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30 Commits
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| cb20e8ba8b |
59
.github/workflows/build-nmage.yml
vendored
59
.github/workflows/build-nmage.yml
vendored
@ -1,24 +1,69 @@
|
|||||||
name: build-nmage
|
name: build-nmage
|
||||||
|
|
||||||
on:
|
on:
|
||||||
|
push:
|
||||||
|
branches:
|
||||||
|
- dev
|
||||||
create:
|
create:
|
||||||
workflow_dispatch:
|
workflow_dispatch:
|
||||||
|
|
||||||
jobs:
|
jobs:
|
||||||
build-nmage-macos:
|
build-nmage-windows:
|
||||||
runs-on: macos-12
|
runs-on: windows-latest
|
||||||
steps:
|
|
||||||
|
|
||||||
|
steps:
|
||||||
- name: Install golang
|
- name: Install golang
|
||||||
uses: actions/setup-go@v3
|
uses: actions/setup-go@v5
|
||||||
with:
|
with:
|
||||||
go-version: '>=1.22'
|
go-version: ">=1.23"
|
||||||
|
|
||||||
|
- name: Install assimp-go dll
|
||||||
|
run: |
|
||||||
|
Invoke-WebRequest -Uri "https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp-5.dll" -OutFile "C:\Windows\System32\libassimp-5.dll"
|
||||||
|
|
||||||
|
- name: Download and setup SDL2
|
||||||
|
run: |
|
||||||
|
Invoke-WebRequest -Uri "https://github.com/libsdl-org/SDL/releases/download/release-2.30.7/SDL2-devel-2.30.7-mingw.zip" -OutFile "SDL2.zip"
|
||||||
|
Expand-Archive -Path "SDL2.zip" -DestinationPath "SDL2"
|
||||||
|
Copy-Item -Path "SDL2\SDL2-2.30.7\x86_64-w64-mingw32" -Destination "C:\mingw64" -Recurse -Force
|
||||||
|
|
||||||
|
- name: Clone nmage
|
||||||
|
run: git clone https://github.com/bloeys/nmage
|
||||||
|
|
||||||
|
- name: Build nmage
|
||||||
|
working-directory: nmage
|
||||||
|
run: go build .
|
||||||
|
|
||||||
|
build-nmage-macos:
|
||||||
|
runs-on: ${{ matrix.os }}
|
||||||
|
|
||||||
|
strategy:
|
||||||
|
matrix:
|
||||||
|
# Based on: https://github.com/actions/runner-images?tab=readme-ov-file#available-images
|
||||||
|
os:
|
||||||
|
- macos-13 # x86
|
||||||
|
- macos-14 # Arm
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- name: Install golang
|
||||||
|
uses: actions/setup-go@v5
|
||||||
|
with:
|
||||||
|
go-version: ">=1.23"
|
||||||
|
|
||||||
|
- name: Determine architecture
|
||||||
|
id: arch
|
||||||
|
run: |
|
||||||
|
if [ "$(uname -m)" = "arm64" ]; then
|
||||||
|
echo "arch=arm64" >> "$GITHUB_OUTPUT"
|
||||||
|
else
|
||||||
|
echo "arch=amd64" >> "$GITHUB_OUTPUT"
|
||||||
|
fi
|
||||||
|
|
||||||
- name: Install assimp-go dylib
|
- name: Install assimp-go dylib
|
||||||
run: sudo mkdir -p /usr/local/lib && sudo wget https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp_darwin_amd64.dylib -O /usr/local/lib/libassimp.5.dylib
|
run: sudo mkdir -p /usr/local/lib && sudo wget https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp_darwin_${{ steps.arch.outputs.arch }}.dylib -O /usr/local/lib/libassimp.5.dylib
|
||||||
|
|
||||||
- name: Install SDL2
|
- name: Install SDL2
|
||||||
run: brew install sdl2{,_image,_mixer,_ttf,_gfx} pkg-config
|
run: brew install sdl2{,_image,_ttf,_gfx} pkg-config
|
||||||
|
|
||||||
- name: Clone nmage
|
- name: Clone nmage
|
||||||
run: git clone https://github.com/bloeys/nmage
|
run: git clone https://github.com/bloeys/nmage
|
||||||
|
|||||||
@ -9,25 +9,48 @@ import (
|
|||||||
|
|
||||||
type BufUsage int
|
type BufUsage int
|
||||||
|
|
||||||
|
// Full docs for buffer usage can be found here: https://registry.khronos.org/OpenGL-Refpages/gl4/html/glBufferData.xhtml
|
||||||
const (
|
const (
|
||||||
BufUsage_Unknown BufUsage = iota
|
BufUsage_Unknown BufUsage = iota
|
||||||
|
|
||||||
//Buffer is set only once and used many times
|
//Buffer is set only once and used many times
|
||||||
BufUsage_Static
|
BufUsage_Static_Draw
|
||||||
//Buffer is changed a lot and used many times
|
//Buffer is changed a lot and used many times
|
||||||
BufUsage_Dynamic
|
BufUsage_Dynamic_Draw
|
||||||
//Buffer is set only once and used by the GPU at most a few times
|
//Buffer is set only once and used by the GPU at most a few times
|
||||||
BufUsage_Stream
|
BufUsage_Stream_Draw
|
||||||
|
|
||||||
|
BufUsage_Static_Read
|
||||||
|
BufUsage_Dynamic_Read
|
||||||
|
BufUsage_Stream_Read
|
||||||
|
|
||||||
|
BufUsage_Static_Copy
|
||||||
|
BufUsage_Dynamic_Copy
|
||||||
|
BufUsage_Stream_Copy
|
||||||
)
|
)
|
||||||
|
|
||||||
func (b BufUsage) ToGL() uint32 {
|
func (b BufUsage) ToGL() uint32 {
|
||||||
switch b {
|
switch b {
|
||||||
case BufUsage_Static:
|
case BufUsage_Static_Draw:
|
||||||
return gl.STATIC_DRAW
|
return gl.STATIC_DRAW
|
||||||
case BufUsage_Dynamic:
|
case BufUsage_Dynamic_Draw:
|
||||||
return gl.DYNAMIC_DRAW
|
return gl.DYNAMIC_DRAW
|
||||||
case BufUsage_Stream:
|
case BufUsage_Stream_Draw:
|
||||||
return gl.STREAM_DRAW
|
return gl.STREAM_DRAW
|
||||||
|
|
||||||
|
case BufUsage_Static_Read:
|
||||||
|
return gl.STATIC_READ
|
||||||
|
case BufUsage_Dynamic_Read:
|
||||||
|
return gl.DYNAMIC_READ
|
||||||
|
case BufUsage_Stream_Read:
|
||||||
|
return gl.STREAM_READ
|
||||||
|
|
||||||
|
case BufUsage_Static_Copy:
|
||||||
|
return gl.STATIC_COPY
|
||||||
|
case BufUsage_Dynamic_Copy:
|
||||||
|
return gl.DYNAMIC_COPY
|
||||||
|
case BufUsage_Stream_Copy:
|
||||||
|
return gl.STREAM_COPY
|
||||||
}
|
}
|
||||||
|
|
||||||
assert.T(false, fmt.Sprintf("Unexpected BufUsage value '%v'", b))
|
assert.T(false, fmt.Sprintf("Unexpected BufUsage value '%v'", b))
|
||||||
|
|||||||
@ -1,23 +1,23 @@
|
|||||||
package buffers
|
package buffers
|
||||||
|
|
||||||
import (
|
import (
|
||||||
"fmt"
|
|
||||||
|
|
||||||
"github.com/bloeys/nmage/assert"
|
"github.com/bloeys/nmage/assert"
|
||||||
|
"github.com/bloeys/nmage/logging"
|
||||||
"github.com/go-gl/gl/v4.1-core/gl"
|
"github.com/go-gl/gl/v4.1-core/gl"
|
||||||
)
|
)
|
||||||
|
|
||||||
//Element represents an element that makes up a buffer (e.g. Vec3 at an offset of 12 bytes)
|
// Element represents an element that makes up a buffer (e.g. Vec3 at an offset of 12 bytes)
|
||||||
type Element struct {
|
type Element struct {
|
||||||
Offset int
|
Offset int
|
||||||
ElementType
|
ElementType
|
||||||
}
|
}
|
||||||
|
|
||||||
//ElementType is the type of an element thats makes up a buffer (e.g. Vec3)
|
// ElementType is the type of an element thats makes up a buffer (e.g. Vec3)
|
||||||
type ElementType int
|
type ElementType uint8
|
||||||
|
|
||||||
const (
|
const (
|
||||||
DataTypeUnknown ElementType = iota
|
DataTypeUnknown ElementType = iota
|
||||||
|
|
||||||
DataTypeUint32
|
DataTypeUint32
|
||||||
DataTypeInt32
|
DataTypeInt32
|
||||||
DataTypeFloat32
|
DataTypeFloat32
|
||||||
@ -25,35 +25,54 @@ const (
|
|||||||
DataTypeVec2
|
DataTypeVec2
|
||||||
DataTypeVec3
|
DataTypeVec3
|
||||||
DataTypeVec4
|
DataTypeVec4
|
||||||
|
|
||||||
|
DataTypeMat2
|
||||||
|
DataTypeMat3
|
||||||
|
DataTypeMat4
|
||||||
|
|
||||||
|
DataTypeStruct
|
||||||
)
|
)
|
||||||
|
|
||||||
func (dt ElementType) GLType() uint32 {
|
func (dt ElementType) GLType() uint32 {
|
||||||
|
|
||||||
switch dt {
|
switch dt {
|
||||||
|
|
||||||
case DataTypeUint32:
|
case DataTypeUint32:
|
||||||
return gl.UNSIGNED_INT
|
return gl.UNSIGNED_INT
|
||||||
case DataTypeInt32:
|
case DataTypeInt32:
|
||||||
return gl.INT
|
return gl.INT
|
||||||
|
|
||||||
case DataTypeFloat32:
|
case DataTypeFloat32:
|
||||||
fallthrough
|
fallthrough
|
||||||
|
|
||||||
case DataTypeVec2:
|
case DataTypeVec2:
|
||||||
fallthrough
|
fallthrough
|
||||||
case DataTypeVec3:
|
case DataTypeVec3:
|
||||||
fallthrough
|
fallthrough
|
||||||
case DataTypeVec4:
|
case DataTypeVec4:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat2:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat3:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat4:
|
||||||
return gl.FLOAT
|
return gl.FLOAT
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
logging.ErrLog.Fatalf("ElementType.GLType of DataTypeStruct is not supported")
|
||||||
|
return 0
|
||||||
|
|
||||||
default:
|
default:
|
||||||
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
|
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||||
return 0
|
return 0
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//CompSize returns the size in bytes for one component of the type (e.g. for Vec2 its 4)
|
// CompSize returns the size in bytes for one component of the type (e.g. for Vec2 its 4).
