, 16, imgui.Vec2{Y: 200}, 4)
|
||||
imgui.PlotLinesFloatPtrV("Frame Times", frameTimesMs, int32(len(frameTimesMs)), 0, "", 0, 16, imgui.Vec2{Y: 50}, 4)
|
||||
|
||||
imgui.Spacing()
|
||||
|
||||
@ -873,20 +942,22 @@ func (g *Game) showDebugWindow() {
|
||||
|
||||
imgui.Text("HDR")
|
||||
imgui.Checkbox("Enable HDR", &hdrRendering)
|
||||
if imgui.DragFloat("Exposure", &hdrExposure) {
|
||||
if imgui.DragFloatV("Exposure", &hdrExposure, 0.1, -10, 100, "%.3f", imgui.SliderFlagsNone) {
|
||||
tonemappedScreenQuadMat.SetUnifFloat32("exposure", hdrExposure)
|
||||
}
|
||||
|
||||
imgui.Spacing()
|
||||
|
||||
//
|
||||
// Lights
|
||||
//
|
||||
updateLights := false
|
||||
|
||||
// Ambient light
|
||||
imgui.Text("Ambient Light")
|
||||
|
||||
if imgui.DragFloat3("Ambient Color", &ambientColor.Data) {
|
||||
whiteMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
containerMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
groundMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
palleteMat.SetUnifVec3("ambientColor", &ambientColor)
|
||||
if imgui.ColorEdit3("Ambient Color", &lightsUboData.AmbientColor.Data) {
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
imgui.Spacing()
|
||||
@ -897,30 +968,29 @@ func (g *Game) showDebugWindow() {
|
||||
imgui.Checkbox("Render Directional Light Shadows", &renderDirLightShadows)
|
||||
|
||||
if imgui.DragFloat3("Direction", &dirLight.Dir.Data) {
|
||||
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
groundMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
palleteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
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.ColorEdit3("Diffuse Color", &dirLight.DiffuseColor.Data) {
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
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)
|
||||
if imgui.ColorEdit3("Specular Color", &dirLight.SpecularColor.Data) {
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
imgui.DragFloat3("dPos", &dirLightPos.Data)
|
||||
imgui.DragFloat("dSize", &dirLightSize)
|
||||
imgui.DragFloat("dNear", &dirLightNear)
|
||||
imgui.DragFloat("dFar", &dirLightFar)
|
||||
if imgui.DragFloat3("dPos", &dirLightPos.Data) {
|
||||
updateLights = true
|
||||
}
|
||||
if imgui.DragFloat("dSize", &dirLightSize) {
|
||||
updateLights = true
|
||||
}
|
||||
if imgui.DragFloat("dNear", &dirLightNear) {
|
||||
updateLights = true
|
||||
}
|
||||
if imgui.DragFloat("dFar", &dirLightFar) {
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
imgui.Spacing()
|
||||
|
||||
@ -949,27 +1019,29 @@ func (g *Game) showDebugWindow() {
|
||||
continue
|
||||
}
|
||||
|
||||
indexString := "pointLights[" + indexNumString + "]"
|
||||
|
||||
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)
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
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.ColorEdit3("Diffuse Color", &pl.DiffuseColor.Data) {
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
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)
|
||||
if imgui.ColorEdit3("Specular Color", &pl.SpecularColor.Data) {
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
if imgui.DragFloatV("Falloff", &pl.Falloff, 0.1, 0, 100, "%.3f", imgui.SliderFlagsNone) {
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
if imgui.DragFloatV("Radius", &pl.Radius, 0.2, 0, 500, "%.3f", imgui.SliderFlagsNone) {
|
||||
updateLights = true
|
||||
pl.FarPlane = pl.Radius * pointLightRadiusToFarPlaneRatio
|
||||
}
|
||||
|
||||
if imgui.DragFloatV("Max Bias", &pl.MaxBias, 0.01, 0, 10, "%.3f", imgui.SliderFlagsNone) {
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
imgui.TreePop()
|
||||
@ -992,54 +1064,34 @@ func (g *Game) showDebugWindow() {
|
||||
continue
|
||||
}
|
||||