|
||||||
|
// Bools return 1, although in layout=std140 its 4
|
||||||
func (dt ElementType) CompSize() int32 {
|
func (dt ElementType) CompSize() int32 {
|
||||||
|
|
||||||
switch dt {
|
switch dt {
|
||||||
|
|
||||||
case DataTypeUint32:
|
case DataTypeUint32:
|
||||||
fallthrough
|
fallthrough
|
||||||
case DataTypeFloat32:
|
case DataTypeFloat32:
|
||||||
@ -65,15 +84,25 @@ func (dt ElementType) CompSize() int32 {
|
|||||||
case DataTypeVec3:
|
case DataTypeVec3:
|
||||||
fallthrough
|
fallthrough
|
||||||
case DataTypeVec4:
|
case DataTypeVec4:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat2:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat3:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat4:
|
||||||
return 4
|
return 4
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
logging.ErrLog.Fatalf("ElementType.CompSize of DataTypeStruct is not supported")
|
||||||
|
return 0
|
||||||
|
|
||||||
default:
|
default:
|
||||||
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
|
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||||
return 0
|
return 0
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//CompCount returns the number of components in the element (e.g. for Vec2 its 2)
|
// CompCount returns the number of components in the element (e.g. for Vec2 its 2)
|
||||||
func (dt ElementType) CompCount() int32 {
|
func (dt ElementType) CompCount() int32 {
|
||||||
|
|
||||||
switch dt {
|
switch dt {
|
||||||
@ -91,16 +120,28 @@ func (dt ElementType) CompCount() int32 {
|
|||||||
case DataTypeVec4:
|
case DataTypeVec4:
|
||||||
return 4
|
return 4
|
||||||
|
|
||||||
|
case DataTypeMat2:
|
||||||
|
return 2 * 2
|
||||||
|
case DataTypeMat3:
|
||||||
|
return 3 * 3
|
||||||
|
case DataTypeMat4:
|
||||||
|
return 4 * 4
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
logging.ErrLog.Fatalf("ElementType.CompCount of DataTypeStruct is not supported")
|
||||||
|
return 0
|
||||||
|
|
||||||
default:
|
default:
|
||||||
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
|
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||||
return 0
|
return 0
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//Size returns the total size in bytes (e.g. for vec3 its 3*4=12 bytes)
|
// Size returns the total size in bytes (e.g. for vec3 its 3*4=12 bytes)
|
||||||
func (dt ElementType) Size() int32 {
|
func (dt ElementType) Size() int32 {
|
||||||
|
|
||||||
switch dt {
|
switch dt {
|
||||||
|
|
||||||
case DataTypeUint32:
|
case DataTypeUint32:
|
||||||
fallthrough
|
fallthrough
|
||||||
case DataTypeFloat32:
|
case DataTypeFloat32:
|
||||||
@ -115,8 +156,123 @@ func (dt ElementType) Size() int32 {
|
|||||||
case DataTypeVec4:
|
case DataTypeVec4:
|
||||||
return 4 * 4
|
return 4 * 4
|
||||||
|
|
||||||
|
case DataTypeMat2:
|
||||||
|
return 2 * 2 * 4
|
||||||
|
case DataTypeMat3:
|
||||||
|
return 3 * 3 * 4
|
||||||
|
case DataTypeMat4:
|
||||||
|
return 4 * 4 * 4
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
logging.ErrLog.Fatalf("ElementType.Size of DataTypeStruct is not supported")
|
||||||
|
return 0
|
||||||
|
|
||||||
default:
|
default:
|
||||||
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
|
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||||
return 0
|
return 0
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (dt ElementType) GlStd140SizeBytes() uint8 {
|
||||||
|
|
||||||
|
switch dt {
|
||||||
|
|
||||||
|
case DataTypeUint32:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeFloat32:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeInt32:
|
||||||
|
return 4
|
||||||
|
|
||||||
|
case DataTypeVec2:
|
||||||
|
return 4 * 2
|
||||||
|
|
||||||
|
case DataTypeVec3:
|
||||||
|
return 4 * 3
|
||||||
|
|
||||||
|
case DataTypeVec4:
|
||||||
|
return 4 * 4
|
||||||
|
|
||||||
|
// Matrices follow: (vec4Alignment) * numColumns
|
||||||
|
case DataTypeMat2:
|
||||||
|
return 2 * 2 * 4
|
||||||
|
case DataTypeMat3:
|
||||||
|
return 3 * 3 * 4
|
||||||
|
case DataTypeMat4:
|
||||||
|
return 4 * 4 * 4
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
logging.ErrLog.Fatalf("ElementType.GlStd140SizeBytes of DataTypeStruct is not supported")
|
||||||
|
return 0
|
||||||
|
|
||||||
|
default:
|
||||||
|
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (dt ElementType) GlStd140AlignmentBoundary() uint16 {
|
||||||
|
|
||||||
|
switch dt {
|
||||||
|
|
||||||
|
case DataTypeUint32:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeFloat32:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeInt32:
|
||||||
|
return 4
|
||||||
|
|
||||||
|
case DataTypeVec2:
|
||||||
|
return 8
|
||||||
|
|
||||||
|
case DataTypeVec3:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeVec4:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat2:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat3:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat4:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeStruct:
|
||||||
|
return 16
|
||||||
|
|
||||||
|
default:
|
||||||
|
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (dt ElementType) String() string {
|
||||||
|
|
||||||
|
switch dt {
|
||||||
|
|
||||||
|
case DataTypeUint32:
|
||||||
|
return "uint32"
|
||||||
|
case DataTypeFloat32:
|
||||||
|
return "float32"
|
||||||
|
case DataTypeInt32:
|
||||||
|
return "int32"
|
||||||
|
|
||||||
|
case DataTypeVec2:
|
||||||
|
return "Vec2"
|
||||||
|
case DataTypeVec3:
|
||||||
|
return "Vec3"
|
||||||
|
case DataTypeVec4:
|
||||||
|
return "Vec4"
|
||||||
|
|
||||||
|
case DataTypeMat2:
|
||||||
|
return "Mat2"
|
||||||
|
case DataTypeMat3:
|
||||||
|
return "Mat3"
|
||||||
|
case DataTypeMat4:
|
||||||
|
return "Mat4"
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
return "Struct"
|
||||||
|
|
||||||
|
default:
|
||||||
|
return "Unknown"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@ -27,9 +27,9 @@ func (ib *IndexBuffer) SetData(values []uint32) {
|
|||||||
ib.IndexBufCount = int32(len(values))
|
ib.IndexBufCount = int32(len(values))
|
||||||
|
|
||||||
if sizeInBytes == 0 {
|
if sizeInBytes == 0 {
|
||||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static.ToGL())
|
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static_Draw.ToGL())
|
||||||
} else {
|
} else {
|
||||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
|
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static_Draw.ToGL())
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
747
buffers/uniform_buffer.go
Executable file
747
buffers/uniform_buffer.go
Executable file
@ -0,0 +1,747 @@
|
|||||||
|
package buffers
|
||||||
|
|
||||||
|
import (
|
||||||
|
"math"
|
||||||
|
"reflect"
|
||||||
|
|
||||||
|
"github.com/bloeys/gglm/gglm"
|
||||||
|
"github.com/bloeys/nmage/assert"
|
||||||
|
"github.com/bloeys/nmage/logging"
|
||||||
|
"github.com/go-gl/gl/v4.1-core/gl"
|
||||||
|
)
|
||||||
|
|
||||||
|
type UniformBufferFieldInput struct {
|
||||||
|
Id uint16
|
||||||
|
Type ElementType
|
||||||
|
// Count should be set in case this field is an array of type `[Count]Type`.
|
||||||
|
// Count=0 is valid and is equivalent to Count=1, which means the type is NOT an array, but a single field.