|
||||
indexString := "spotLights[" + indexNumString + "]"
|
||||
|
||||
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)
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
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)
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
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.ColorEdit3("Diffuse Color", &l.DiffuseColor.Data) {
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
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)
|
||||
if imgui.ColorEdit3("Specular Color", &l.SpecularColor.Data) {
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
if imgui.DragFloat("Inner Cutoff Radians", &l.InnerCutoffRad) {
|
||||
|
||||
cos := l.InnerCutoffCos()
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
||||
containerMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
||||
groundMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
||||
palleteMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
||||
}
|
||||
|
||||
if imgui.DragFloat("Outer Cutoff Radians", &l.OuterCutoffRad) {
|
||||
|
||||
cos := l.OuterCutoffCos()
|
||||
|
||||
whiteMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
||||
containerMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
||||
groundMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
||||
palleteMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
||||
if imgui.DragFloatRange2V(
|
||||
"Cutoff Radians",
|
||||
&l.InnerCutoffRad,
|
||||
&l.OuterCutoffRad,
|
||||
0.1,
|
||||
0,
|
||||
0,
|
||||
"%.3f",
|
||||
"%.3f",
|
||||
imgui.SliderFlagsNone,
|
||||
) {
|
||||
updateLights = true
|
||||
}
|
||||
|
||||
imgui.DragFloat("Spot Near Plane", &l.NearPlane)
|
||||
@ -1051,6 +1103,10 @@ func (g *Game) showDebugWindow() {
|
||||
imgui.EndListBox()
|
||||
}
|
||||
|
||||
if updateLights {
|
||||
g.applyLightUpdates()
|
||||
}
|
||||
|
||||
// Demo fbo
|
||||
imgui.Text("Demo Framebuffer")
|
||||
imgui.Checkbox("Show FBO##0", &renderToDemoFbo)
|
||||
@ -1080,11 +1136,15 @@ func (g *Game) updateCameraLookAround() {
|
||||
return
|
||||
}
|
||||
|
||||
const MAX_MOUSE_MOVE = 300
|
||||
mouseX = gglm.Clamp(mouseX, -MAX_MOUSE_MOVE, MAX_MOUSE_MOVE)
|
||||
mouseY = gglm.Clamp(mouseY, -MAX_MOUSE_MOVE, MAX_MOUSE_MOVE)
|
||||
|
||||
// Yaw
|
||||
yaw += float32(mouseX) * mouseSensitivity * timing.DT()
|
||||
yaw += float32(mouseX) * camRotSpeed * timing.DT()
|
||||
|
||||
// Pitch
|
||||
pitch += float32(-mouseY) * mouseSensitivity * timing.DT()
|
||||
pitch += float32(-mouseY) * camRotSpeed * timing.DT()
|
||||
if pitch > 1.5 {
|
||||
pitch = 1.5
|
||||
}
|
||||
@ -1093,10 +1153,7 @@ func (g *Game) updateCameraLookAround() {
|
||||
pitch = -1.5
|
||||
}
|
||||
|
||||
// Update cam forward
|
||||
cam.UpdateRotation(pitch, yaw)
|
||||
|
||||
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
||||
}
|
||||
|
||||
func (g *Game) updateCameraPos() {
|
||||
@ -1110,35 +1167,30 @@ func (g *Game) updateCameraPos() {
|
||||
|
||||
// Forward and backward
|
||||
if input.KeyDown(sdl.K_w) {
|
||||
cam.Pos.Add(cam.Forward.Clone().Scale(camSpeed * camSpeedScale * timing.DT()))
|
||||
cam.Pos.Add(cam.Forward.Clone().Scale(camMoveSpeed * camSpeedScale * timing.DT()))
|
||||
update = true
|
||||
} else if input.KeyDown(sdl.K_s) {
|
||||
cam.Pos.Add(cam.Forward.Clone().Scale(-camSpeed * camSpeedScale * timing.DT()))
|
||||
cam.Pos.Add(cam.Forward.Clone().Scale(-camMoveSpeed * camSpeedScale * timing.DT()))
|
||||
update = true
|
||||
}
|
||||
|
||||
// Left and right
|
||||
if input.KeyDown(sdl.K_d) {
|
||||
cross := gglm.Cross(&cam.Forward, &cam.WorldUp)
|
||||
cam.Pos.Add(cross.Normalize().Scale(camSpeed * camSpeedScale * timing.DT()))
|
||||
cam.Pos.Add(cross.Normalize().Scale(camMoveSpeed * camSpeedScale * timing.DT()))
|
||||
update = true
|
||||
} else if input.KeyDown(sdl.K_a) {
|
||||
cross := gglm.Cross(&cam.Forward, &cam.WorldUp)
|
||||
cam.Pos.Add(cross.Normalize().Scale(-camSpeed * camSpeedScale * timing.DT()))
|
||||
cam.Pos.Add(cross.Normalize().Scale(-camMoveSpeed * camSpeedScale * timing.DT()))
|
||||
update = true
|
||||
}
|
||||
|
||||
if update {
|
||||
cam.Update()
|
||||
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
||||
}
|
||||
}
|
||||
|
||||
var (
|
||||
renderDirLightShadows = true
|
||||
renderPointLightShadows = true
|
||||
renderSpotLightShadows = true
|
||||
|
||||
rotatingCubeSpeedDeg1 float32 = 45
|
||||
rotatingCubeSpeedDeg2 float32 = 120
|
||||
rotatingCubeSpeedDeg3 float32 = 120
|
||||
@ -1149,10 +1201,8 @@ var (
|
||||
|
||||
func (g *Game) Render() {
|
||||
|
||||
whiteMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
containerMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
groundMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
palleteMat.SetUnifVec3("camPos", &cam.Pos)
|
||||
globalMatricesUbo.Bind()
|
||||
globalMatricesUbo.SetStruct(globalMatricesUboData)
|
||||
|
||||
rotatingCubeTrMat1.Rotate(rotatingCubeSpeedDeg1*gglm.Deg2Rad*timing.DT(), 0, 1, 0)
|
||||
rotatingCubeTrMat2.Rotate(rotatingCubeSpeedDeg2*gglm.Deg2Rad*timing.DT(), 1, 1, 0)
|
||||
@ -1405,12 +1455,9 @@ func (g *Game) DeInit() {
|
||||
func updateAllProjViewMats(projMat, viewMat gglm.Mat4) {
|
||||
|
||||
projViewMat := *projMat.Clone().Mul(&viewMat)
|
||||
globalMatricesUboData.ProjViewMat = projViewMat
|
||||
|
||||
unlitMat.SetUnifMat4("projViewMat", &projViewMat)
|
||||
whiteMat.SetUnifMat4("projViewMat", &projViewMat)
|
||||
containerMat.SetUnifMat4("projViewMat", &projViewMat)
|
||||
groundMat.SetUnifMat4("projViewMat", &projViewMat)
|
||||
palleteMat.SetUnifMat4("projViewMat", &projViewMat)
|
||||
debugDepthMat.SetUnifMat4("projViewMat", &projViewMat)
|
||||
|
||||
// Update skybox projViewMat
|
||||
|
||||
@ -124,6 +124,21 @@ func (m *Material) UnBind() {
|
||||
gl.UseProgram(0)
|
||||
}
|
||||
|
||||
func (m *Material) SetUniformBlockBindingPoint(uniformBlockName string, bindPointIndex uint32) {
|
||||
|
||||
nullStr := gl.Str(uniformBlockName + "\x00")
|
||||
index := gl.GetUniformBlockIndex(m.ShaderProg.Id, nullStr)
|
||||
assert.T(
|
||||
index != gl.INVALID_INDEX,
|
||||
"SetUniformBlockBindingPoint for material=%s (matId=%d; shaderId=%d) failed because the uniform block=%s wasn't found",
|
||||
m.Name,
|
||||
m.Id,
|
||||
m.ShaderProg.Id,
|
||||
uniformBlockName,
|
||||
)
|
||||
gl.UniformBlockBinding(m.ShaderProg.Id, index, bindPointIndex)
|
||||
}
|
||||
|
||||
func (m *Material) GetAttribLoc(attribName string) int32 {
|
||||
|
||||
loc, ok := m.AttribLocs[attribName]
|
||||
@ -131,7 +146,8 @@ func (m *Material) GetAttribLoc(attribName string) int32 {
|
||||
return loc
|
||||
}
|
||||
|
||||
loc = gl.GetAttribLocation(m.ShaderProg.Id, gl.Str(attribName+"\x00"))
|
||||
name := gl.Str(attribName + "\x00")
|
||||
loc = gl.GetAttribLocation(m.ShaderProg.Id, name)
|
||||
assert.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
|
||||
m.AttribLocs[attribName] = loc
|
||||
return loc
|
||||
@ -144,7 +160,8 @@ func (m *Material) GetUnifLoc(uniformName string) int32 {
|
||||
return loc
|
||||
}
|
||||
|
||||
loc = gl.GetUniformLocation(m.ShaderProg.Id, gl.Str(uniformName+"\x00"))
|
||||
name := gl.Str(uniformName + "\x00")
|
||||
loc = gl.GetUniformLocation(m.ShaderProg.Id, name)
|
||||
assert.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
|
||||
m.UnifLocs[uniformName] = loc
|
||||
return loc
|
||||
|
||||
@ -151,7 +151,7 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (Mesh, e
|
||||
indexBufData = append(indexBufData, indices...)