|
||||||
|
Count uint16
|
||||||
|
|
||||||
|
// Subfields is used when type is a struct, in which case it holds the fields of the struct.
|
||||||
|
// Ids do not have to be unique across structs.
|
||||||
|
Subfields []UniformBufferFieldInput
|
||||||
|
}
|
||||||
|
|
||||||
|
type UniformBufferField struct {
|
||||||
|
Id uint16
|
||||||
|
AlignedOffset uint16
|
||||||
|
// Count should be set in case this field is an array of type `[Count]Type`.
|
||||||
|
// Count=0 is valid and is equivalent to Count=1, which means the type is NOT an array, but a single field.
|
||||||
|
Count uint16
|
||||||
|
Type ElementType
|
||||||
|
|
||||||
|
// Subfields is used when type is a struct, in which case it holds the fields of the struct.
|
||||||
|
// Ids do not have to be unique across structs.
|
||||||
|
Subfields []UniformBufferField
|
||||||
|
}
|
||||||
|
|
||||||
|
type UniformBuffer struct {
|
||||||
|
Id uint32
|
||||||
|
// Size is the allocated memory in bytes on the GPU for this uniform buffer
|
||||||
|
Size uint32
|
||||||
|
Fields []UniformBufferField
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) Bind() {
|
||||||
|
gl.BindBuffer(gl.UNIFORM_BUFFER, ub.Id)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) UnBind() {
|
||||||
|
gl.BindBuffer(gl.UNIFORM_BUFFER, 0)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetBindPoint(bindPointIndex uint32) {
|
||||||
|
gl.BindBufferBase(gl.UNIFORM_BUFFER, bindPointIndex, ub.Id)
|
||||||
|
}
|
||||||
|
|
||||||
|
func addUniformBufferFieldsToArray(startAlignedOffset uint16, arrayToAddTo *[]UniformBufferField, fieldsToAdd []UniformBufferFieldInput) (totalSize uint32) {
|
||||||
|
|
||||||
|
if len(fieldsToAdd) == 0 {
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
|
||||||
|
// This function is recursive so only size the array once
|
||||||
|
if cap(*arrayToAddTo) == 0 {
|
||||||
|
*arrayToAddTo = make([]UniformBufferField, 0, len(fieldsToAdd))
|
||||||
|
}
|
||||||
|
|
||||||
|
var alignedOffset uint16 = 0
|
||||||
|
fieldIdToTypeMap := make(map[uint16]ElementType, len(fieldsToAdd))
|
||||||
|
|
||||||
|
for i := 0; i < len(fieldsToAdd); i++ {
|
||||||
|
|
||||||
|
f := fieldsToAdd[i]
|
||||||
|
if f.Count == 0 {
|
||||||
|
f.Count = 1
|
||||||
|
}
|
||||||
|
|
||||||
|
existingFieldType, ok := fieldIdToTypeMap[f.Id]
|
||||||
|
assert.T(!ok, "Uniform buffer field id is reused within the same uniform buffer. FieldId=%d was first used on a field with type=%s and then used on a different field with type=%s\n", f.Id, existingFieldType.String(), f.Type.String())
|
||||||
|
|
||||||
|
// To understand this take an example. Say we have a total offset of 100 and we are adding a vec4.
|
||||||
|
// Vec4s must be aligned to a 16 byte boundary but 100 is not (100 % 16 != 0).
|
||||||
|
//
|
||||||
|
// To fix this, we take the alignment error which is alignErr=100 % 16=4, but this is error to the nearest
|
||||||
|
// boundary, which is below the offset.
|
||||||
|
//
|
||||||
|
// To get the nearest boundary larger than the offset we can:
|
||||||
|
// offset + (boundary - alignErr) == 100 + (16 - 4) == 112; 112 % 16 == 0, meaning its a boundary
|
||||||
|
//
|
||||||
|
// Note that arrays of scalars/vectors are always aligned to 16 bytes, like a vec4
|
||||||
|
//
|
||||||
|
// Official spec and full details in subsection 'Standard Uniform Block Layout' at http://www.opengl.org/registry/specs/ARB/uniform_buffer_object.txt
|
||||||
|
var alignmentBoundary uint16 = 16
|
||||||
|
if f.Count == 1 {
|
||||||
|
alignmentBoundary = f.Type.GlStd140AlignmentBoundary()
|
||||||
|
}
|
||||||
|
|
||||||
|
alignmentError := alignedOffset % alignmentBoundary
|
||||||
|
if alignmentError != 0 {
|
||||||
|
alignedOffset += alignmentBoundary - alignmentError
|
||||||
|
}
|
||||||
|
|
||||||
|
newField := UniformBufferField{Id: f.Id, Type: f.Type, AlignedOffset: startAlignedOffset + alignedOffset, Count: f.Count}
|
||||||
|
*arrayToAddTo = append(*arrayToAddTo, newField)
|
||||||
|
|
||||||
|
// Prepare aligned offset for the next field.
|
||||||
|
//
|
||||||
|
// Matrices are treated as an array of column vectors, where each column is a vec4,
|
||||||
|
// that's why we have a multiplier depending on how many columns we have when calculating
|
||||||
|
// the offset
|
||||||
|
multiplier := uint16(1)
|
||||||
|
if f.Type == DataTypeMat2 {
|
||||||
|
multiplier = 2
|
||||||
|
} else if f.Type == DataTypeMat3 {
|
||||||
|
multiplier = 3
|
||||||
|
} else if f.Type == DataTypeMat4 {
|
||||||
|
multiplier = 4
|
||||||
|
}
|
||||||
|
|
||||||
|
if f.Type == DataTypeStruct {
|
||||||
|
|
||||||
|
subfieldsAlignedOffset := uint16(addUniformBufferFieldsToArray(startAlignedOffset+alignedOffset, arrayToAddTo, f.Subfields))
|
||||||
|
|
||||||
|
// Pad structs to 16 byte boundary
|
||||||
|
padTo16Boundary(&subfieldsAlignedOffset)
|
||||||
|
alignedOffset += subfieldsAlignedOffset * f.Count
|
||||||
|
|
||||||
|
} else {
|
||||||
|
|
||||||
|
// Elements advance the alignedOffset by their actual byte size.
|
||||||
|
// Aligned offset is padded if the place its at is not aligned to the boundary required by the next element.
|
||||||
|
//
|
||||||
|
// The exception is structs, because fields after a struct field are always aligned at a 16 byte boundary.
|
||||||
|
//
|
||||||
|
// For example, a vec3 starting at offset 80, taking 12 bytes, would put the aligned offset at 92.
|
||||||
|
// If the next element is a float32 (alignment boundary = 4) then no padding is required and
|
||||||
|
// the float will start at 92 and end at 96.
|
||||||
|
// However, if the element after the vec3 is a vec3 (alignment boundary = 16), then it would require
|
||||||
|
// a padding of 4 bytes so that it can start at 96, which is aligned to 16. In this case the second vec3
|
||||||
|
// would start at 96 and end at 96+12=108.
|
||||||
|
alignedOffset = newField.AlignedOffset + uint16(f.Type.GlStd140SizeBytes())*f.Count*multiplier - startAlignedOffset
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return uint32(alignedOffset)
|
||||||
|
}
|
||||||
|
|
||||||
|
func padTo16Boundary[T uint16 | int | int32](val *T) {
|
||||||
|
alignmentError := *val % 16
|
||||||
|
if alignmentError != 0 {
|
||||||
|
*val += 16 - alignmentError
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) getField(fieldId uint16, fieldType ElementType) UniformBufferField {
|
||||||
|
|
||||||
|
for i := 0; i < len(ub.Fields); i++ {
|
||||||
|
|
||||||
|
f := ub.Fields[i]
|
||||||
|
|
||||||
|
if f.Id != fieldId {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
|
||||||
|
assert.T(f.Type == fieldType, "Uniform buffer field id is reused within the same uniform buffer. FieldId=%d was first used on a field with type=%v, but is now being used on a field with type=%v\n", fieldId, f.Type.String(), fieldType.String())
|
||||||
|
|
||||||
|
return f
|
||||||
|
}
|
||||||
|
|
||||||
|
logging.ErrLog.Panicf("couldn't find uniform buffer field of id=%d and type=%s\n", fieldId, fieldType.String())
|
||||||
|
return UniformBufferField{}
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetInt32(fieldId uint16, val int32) {
|
||||||
|
|
||||||
|
f := ub.getField(fieldId, DataTypeInt32)
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4, gl.Ptr(&val))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetUint32(fieldId uint16, val uint32) {
|
||||||
|
|
||||||
|
f := ub.getField(fieldId, DataTypeUint32)
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4, gl.Ptr(&val))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetFloat32(fieldId uint16, val float32) {
|
||||||
|
|
||||||
|
f := ub.getField(fieldId, DataTypeFloat32)
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4, gl.Ptr(&val))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetVec2(fieldId uint16, val *gglm.Vec2) {
|
||||||
|
f := ub.getField(fieldId, DataTypeVec2)
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*2, gl.Ptr(&val.Data[0]))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetVec3(fieldId uint16, val *gglm.Vec3) {
|
||||||
|
f := ub.getField(fieldId, DataTypeVec3)
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*3, gl.Ptr(&val.Data[0]))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetVec4(fieldId uint16, val *gglm.Vec4) {
|
||||||
|
f := ub.getField(fieldId, DataTypeVec4)
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*4, gl.Ptr(&val.Data[0]))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetMat2(fieldId uint16, val *gglm.Mat2) {
|
||||||
|
f := ub.getField(fieldId, DataTypeMat2)
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*4, gl.Ptr(&val.Data[0][0]))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetMat3(fieldId uint16, val *gglm.Mat3) {
|
||||||
|
f := ub.getField(fieldId, DataTypeMat3)
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*9, gl.Ptr(&val.Data[0][0]))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetMat4(fieldId uint16, val *gglm.Mat4) {
|
||||||
|
f := ub.getField(fieldId, DataTypeMat4)
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*16, gl.Ptr(&val.Data[0][0]))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ub *UniformBuffer) SetStruct(inputStruct any) {
|
||||||
|
setStruct(ub.Fields, make([]byte, ub.Size), inputStruct, 1000_000, false, 0)
|
||||||
|
}
|
||||||
|
|
||||||
|
func setStruct(fields []UniformBufferField, buf []byte, inputStruct any, maxFieldsToConsume int, onlyBufWrite bool, writeOffset int) (bytesWritten, fieldsConsumed int) {
|
||||||
|
|
||||||
|
if len(fields) == 0 {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
if inputStruct == nil {
|
||||||
|
logging.ErrLog.Panicf("UniformBuffer.SetStruct called with a value that is nil")
|
||||||
|
}
|
||||||
|
|
||||||
|
structVal := reflect.ValueOf(inputStruct)
|
||||||
|
if structVal.Kind() != reflect.Struct {
|
||||||
|
logging.ErrLog.Panicf("UniformBuffer.SetStruct called with a value that is not a struct. Val=%v\n", inputStruct)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Needed because fieldIndex can move faster than struct fields in case of struct fields
|
||||||
|
structFieldIndex := 0
|
||||||
|
for fieldIndex := 0; fieldIndex < len(fields) && fieldIndex < maxFieldsToConsume; fieldIndex++ {
|
||||||
|
|
||||||
|
ubField := &fields[fieldIndex]
|
||||||
|
valField := structVal.Field(structFieldIndex)
|
||||||
|
|
||||||
|
fieldsConsumed++
|
||||||
|
structFieldIndex++
|
||||||
|
|
||||||
|
kind := valField.Kind()
|
||||||
|
if kind == reflect.Pointer {
|
||||||
|
valField = valField.Elem()
|
||||||
|
}
|
||||||
|
|
||||||
|
var elementType reflect.Type
|
||||||
|
isArray := kind == reflect.Slice || kind == reflect.Array
|
||||||
|
if isArray {
|
||||||
|
elementType = valField.Type().Elem()
|
||||||
|
kind = elementType.Kind()
|
||||||
|
} else {
|
||||||
|
elementType = valField.Type()
|
||||||
|
}
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
assert.T(valField.Len() == int(ubField.Count), "ubo field of id=%d is an array/slice field of length=%d but got input of length=%d\n", ubField.Id, ubField.Count, valField.Len())
|
||||||
|
}
|
||||||
|
|
||||||
|
typeMatches := false
|
||||||
|
bytesWritten = int(ubField.AlignedOffset) + writeOffset
|
||||||
|
|
||||||
|
switch ubField.Type {
|
||||||
|
|
||||||
|
case DataTypeUint32:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "uint32"
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
Write32BitIntegerSliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]uint32))
|
||||||
|
} else {
|
||||||
|
Write32BitIntegerToByteBuf(buf, &bytesWritten, uint32(valField.Uint()))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeFloat32:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "float32"
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
WriteF32SliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]float32))
|
||||||
|
} else {
|
||||||
|
WriteF32ToByteBuf(buf, &bytesWritten, float32(valField.Float()))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeInt32:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "int32"
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
Write32BitIntegerSliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]int32))
|
||||||
|
} else {
|
||||||
|
Write32BitIntegerToByteBuf(buf, &bytesWritten, uint32(valField.Int()))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeVec2:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "Vec2"
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
WriteVec2SliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]gglm.Vec2))
|
||||||
|
} else {
|
||||||
|
v2 := valField.Interface().(gglm.Vec2)
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, v2.Data[:])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeVec3:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "Vec3"
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
WriteVec3SliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]gglm.Vec3))
|
||||||
|
} else {
|
||||||
|
v3 := valField.Interface().(gglm.Vec3)
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, v3.Data[:])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeVec4:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "Vec4"
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
WriteVec4SliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]gglm.Vec4))
|
||||||
|
} else {
|
||||||
|
v3 := valField.Interface().(gglm.Vec4)
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, v3.Data[:])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeMat2:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "Mat2"
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
m2Arr := valField.Interface().([]gglm.Mat2)
|
||||||
|
WriteMat2SliceToByteBufWithAlignment(buf, &bytesWritten, 16*2, m2Arr)
|
||||||
|
} else {
|
||||||
|
m := valField.Interface().(gglm.Mat2)
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[0][:])
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[1][:])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeMat3:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "Mat3"
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
m3Arr := valField.Interface().([]gglm.Mat3)
|
||||||
|
WriteMat3SliceToByteBufWithAlignment(buf, &bytesWritten, 16*3, m3Arr)
|
||||||
|
} else {
|
||||||
|
m := valField.Interface().(gglm.Mat3)
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[0][:])
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[1][:])
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[2][:])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeMat4:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "Mat4"
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
m4Arr := valField.Interface().([]gglm.Mat4)
|
||||||
|
WriteMat4SliceToByteBufWithAlignment(buf, &bytesWritten, 16*4, m4Arr)
|
||||||
|
} else {
|
||||||
|
m := valField.Interface().(gglm.Mat4)
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[0][:])
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[1][:])
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[2][:])
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[3][:])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
|
||||||
|
typeMatches = kind == reflect.Struct
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
|
||||||
|
offset := 0
|
||||||
|
arrSize := valField.Len()
|
||||||
|
fieldsToUse := fields[fieldIndex+1:]
|
||||||
|
for i := 0; i < arrSize; i++ {
|
||||||
|
|
||||||
|
setStructBytesWritten, setStructFieldsConsumed := setStruct(fieldsToUse, buf, valField.Index(i).Interface(), elementType.NumField(), true, offset*i)
|
||||||
|
|
||||||
|
if offset == 0 {
|
||||||
|
offset = setStructBytesWritten
|
||||||
|
padTo16Boundary(&offset)
|
||||||
|
|
||||||
|
bytesWritten += offset * arrSize
|
||||||
|
|
||||||
|
// Tracking consumed fields is needed because if we have a struct inside another struct
|
||||||
|
// elementType.NumField() will only give us the fields consumed by the first struct,
|
||||||
|
// but we need to count all fields of all nested structs inside this one
|
||||||
|
fieldIndex += setStructFieldsConsumed
|
||||||
|
fieldsConsumed += setStructFieldsConsumed
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
} else {
|
||||||
|
|
||||||
|
setStructBytesWritten, setStructFieldsConsumed := setStruct(fields[fieldIndex+1:], buf, valField.Interface(), valField.NumField(), true, writeOffset)
|
||||||
|
|
||||||
|
bytesWritten += setStructBytesWritten
|
||||||
|
fieldIndex += setStructFieldsConsumed
|
||||||
|
fieldsConsumed += setStructFieldsConsumed
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
default:
|
||||||
|
assert.T(false, "Unknown uniform buffer data type passed. DataType '%d'", ubField.Type)
|
||||||
|
}
|
||||||
|
|
||||||
|
if !typeMatches {
|
||||||
|
logging.ErrLog.Panicf("Struct field ordering and types must match uniform buffer fields, but at field index %d got UniformBufferField=%v but a struct field of type %s\n", fieldIndex, ubField, valField.String())
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if bytesWritten == 0 {
|
||||||
|
return 0, fieldsConsumed
|
||||||
|
}
|
||||||
|
|
||||||
|
if !onlyBufWrite {
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, 0, bytesWritten, gl.Ptr(&buf[0]))
|
||||||
|
}
|
||||||
|
|
||||||
|