|
||||
}
|
||||
|
||||
vbo.SetData(vertexBufData, buffers.BufUsage_Static)
|
||||
vbo.SetData(vertexBufData, buffers.BufUsage_Static_Draw)
|
||||
ibo.SetData(indexBufData)
|
||||
|
||||
mesh.Vao.AddVertexBuffer(vbo)
|
||||
|
||||
@ -14,33 +14,25 @@ layout(location=3) in vec2 vertUV0In;
|
||||
layout(location=4) in vec3 vertColorIn;
|
||||
|
||||
//
|
||||
// Uniforms
|
||||
// UBOs
|
||||
//
|
||||
uniform vec3 camPos;
|
||||
uniform mat4 modelMat;
|
||||
uniform mat3 normalMat;
|
||||
uniform mat4 projViewMat;
|
||||
uniform mat4 dirLightProjViewMat;
|
||||
uniform mat4 spotLightProjViewMats[NUM_SPOT_LIGHTS];
|
||||
|
||||
struct DirLight {
|
||||
vec3 dir;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
sampler2D shadowMap;
|
||||
};
|
||||
uniform DirLight dirLight;
|
||||
uniform sampler2D dirLightShadowMap;
|
||||
|
||||
struct PointLight {
|
||||
vec3 pos;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
float radius;
|
||||
float falloff;
|
||||
float maxBias;
|
||||
float nearPlane;
|
||||
float farPlane;
|
||||
};
|
||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
|
||||
struct SpotLight {
|
||||
vec3 pos;
|
||||
@ -50,7 +42,25 @@ struct SpotLight {
|
||||
float innerCutoff;
|
||||
float outerCutoff;
|
||||
};
|
||||
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||
|
||||
layout (std140) uniform GlobalMatrices {
|
||||
vec3 camPos;
|
||||
mat4 projViewMat;
|
||||
};
|
||||
|
||||
layout (std140) uniform Lights {
|
||||
DirLight dirLight;
|
||||
PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||
vec3 ambientColor;
|
||||
};
|
||||
|
||||
//
|
||||
// Uniforms
|
||||
//
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 dirLightProjViewMat;
|
||||
uniform mat4 spotLightProjViewMats[NUM_SPOT_LIGHTS];
|
||||
|
||||
//
|
||||
// Outputs
|
||||
@ -154,20 +164,19 @@ struct DirLight {
|
||||
vec3 dir;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
sampler2D shadowMap;
|
||||
};
|
||||
uniform DirLight dirLight;
|
||||
uniform sampler2D dirLightShadowMap;
|
||||
|
||||
struct PointLight {
|
||||
vec3 pos;
|
||||
vec3 diffuseColor;
|
||||
vec3 specularColor;
|
||||
float constant;
|
||||
float linear;
|
||||
float quadratic;
|
||||
float radius;
|
||||
float falloff;
|
||||
float maxBias;
|
||||
float nearPlane;
|
||||
float farPlane;
|
||||
};
|
||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
uniform samplerCubeArray pointLightCubeShadowMaps;
|
||||
|
||||
struct SpotLight {
|
||||
@ -178,10 +187,19 @@ struct SpotLight {
|
||||
float innerCutoff;
|
||||
float outerCutoff;
|
||||
};
|
||||
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||
uniform sampler2DArray spotLightShadowMaps;
|
||||
|
||||
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
|
||||
layout (std140) uniform GlobalMatrices {
|
||||
vec3 camPos;
|
||||
mat4 projViewMat;
|
||||
};
|
||||
|
||||
layout (std140) uniform Lights {
|
||||
DirLight dirLight;
|
||||
PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||
vec3 ambientColor;
|
||||
};
|
||||
|
||||
//
|
||||
// Outputs
|
||||
@ -248,34 +266,88 @@ vec3 CalcDirLight()
|
||||
vec3 finalSpecular = specularAmount * dirLight.specularColor * specularTexColor.rgb;
|
||||
|
||||
// Shadow
|
||||
float shadow = CalcDirShadow(dirLight.shadowMap, lightDir);
|
||||
float shadow = CalcDirShadow(dirLightShadowMap, lightDir);
|
||||
|
||||
return (finalDiffuse + finalSpecular) * (1 - shadow);
|
||||
}
|
||||
|
||||
float CalcPointShadow(int lightIndex, vec3 worldLightPos, vec3 tangentLightDir, float farPlane) {
|
||||
float CalcPointShadow(int lightIndex, vec3 worldLightPos, vec3 tangentLightDir, float maxBias, float nearPlane, float farPlane) {
|
||||
|
||||
vec3 lightToFrag = fragPos - worldLightPos;
|
||||
|
||||
// Get depth of current fragment
|
||||
float currentDepth = length(lightToFrag);
|
||||
|
||||
if (currentDepth < nearPlane) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
float closestDepth = texture(pointLightCubeShadowMaps, vec4(lightToFrag, lightIndex)).r;
|
||||
|
||||
// We stored depth in the cubemap in the range [0, 1], so now we move back to [0, farPlane]
|
||||
closestDepth *= farPlane;
|
||||
|
||||
// Get depth of current fragment
|
||||
float currentDepth = length(lightToFrag);
|
||||
float bias = max(maxBias * (1 - dot(normalizedVertNorm, tangentLightDir)), 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;
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
//
|
||||
// The following point light attenuation formulas
|
||||
// are from https://lisyarus.github.io/blog/posts/point-light-attenuation.html
|
||||
//
|
||||
// I found them more intuitive than the standard implementation and it also ensures
|
||||
// we have zero light at the selected distance.
|
||||
//
|
||||
float sqr(float x)
|
||||
{
|
||||
return x * x;
|
||||
}
|
||||
|
||||
// This version doesn't have a harsh cutoff at radius
|
||||
float AttenuateNoCusp(float dist, float radius, float falloff)
|
||||
{
|
||||
// Since we only use this as attenuation and max intensity defines
|
||||
// the max output value, anything more than 1 would increase
|
||||
// the output of the light, which I don't think makes sense for
|
||||
// our attenuation purposes.
|
||||
//
|
||||
// Seems to me this can be done simply by increasing color values above 255.
|
||||
//
|
||||
// Forcing to 1 for now.
|
||||
#define MAX_INTENSITY 1
|
||||
|
||||
float s = dist / radius;
|
||||
|
||||
if (s >= 1.0)
|
||||
return 0.0;
|
||||
|
||||
float s2 = sqr(s);
|
||||
|
||||
return MAX_INTENSITY * sqr(1 - s2) / (1 + falloff * s2);
|
||||
}
|
||||
|
||||
// This version has a harsh/immediate cutoff at radius
|
||||
float AttenuateCusp(float dist, float radius, float falloff)
|
||||
{
|
||||
#define MAX_INTENSITY 1
|
||||
|
||||
float s = dist / radius;
|
||||
|
||||
if (s >= 1.0)
|
||||
return 0.0;
|
||||
|
||||
float s2 = sqr(s);
|
||||
|
||||
return MAX_INTENSITY * sqr(1 - s2) / (1 + falloff * s);
|
||||
}
|
||||
|
||||
vec3 CalcPointLight(PointLight pointLight, int lightIndex)
|
||||
{
|
||||
// Ignore unset lights
|
||||
if (pointLight.constant == 0){
|
||||
// Ignore inactive lights
|
||||
if (pointLight.radius == 0){
|
||||
return vec3(0);
|
||||
}
|
||||
|
||||
@ -293,10 +365,10 @@ vec3 CalcPointLight(PointLight pointLight, int lightIndex)
|
||||
|
||||
// Attenuation
|
||||
float distToLight = length(tangentLightPos - tangentFragPos);
|
||||
float attenuation = 1 / (pointLight.constant + pointLight.linear * distToLight + pointLight.quadratic * (distToLight * distToLight));
|
||||
float attenuation = AttenuateNoCusp(distToLight, pointLight.radius, pointLight.falloff);