return bytesWritten - int(fields[0].AlignedOffset) - writeOffset, fieldsConsumed
|
||||||
|
}
|
||||||
|
|
||||||
|
func Write32BitIntegerToByteBuf[T uint32 | int32](buf []byte, startIndex *int, val T) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+4 <= len(buf), "failed to write uint32/int32 to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d", *startIndex, len(buf))
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(val)
|
||||||
|
buf[*startIndex+1] = byte(val >> 8)
|
||||||
|
buf[*startIndex+2] = byte(val >> 16)
|
||||||
|
buf[*startIndex+3] = byte(val >> 24)
|
||||||
|
|
||||||
|
*startIndex += 4
|
||||||
|
}
|
||||||
|
|
||||||
|
func Write32BitIntegerSliceToByteBufWithAlignment[T uint32 | int32](buf []byte, startIndex *int, alignmentPerField int, vals []T) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*alignmentPerField <= len(buf), "failed to write uint32/int32 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerField, *startIndex, len(buf), len(vals)*alignmentPerField)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
val := vals[i]
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(val)
|
||||||
|
buf[*startIndex+1] = byte(val >> 8)
|
||||||
|
buf[*startIndex+2] = byte(val >> 16)
|
||||||
|
buf[*startIndex+3] = byte(val >> 24)
|
||||||
|
|
||||||
|
*startIndex += alignmentPerField
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteF32ToByteBuf(buf []byte, startIndex *int, val float32) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+4 <= len(buf), "failed to write float32 to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d", *startIndex, len(buf))
|
||||||
|
|
||||||
|
bits := math.Float32bits(val)
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(bits)
|
||||||
|
buf[*startIndex+1] = byte(bits >> 8)
|
||||||
|
buf[*startIndex+2] = byte(bits >> 16)
|
||||||
|
buf[*startIndex+3] = byte(bits >> 24)
|
||||||
|
|
||||||
|
*startIndex += 4
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteF32SliceToByteBuf(buf []byte, startIndex *int, vals []float32) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*4 <= len(buf), "failed to write slice of float32 to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", *startIndex, len(buf), len(vals)*4)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
bits := math.Float32bits(vals[i])
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(bits)
|
||||||
|
buf[*startIndex+1] = byte(bits >> 8)
|
||||||
|
buf[*startIndex+2] = byte(bits >> 16)
|
||||||
|
buf[*startIndex+3] = byte(bits >> 24)
|
||||||
|
|
||||||
|
*startIndex += 4
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteF32SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerField int, vals []float32) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*alignmentPerField <= len(buf), "failed to write slice of float32 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerField, *startIndex, len(buf), len(vals)*alignmentPerField)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
bits := math.Float32bits(vals[i])
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(bits)
|
||||||
|
buf[*startIndex+1] = byte(bits >> 8)
|
||||||
|
buf[*startIndex+2] = byte(bits >> 16)
|
||||||
|
buf[*startIndex+3] = byte(bits >> 24)
|
||||||
|
|
||||||
|
*startIndex += alignmentPerField
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteVec2SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerVector int, vals []gglm.Vec2) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*alignmentPerVector <= len(buf), "failed to write slice of gglm.Vec2 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerVector, *startIndex, len(buf), len(vals)*alignmentPerVector)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
bitsX := math.Float32bits(vals[i].X())
|
||||||
|
bitsY := math.Float32bits(vals[i].Y())
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(bitsX)
|
||||||
|
buf[*startIndex+1] = byte(bitsX >> 8)
|
||||||
|
buf[*startIndex+2] = byte(bitsX >> 16)
|
||||||
|
buf[*startIndex+3] = byte(bitsX >> 24)
|
||||||
|
|
||||||
|
buf[*startIndex+4] = byte(bitsY)
|
||||||
|
buf[*startIndex+5] = byte(bitsY >> 8)
|
||||||
|
buf[*startIndex+6] = byte(bitsY >> 16)
|
||||||
|
buf[*startIndex+7] = byte(bitsY >> 24)
|
||||||
|
|
||||||
|
*startIndex += alignmentPerVector
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteVec3SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerVector int, vals []gglm.Vec3) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*alignmentPerVector <= len(buf), "failed to write slice of gglm.Vec3 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerVector, *startIndex, len(buf), len(vals)*alignmentPerVector)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
bitsX := math.Float32bits(vals[i].X())
|
||||||
|
bitsY := math.Float32bits(vals[i].Y())
|
||||||
|
bitsZ := math.Float32bits(vals[i].Z())
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(bitsX)
|
||||||
|
buf[*startIndex+1] = byte(bitsX >> 8)
|
||||||
|
buf[*startIndex+2] = byte(bitsX >> 16)
|
||||||
|
buf[*startIndex+3] = byte(bitsX >> 24)
|
||||||
|
|
||||||
|
buf[*startIndex+4] = byte(bitsY)
|
||||||
|
buf[*startIndex+5] = byte(bitsY >> 8)
|
||||||
|
buf[*startIndex+6] = byte(bitsY >> 16)
|
||||||
|
buf[*startIndex+7] = byte(bitsY >> 24)
|
||||||
|
|
||||||
|
buf[*startIndex+8] = byte(bitsZ)
|
||||||
|
buf[*startIndex+9] = byte(bitsZ >> 8)
|
||||||
|
buf[*startIndex+10] = byte(bitsZ >> 16)
|
||||||
|
buf[*startIndex+11] = byte(bitsZ >> 24)
|
||||||
|
|
||||||
|
*startIndex += alignmentPerVector
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteVec4SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerVector int, vals []gglm.Vec4) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*alignmentPerVector <= len(buf), "failed to write slice of gglm.Vec4 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerVector, *startIndex, len(buf), len(vals)*alignmentPerVector)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
bitsX := math.Float32bits(vals[i].X())
|
||||||
|
bitsY := math.Float32bits(vals[i].Y())
|
||||||
|
bitsZ := math.Float32bits(vals[i].Z())
|
||||||
|
bitsW := math.Float32bits(vals[i].W())
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(bitsX)
|
||||||
|
buf[*startIndex+1] = byte(bitsX >> 8)
|
||||||
|
buf[*startIndex+2] = byte(bitsX >> 16)
|
||||||
|
buf[*startIndex+3] = byte(bitsX >> 24)
|
||||||
|
|
||||||
|
buf[*startIndex+4] = byte(bitsY)
|
||||||
|
buf[*startIndex+5] = byte(bitsY >> 8)
|
||||||
|
buf[*startIndex+6] = byte(bitsY >> 16)
|
||||||
|
buf[*startIndex+7] = byte(bitsY >> 24)
|
||||||
|
|
||||||
|
buf[*startIndex+8] = byte(bitsZ)
|
||||||
|
buf[*startIndex+9] = byte(bitsZ >> 8)
|
||||||
|
buf[*startIndex+10] = byte(bitsZ >> 16)
|
||||||
|
buf[*startIndex+11] = byte(bitsZ >> 24)
|
||||||
|
|
||||||
|
buf[*startIndex+12] = byte(bitsW)
|
||||||
|
buf[*startIndex+13] = byte(bitsW >> 8)
|
||||||
|
buf[*startIndex+14] = byte(bitsW >> 16)
|
||||||
|
buf[*startIndex+15] = byte(bitsW >> 24)
|
||||||
|
|
||||||
|
*startIndex += alignmentPerVector
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteMat2SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerMatrix int, vals []gglm.Mat2) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*alignmentPerMatrix <= len(buf), "failed to write slice of gglm.Mat2 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerMatrix, *startIndex, len(buf), len(vals)*alignmentPerMatrix)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
m := &vals[i]
|
||||||
|
|
||||||
|
WriteVec2SliceToByteBufWithAlignment(
|
||||||
|
buf,
|
||||||
|
startIndex,
|
||||||
|
16,
|
||||||
|
[]gglm.Vec2{
|
||||||
|
{Data: m.Data[0]},
|
||||||
|
{Data: m.Data[1]},
|
||||||
|
},
|
||||||
|
)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteMat3SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerMatrix int, vals []gglm.Mat3) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*alignmentPerMatrix <= len(buf), "failed to write slice of gglm.Mat3 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerMatrix, *startIndex, len(buf), len(vals)*alignmentPerMatrix)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
m := &vals[i]
|
||||||
|
|
||||||
|
WriteVec3SliceToByteBufWithAlignment(
|
||||||
|
buf,
|
||||||
|
startIndex,
|
||||||
|
16,
|
||||||
|
[]gglm.Vec3{
|
||||||
|
{Data: m.Data[0]},
|
||||||
|
{Data: m.Data[1]},
|
||||||
|
{Data: m.Data[2]},
|
||||||
|
},
|
||||||
|
)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteMat4SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerMatrix int, vals []gglm.Mat4) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*alignmentPerMatrix <= len(buf), "failed to write slice of gglm.Mat2 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerMatrix, *startIndex, len(buf), len(vals)*alignmentPerMatrix)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
m := &vals[i]
|
||||||
|
|
||||||
|
WriteVec4SliceToByteBufWithAlignment(
|
||||||
|
buf,
|
||||||
|
startIndex,
|
||||||
|
16,
|
||||||
|
[]gglm.Vec4{
|
||||||
|
{Data: m.Data[0]},
|
||||||
|
{Data: m.Data[1]},
|
||||||
|
{Data: m.Data[2]},
|
||||||
|
{Data: m.Data[3]},
|
||||||
|
},
|
||||||
|
)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func ReflectValueMatchesUniformBufferField(v reflect.Value, ubField *UniformBufferField) bool {
|
||||||
|
|
||||||
|
if v.Kind() == reflect.Pointer {
|
||||||
|
v = v.Elem()
|
||||||
|
}
|
||||||
|
|
||||||
|
switch ubField.Type {
|
||||||
|
|
||||||
|
case DataTypeUint32:
|
||||||
|
t := v.Type()
|
||||||
|
return t.Name() == "uint32"
|
||||||
|
case DataTypeFloat32:
|
||||||
|
t := v.Type()
|
||||||
|
return t.Name() == "float32"
|
||||||
|
case DataTypeInt32:
|
||||||
|
t := v.Type()
|
||||||
|
return t.Name() == "int32"
|
||||||
|
case DataTypeVec2:
|
||||||
|
_, ok := v.Interface().(gglm.Vec2)
|
||||||
|
return ok
|
||||||
|
case DataTypeVec3:
|
||||||
|
_, ok := v.Interface().(gglm.Vec3)
|
||||||
|
return ok
|
||||||
|
case DataTypeVec4:
|
||||||
|
_, ok := v.Interface().(gglm.Vec4)
|
||||||
|
return ok
|
||||||
|
case DataTypeMat2:
|
||||||
|
_, ok := v.Interface().(gglm.Mat2)
|
||||||
|
return ok
|
||||||
|
case DataTypeMat3:
|
||||||
|
_, ok := v.Interface().(gglm.Mat3)
|
||||||
|
return ok
|
||||||
|
case DataTypeMat4:
|
||||||
|
_, ok := v.Interface().(gglm.Mat4)
|
||||||
|
return ok
|
||||||
|
|
||||||
|
default:
|
||||||
|
assert.T(false, "Unknown uniform buffer data type passed. DataType '%d'", ubField.Type)
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func NewUniformBuffer(fields []UniformBufferFieldInput, usage BufUsage) UniformBuffer {
|
||||||
|
|
||||||
|
ub := UniformBuffer{}
|
||||||
|
|
||||||
|
ub.Size = addUniformBufferFieldsToArray(0, &ub.Fields, fields)
|
||||||
|
|
||||||
|
gl.GenBuffers(1, &ub.Id)
|
||||||
|
if ub.Id == 0 {
|
||||||
|
logging.ErrLog.Panicln("Failed to create OpenGL buffer for a uniform buffer")
|
||||||
|
}
|
||||||
|
|
||||||
|
ub.Bind()
|
||||||
|
gl.BufferData(gl.UNIFORM_BUFFER, int(ub.Size), gl.Ptr(nil), usage.ToGL())
|
||||||
|
ub.UnBind()
|
||||||
|
|
||||||
|
return ub
|
||||||
|
}
|
||||||
@ -55,7 +55,7 @@ func NewVertexBuffer(layout ...Element) VertexBuffer {
|
|||||||
|
|
||||||
gl.GenBuffers(1, &vb.Id)
|
gl.GenBuffers(1, &vb.Id)
|
||||||
if vb.Id == 0 {
|
if vb.Id == 0 {
|
||||||
logging.ErrLog.Println("Failed to create OpenGL buffer")
|
logging.ErrLog.Panicln("Failed to create OpenGL buffer")
|
||||||
}
|
}
|
||||||
|
|
||||||
vb.SetLayout(layout...)
|
vb.SetLayout(layout...)
|
||||||
|
|||||||
@ -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.
|
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||||
imIo.SetMouseButtonDown(imgui.MouseButtonLeft, isSdlButtonLeftDown)
|
imIo.SetMouseButtonDown(int(imgui.MouseButtonLeft), isSdlButtonLeftDown)
|
||||||
imIo.SetMouseButtonDown(imgui.MouseButtonRight, isSdlButtonRightDown)
|
imIo.SetMouseButtonDown(int(imgui.MouseButtonRight), isSdlButtonRightDown)
|
||||||
imIo.SetMouseButtonDown(imgui.MouseButtonMiddle, isSdlButtonMiddleDown)
|
imIo.SetMouseButtonDown(int(imgui.MouseButtonMiddle), isSdlButtonMiddleDown)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (w *Window) handleWindowResize() {
|
func (w *Window) handleWindowResize() {
|
||||||
|
|||||||
4
go.mod
4
go.mod
@ -1,6 +1,6 @@
|
|||||||
module github.com/bloeys/nmage
|
module github.com/bloeys/nmage
|
||||||
|
|
||||||
go 1.22
|
go 1.23
|
||||||
|
|
||||||
require github.com/veandco/go-sdl2 v0.4.35
|
require github.com/veandco/go-sdl2 v0.4.35
|
||||||
|
|
||||||
@ -12,7 +12,7 @@ require (
|
|||||||
)
|
)
|
||||||
|
|
||||||
require (
|
require (
|
||||||
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2
|
github.com/AllenDang/cimgui-go v0.0.0-20240912193335-545751598105
|
||||||
github.com/mandykoh/prism v0.35.1
|
github.com/mandykoh/prism v0.35.1
|
||||||
)
|
)
|
||||||
|
|
||||||
|
|||||||
2
go.sum
2
go.sum
@ -1,5 +1,7 @@
|
|||||||
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2 h1:3HA/5qD8Rimxz/y1sLyVaM7ws1dzjXzMt4hOBiwHggo=
|
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2 h1:3HA/5qD8Rimxz/y1sLyVaM7ws1dzjXzMt4hOBiwHggo=
|
||||||
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2/go.mod h1:iNfbIyOBN8k3XScMxULbrwYbPsXEAUD0Jb6UwrspQb8=
|
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2/go.mod h1:iNfbIyOBN8k3XScMxULbrwYbPsXEAUD0Jb6UwrspQb8=
|
||||||
|
github.com/AllenDang/cimgui-go v0.0.0-20240912193335-545751598105 h1:bhXqv2EG5YCLdgkLSFCpqeVz4cCoNbi4RDFrHrwxQ1o=
|
||||||
|
github.com/AllenDang/cimgui-go v0.0.0-20240912193335-545751598105/go.mod h1:CYfBRenCaNtSvKVzChYh6gswUSo6c5IUcYeV6eCCRw0=
|
||||||
github.com/bloeys/assimp-go v0.4.4 h1:Yn5e/RpE0Oes0YMBy8O7KkwAO4R/RpgrZPJCt08dVIU=
|
github.com/bloeys/assimp-go v0.4.4 h1:Yn5e/RpE0Oes0YMBy8O7KkwAO4R/RpgrZPJCt08dVIU=
|
||||||
github.com/bloeys/assimp-go v0.4.4/go.mod h1:my3yRxT7CfOztmvi+0svmwbaqw0KFrxaHxncoyaEIP0=
|
github.com/bloeys/assimp-go v0.4.4/go.mod h1:my3yRxT7CfOztmvi+0svmwbaqw0KFrxaHxncoyaEIP0=
|
||||||
github.com/bloeys/gglm v0.50.0 h1:DlGLp9z8KMNx+hNR6PjnPmC0HjDRC19QwAKL1iwhOxs=
|
github.com/bloeys/gglm v0.50.0 h1:DlGLp9z8KMNx+hNR6PjnPmC0HjDRC19QwAKL1iwhOxs=
|
||||||
|
|||||||
436
main.go
436
main.go
@ -39,15 +39,15 @@ import (
|
|||||||
- Normals maps ✅
|
- Normals maps ✅
|
||||||
- HDR ✅
|
- HDR ✅
|
||||||
- Fix bad point light acne ✅
|
- Fix bad point light acne ✅
|
||||||
- UBO support
|
- UBO support ✅
|
||||||
- Cascaded shadow mapping
|
|
||||||
- Skeletal animations
|
- 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✅
|
- 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)
|
- Proper model loading (i.e. load model by reading all its meshes, textures, and so on together)
|
||||||
- Renderer batching
|
- Renderer batching
|
||||||
- Scene graph
|
- Scene graph
|
||||||
- Separate engine loop from rendering loop? or leave it to the user?
|
- (?) Separate engine loop from rendering loop
|
||||||
- Abstract keys enum away from sdl?
|
|
||||||
- Frustum culling
|
- Frustum culling
|
||||||
- Proper Asset loading system
|
- Proper Asset loading system
|
||||||
- Material system editor with fields automatically extracted from the shader
|
- Material system editor with fields automatically extracted from the shader
|
||||||
@ -97,6 +97,10 @@ type PointLight struct {
|
|||||||
Radius float32
|
Radius float32
|
||||||
Falloff float32
|
Falloff 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
|
// NearPlane is the distance where if the pixel
|
||||||
// is closer to the light than this distance, no shadow will be casted.
|
// is closer to the light than this distance, no shadow will be casted.
|
||||||
//
|
//
|
||||||
@ -104,10 +108,6 @@ type PointLight struct {
|
|||||||
// Same idea a camera near plane.
|
// Same idea a camera near plane.
|
||||||
NearPlane float32
|
NearPlane float32
|
||||||
|
|
||||||
// MaxBias is the max shadow bias applied for this light.
|
|
||||||
// A usual value is 0.05
|
|
||||||
MaxBias float32
|
|
||||||
|
|
||||||
// Far plane is the max distance at which shadows from this
|
// Far plane is the max distance at which shadows from this
|
||||||
// light will show.
|
// light will show.