|
||||
|
||||
// Shadow
|
||||
float shadow = CalcPointShadow(lightIndex, pointLight.pos, tangentLightDir, pointLight.farPlane);
|
||||
float shadow = CalcPointShadow(lightIndex, pointLight.pos, tangentLightDir, pointLight.maxBias, pointLight.nearPlane, pointLight.farPlane);
|
||||
|
||||
return (finalDiffuse + finalSpecular) * attenuation * (1 - shadow);
|
||||
}
|
||||
@ -343,7 +415,10 @@ float CalcSpotShadow(vec3 tangentLightDir, int lightIndex)
|
||||
|
||||
vec3 CalcSpotLight(SpotLight light, int lightIndex)
|
||||
{
|
||||
if (light.innerCutoff == 0)
|
||||
// The inner/outer cutoffs are cosine values,
|
||||
// which means a value of 1 is mainly produced when the input
|
||||
// is 0 degrees or radians. cos(180) will also be 1, but that's too much :)
|
||||
if (light.innerCutoff == 1)
|
||||
return vec3(0);
|
||||
|
||||
vec3 tangentLightDir = tangentSpotLightDirections[lightIndex];
|
||||
|
||||
@ -1,6 +1,17 @@
|
||||
package nmageimgui
|
||||
|
||||
import (
|
||||
"unsafe"
|
||||
|
||||
// The following is included just so we can get
|
||||
// the c imports and cgo configs defined here: https://github.com/AllenDang/cimgui-go/blob/main/sdlbackend/sdl_backend.go
|
||||
//
|
||||
// This is needed because AllenDang/cimgui-go links sdl2 statically, which requires us
|
||||
// to explicitly define all the libs it needs, which isn't normally needed if we were dynamically linking.
|
||||
//
|
||||
// Without this, we get compilation errors as sdl2 can't find libs it relies on.
|
||||
_ "github.com/AllenDang/cimgui-go/sdlbackend"
|
||||
|
||||
imgui "github.com/AllenDang/cimgui-go"
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/materials"
|
||||
@ -129,7 +140,7 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
|
||||
|
||||
fontConfigToUse := imgui.NewFontConfig()
|
||||
if fontConfig != nil {
|
||||
fontConfigToUse = *fontConfig
|
||||
fontConfigToUse = fontConfig
|
||||
}
|
||||
|
||||
glyphRangesToUse := imgui.NewGlyphRange()
|
||||
@ -141,13 +152,13 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
|
||||
|
||||
a := imIO.Fonts()
|
||||
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
|
||||
pixels, width, height, _ := a.GetTextureDataAsAlpha8()
|
||||
pixels, width, height, _ := a.TextureDataAsAlpha8()
|
||||
|
||||
gl.ActiveTexture(gl.TEXTURE0)
|
||||
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
||||
|
||||
return f
|
||||
return *f
|
||||
}
|
||||
|
||||
const DefaultImguiShader = `
|
||||
@ -212,7 +223,7 @@ func NewImGui(shaderPath string) ImguiInfo {
|
||||
}
|
||||
|
||||
imguiInfo := ImguiInfo{
|
||||
ImCtx: imgui.CreateContext(),
|
||||
ImCtx: *imgui.CreateContext(),
|
||||
Mat: imguiMat,
|
||||
TexID: new(uint32),
|
||||
}
|
||||
@ -233,11 +244,12 @@ func NewImGui(shaderPath string) ImguiInfo {
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
|
||||
|
||||
pixels, width, height, _ := io.Fonts().GetTextureDataAsAlpha8()
|
||||
pixels, width, height, _ := io.Fonts().TextureDataAsAlpha8()
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts().SetTexID(imgui.TextureID(imguiInfo.TexID))
|
||||
|
||||
io.Fonts().SetTexID(imgui.TextureID{Data: uintptr(unsafe.Pointer(imguiInfo.TexID))})
|
||||
|
||||
//Shader attributes
|
||||
imguiInfo.Mat.Bind()
|
||||
|
||||
Reference in New Issue
Block a user