|
||||||
//
|
//
|
||||||
@ -207,17 +207,66 @@ func (s *SpotLight) OuterCutoffCos() float32 {
|
|||||||
return gglm.Cos32(s.OuterCutoffRad)
|
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 (
|
const (
|
||||||
|
|
||||||
|
// These must match the shader values
|
||||||
|
POINT_LIGHT_COUNT = 8
|
||||||
|
SPOT_LIGHT_COUNT = 4
|
||||||
|
|
||||||
UNSCALED_WINDOW_WIDTH = 1280
|
UNSCALED_WINDOW_WIDTH = 1280
|
||||||
UNSCALED_WINDOW_HEIGHT = 720
|
UNSCALED_WINDOW_HEIGHT = 720
|
||||||
|
|
||||||
PROFILE_CPU = true
|
PROFILE_CPU = false
|
||||||
PROFILE_MEM = true
|
PROFILE_MEM = false
|
||||||
|
|
||||||
FRAME_TIME_MS_SAMPLES = 10000
|
FRAME_TIME_MS_SAMPLES = 10000
|
||||||
)
|
)
|
||||||
|
|
||||||
var (
|
var (
|
||||||
|
globalMatricesUboData GlobalMatricesUboData
|
||||||
|
globalMatricesUbo buffers.UniformBuffer
|
||||||
|
|
||||||
|
lightsUboData LightsUboData
|
||||||
|
lightsUbo buffers.UniformBuffer
|
||||||
|
|
||||||
frameTimesMsIndex int = 0
|
frameTimesMsIndex int = 0
|
||||||
frameTimesMs []float32 = make([]float32, 0, FRAME_TIME_MS_SAMPLES)
|
frameTimesMs []float32 = make([]float32, 0, FRAME_TIME_MS_SAMPLES)
|
||||||
|
|
||||||
@ -285,8 +334,6 @@ var (
|
|||||||
dpiScaling float32
|
dpiScaling float32
|
||||||
|
|
||||||
// Light settings
|
// Light settings
|
||||||
ambientColor = gglm.NewVec3(20.0/255, 20.0/255, 20.0/255)
|
|
||||||
|
|
||||||
dirLightDir = gglm.NewVec3(0, -0.5, -0.8)
|
dirLightDir = gglm.NewVec3(0, -0.5, -0.8)
|
||||||
// Lights
|
// Lights
|
||||||
dirLight = DirLight{
|
dirLight = DirLight{
|
||||||
@ -294,13 +341,13 @@ var (
|
|||||||
DiffuseColor: gglm.NewVec3(63.0/255, 63.0/255, 63.0/255),
|
DiffuseColor: gglm.NewVec3(63.0/255, 63.0/255, 63.0/255),
|
||||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||||
}
|
}
|
||||||
pointLights = [...]PointLight{
|
pointLights = [POINT_LIGHT_COUNT]PointLight{
|
||||||
{
|
{
|
||||||
Pos: gglm.NewVec3(0, 4, -3),
|
Pos: gglm.NewVec3(0, 4, -3),
|
||||||
DiffuseColor: gglm.NewVec3(1, 0, 0),
|
DiffuseColor: gglm.NewVec3(1, 0, 0),
|
||||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||||
Falloff: 1.0,
|
|
||||||
Radius: 10,
|
Radius: 10,
|
||||||
|
Falloff: 1.0,
|
||||||
MaxBias: 0.05,
|
MaxBias: 0.05,
|
||||||
NearPlane: 0.2,
|
NearPlane: 0.2,
|
||||||
FarPlane: 20 * pointLightRadiusToFarPlaneRatio,
|
FarPlane: 20 * pointLightRadiusToFarPlaneRatio,
|
||||||
@ -309,8 +356,8 @@ var (
|
|||||||
Pos: gglm.NewVec3(5, 0, 0),
|
Pos: gglm.NewVec3(5, 0, 0),
|
||||||
DiffuseColor: gglm.NewVec3(1, 1, 1),
|
DiffuseColor: gglm.NewVec3(1, 1, 1),
|
||||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||||
Falloff: 1.0,
|
|
||||||
Radius: 10,
|
Radius: 10,
|
||||||
|
Falloff: 1.0,
|
||||||
MaxBias: 0.05,
|
MaxBias: 0.05,
|
||||||
NearPlane: 0.2,
|
NearPlane: 0.2,
|
||||||
FarPlane: 20 * pointLightRadiusToFarPlaneRatio,
|
FarPlane: 20 * pointLightRadiusToFarPlaneRatio,
|
||||||
@ -319,8 +366,8 @@ var (
|
|||||||
Pos: gglm.NewVec3(-3, 4, 3),
|
Pos: gglm.NewVec3(-3, 4, 3),
|
||||||
DiffuseColor: gglm.NewVec3(1, 1, 1),
|
DiffuseColor: gglm.NewVec3(1, 1, 1),
|
||||||
SpecularColor: gglm.NewVec3(1, 1, 1),
|
SpecularColor: gglm.NewVec3(1, 1, 1),
|
||||||
Falloff: 1.0,
|
|
||||||
Radius: 10,
|
Radius: 10,
|
||||||
|
Falloff: 1.0,
|
||||||
MaxBias: 0.05,
|
MaxBias: 0.05,
|
||||||
NearPlane: 0.2,
|
NearPlane: 0.2,
|
||||||
FarPlane: 20 * pointLightRadiusToFarPlaneRatio,
|
FarPlane: 20 * pointLightRadiusToFarPlaneRatio,
|
||||||
@ -328,7 +375,7 @@ var (
|
|||||||
}
|
}
|
||||||
|
|
||||||
spotLightDir0 = gglm.NewVec3(1.5, -0.9, 0)
|
spotLightDir0 = gglm.NewVec3(1.5, -0.9, 0)
|
||||||
spotLights = [...]SpotLight{
|
spotLights = [SPOT_LIGHT_COUNT]SpotLight{
|
||||||
{
|
{
|
||||||
Pos: gglm.NewVec3(-4, 7, 5),
|
Pos: gglm.NewVec3(-4, 7, 5),
|
||||||
Dir: *spotLightDir0.Normalize(),
|
Dir: *spotLightDir0.Normalize(),
|
||||||
@ -566,12 +613,8 @@ func (g *Game) Init() {
|
|||||||
whiteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
whiteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
||||||
whiteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
whiteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||||
whiteMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
whiteMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
||||||
whiteMat.SetUnifVec3("ambientColor", &ambientColor)
|
|
||||||
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
||||||
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
whiteMat.SetUnifInt32("dirLightShadowMap", int32(materials.TextureSlot_ShadowMap1))
|
||||||
whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
|
||||||
whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
|
||||||
whiteMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
|
|
||||||
whiteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
whiteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
||||||
whiteMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
whiteMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
||||||
|
|
||||||
@ -584,12 +627,8 @@ func (g *Game) Init() {
|
|||||||
containerMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
containerMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
||||||
containerMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
containerMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||||
containerMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
containerMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
||||||
containerMat.SetUnifVec3("ambientColor", &ambientColor)
|
|
||||||
containerMat.SetUnifFloat32("material.shininess", containerMat.Shininess)
|
containerMat.SetUnifFloat32("material.shininess", containerMat.Shininess)
|
||||||
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
containerMat.SetUnifInt32("dirLightShadowMap", int32(materials.TextureSlot_ShadowMap1))
|
||||||
containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
|
||||||
containerMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
|
||||||
containerMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
|
|
||||||
containerMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
containerMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
||||||
containerMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
containerMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
||||||
|
|
||||||
@ -602,12 +641,8 @@ func (g *Game) Init() {
|
|||||||
groundMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
groundMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
||||||
groundMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
groundMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||||
groundMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
groundMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
||||||
groundMat.SetUnifVec3("ambientColor", &ambientColor)
|
|
||||||
groundMat.SetUnifFloat32("material.shininess", groundMat.Shininess)
|
groundMat.SetUnifFloat32("material.shininess", groundMat.Shininess)
|
||||||
groundMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
groundMat.SetUnifInt32("dirLightShadowMap", int32(materials.TextureSlot_ShadowMap1))
|
||||||
groundMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
|
||||||
groundMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
|
||||||
groundMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
|
|
||||||
groundMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
groundMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
||||||
groundMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
groundMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
||||||
|
|
||||||
@ -619,12 +654,8 @@ func (g *Game) Init() {
|
|||||||
palleteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
palleteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
||||||
palleteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
palleteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
||||||
palleteMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
palleteMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
||||||
palleteMat.SetUnifVec3("ambientColor", &ambientColor)
|
|
||||||
palleteMat.SetUnifFloat32("material.shininess", palleteMat.Shininess)
|
palleteMat.SetUnifFloat32("material.shininess", palleteMat.Shininess)
|
||||||
palleteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
palleteMat.SetUnifInt32("dirLightShadowMap", int32(materials.TextureSlot_ShadowMap1))
|
||||||
palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
|
||||||
palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
|
||||||
palleteMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
|
|
||||||
palleteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
palleteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
||||||
palleteMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
palleteMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
||||||
|
|
||||||
@ -657,17 +688,89 @@ func (g *Game) Init() {
|
|||||||
// We don't actually care about the values here because the quad is hardcoded in the shader,
|
// 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
|
// 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 := 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 = buffers.NewVertexArray()
|
||||||
screenQuadVao.AddVertexBuffer(screenQuadVbo)
|
screenQuadVao.AddVertexBuffer(screenQuadVbo)
|
||||||
|
|
||||||
// Fbos and lights
|
// Fbos and lights
|
||||||
g.initFbos()
|
g.initFbos()
|
||||||
g.updateLights()
|
// Ubos
|
||||||
|
g.initUbos()
|
||||||
|
|
||||||
// Initial camera update
|
// Initial camera update
|
||||||
cam.Update()
|
cam.Update()
|
||||||
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
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() {
|
func (g *Game) initFbos() {
|
||||||
@ -734,9 +837,12 @@ func (g *Game) initFbos() {
|
|||||||
assert.T(hdrFbo.IsComplete(), "Hdr fbo is not complete after init")
|
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
|
// Directional light
|
||||||
|
lightsUboData.DirLight = DirLightUboData(dirLight)
|
||||||
whiteMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
whiteMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||||
containerMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
containerMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||||
groundMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
groundMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
||||||
@ -746,55 +852,7 @@ func (g *Game) updateLights() {
|
|||||||
for i := 0; i < len(pointLights); i++ {
|
for i := 0; i < len(pointLights); i++ {
|
||||||
|
|
||||||
p := &pointLights[i]
|
p := &pointLights[i]
|
||||||
indexString := "pointLights[" + strconv.Itoa(i) + "]"
|
lightsUboData.PointLights[i] = PointLightUboData(*p)
|
||||||
|
|
||||||
posStr := indexString + ".pos"
|
|
||||||
whiteMat.SetUnifVec3(posStr, &p.Pos)
|
|
||||||
containerMat.SetUnifVec3(posStr, &p.Pos)
|
|
||||||
groundMat.SetUnifVec3(posStr, &p.Pos)
|
|
||||||
palleteMat.SetUnifVec3(posStr, &p.Pos)
|
|
||||||
|
|
||||||
diffuseStr := indexString + ".diffuseColor"
|
|
||||||
whiteMat.SetUnifVec3(diffuseStr, &p.DiffuseColor)
|
|
||||||
containerMat.SetUnifVec3(diffuseStr, &p.DiffuseColor)
|
|
||||||
groundMat.SetUnifVec3(diffuseStr, &p.DiffuseColor)
|
|
||||||
palleteMat.SetUnifVec3(diffuseStr, &p.DiffuseColor)
|
|
||||||
|
|
||||||
specularStr := indexString + ".specularColor"
|
|
||||||
whiteMat.SetUnifVec3(specularStr, &p.SpecularColor)
|
|
||||||
containerMat.SetUnifVec3(specularStr, &p.SpecularColor)
|
|
||||||
groundMat.SetUnifVec3(specularStr, &p.SpecularColor)
|
|
||||||
palleteMat.SetUnifVec3(specularStr, &p.SpecularColor)
|
|
||||||
|
|
||||||
falloffStr := indexString + ".falloff"
|
|
||||||
whiteMat.SetUnifFloat32(falloffStr, p.Falloff)
|
|
||||||
containerMat.SetUnifFloat32(falloffStr, p.Falloff)
|
|
||||||
groundMat.SetUnifFloat32(falloffStr, p.Falloff)
|
|
||||||
palleteMat.SetUnifFloat32(falloffStr, p.Falloff)
|
|
||||||
|
|
||||||
radiusStr := indexString + ".radius"
|
|
||||||
whiteMat.SetUnifFloat32(radiusStr, p.Radius)
|
|
||||||
containerMat.SetUnifFloat32(radiusStr, p.Radius)
|
|
||||||
groundMat.SetUnifFloat32(radiusStr, p.Radius)
|
|
||||||
palleteMat.SetUnifFloat32(radiusStr, p.Radius)
|
|
||||||
|
|
||||||
maxBiasStr := indexString + ".maxBias"
|
|
||||||
whiteMat.SetUnifFloat32(maxBiasStr, p.MaxBias)
|
|
||||||
containerMat.SetUnifFloat32(maxBiasStr, p.MaxBias)
|
|
||||||
groundMat.SetUnifFloat32(maxBiasStr, p.MaxBias)
|
|
||||||
palleteMat.SetUnifFloat32(maxBiasStr, p.MaxBias)
|
|
||||||
|
|
||||||
nearPlaneStr := indexString + ".nearPlane"
|
|
||||||
whiteMat.SetUnifFloat32(nearPlaneStr, p.NearPlane)
|
|
||||||
containerMat.SetUnifFloat32(nearPlaneStr, p.NearPlane)
|
|
||||||
groundMat.SetUnifFloat32(nearPlaneStr, p.NearPlane)
|
|
||||||
palleteMat.SetUnifFloat32(nearPlaneStr, p.NearPlane)
|
|
||||||
|
|
||||||
farPlaneStr := indexString + ".farPlane"
|
|
||||||
whiteMat.SetUnifFloat32(farPlaneStr, p.FarPlane)
|
|
||||||
containerMat.SetUnifFloat32(farPlaneStr, p.FarPlane)
|
|
||||||
groundMat.SetUnifFloat32(farPlaneStr, p.FarPlane)
|
|
||||||
palleteMat.SetUnifFloat32(farPlaneStr, p.FarPlane)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
whiteMat.CubemapArrayTex = pointLightDepthMapFbo.Attachments[0].Id
|
whiteMat.CubemapArrayTex = pointLightDepthMapFbo.Attachments[0].Id
|
||||||
@ -809,43 +867,24 @@ func (g *Game) updateLights() {
|
|||||||
innerCutoffCos := l.InnerCutoffCos()
|
innerCutoffCos := l.InnerCutoffCos()
|
||||||
outerCutoffCos := l.OuterCutoffCos()
|
outerCutoffCos := l.OuterCutoffCos()
|
||||||
|
|
||||||
indexString := "spotLights[" + strconv.Itoa(i) + "]"
|
lightsUboData.SpotLights[i] = SpotLightUboData{
|
||||||
|
Pos: l.Pos,
|
||||||
whiteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
Dir: l.Dir,
|
||||||
containerMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
DiffuseColor: l.DiffuseColor,
|
||||||
groundMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
SpecularColor: l.SpecularColor,
|
||||||
palleteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
InnerCutoff: innerCutoffCos,
|
||||||
|
OuterCutoff: outerCutoffCos,
|
||||||
whiteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
}
|
||||||
containerMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
|
||||||
groundMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
|
||||||
palleteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
|
||||||
|
|
||||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
|
||||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
|
||||||
groundMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
|
||||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
|
||||||
|
|
||||||
whiteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
|
||||||
containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
|
||||||
groundMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
|
||||||
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
|
||||||
|
|
||||||
whiteMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
|
|
||||||
containerMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
|
|
||||||
groundMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
|
|
||||||
palleteMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
|
|
||||||
|
|
||||||
whiteMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
|
|
||||||
containerMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
|
|
||||||
groundMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
|
|
||||||
palleteMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
whiteMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
whiteMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
||||||
containerMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
containerMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
||||||
groundMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
groundMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
||||||
palleteMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
palleteMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
||||||
|
|
||||||
|
// Apply changes
|
||||||
|
lightsUbo.Bind()
|
||||||
|
lightsUbo.SetStruct(lightsUboData)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *Game) Update() {
|
func (g *Game) Update() {
|
||||||
@ -857,6 +896,9 @@ func (g *Game) Update() {
|
|||||||
g.updateCameraLookAround()
|
g.updateCameraLookAround()
|
||||||
g.updateCameraPos()
|
g.updateCameraPos()
|
||||||
|
|
||||||
|
globalMatricesUboData.CamPos = cam.Pos
|
||||||
|
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
||||||
|
|
||||||
g.showDebugWindow()
|
g.showDebugWindow()
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -866,7 +908,7 @@ func (g *Game) showDebugWindow() {
|
|||||||
|
|
||||||
imgui.Begin("Debug controls")
|
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.LabelText("FPS", fmt.Sprint(timing.GetAvgFPS()))
|
||||||
imgui.PopStyleColor()
|
imgui.PopStyleColor()
|
||||||
|
|
||||||
@ -906,14 +948,16 @@ func (g *Game) showDebugWindow() {
|
|||||||
|
|
||||||
imgui.Spacing()
|
imgui.Spacing()
|
||||||
|
|
||||||
|
//
|
||||||
|
// Lights
|
||||||
|
//
|
||||||
|
updateLights := false
|
||||||
|
|
||||||
// Ambient light
|
// Ambient light
|
||||||
imgui.Text("Ambient Light")
|
imgui.Text("Ambient Light")
|
||||||
|
|
||||||
if imgui.ColorEdit3("Ambient Color", &ambientColor.Data) {
|
if imgui.ColorEdit3("Ambient Color", &lightsUboData.AmbientColor.Data) {
|
||||||
whiteMat.SetUnifVec3("ambientColor", &ambientColor)
|
updateLights = true
|
||||||
containerMat.SetUnifVec3("ambientColor", &ambientColor)
|
|
||||||
groundMat.SetUnifVec3("ambientColor", &ambientColor)
|
|
||||||
palleteMat.SetUnifVec3("ambientColor", &ambientColor)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
imgui.Spacing()
|
imgui.Spacing()
|
||||||
@ -924,30 +968,29 @@ func (g *Game) showDebugWindow() {
|
|||||||
imgui.Checkbox("Render Directional Light Shadows", &renderDirLightShadows)
|
imgui.Checkbox("Render Directional Light Shadows", &renderDirLightShadows)
|
||||||
|
|
||||||
if imgui.DragFloat3("Direction", &dirLight.Dir.Data) {
|
if imgui.DragFloat3("Direction", &dirLight.Dir.Data) {
|
||||||
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
updateLights = true
|
||||||
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
|
||||||
groundMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
|
||||||
palleteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if imgui.ColorEdit3("Diffuse Color", &dirLight.DiffuseColor.Data) {
|
if imgui.ColorEdit3("Diffuse Color", &dirLight.DiffuseColor.Data) {
|
||||||
whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
updateLights = true
|
||||||
containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
|
||||||
groundMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
|
||||||
palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if imgui.ColorEdit3("Specular Color", &dirLight.SpecularColor.Data) {
|
if imgui.ColorEdit3("Specular Color", &dirLight.SpecularColor.Data) {
|
||||||
whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
updateLights = true
|
||||||
containerMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
|
||||||
groundMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
|
||||||
palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
imgui.DragFloat3("dPos", &dirLightPos.Data)
|
if imgui.DragFloat3("dPos", &dirLightPos.Data) {
|
||||||
imgui.DragFloat("dSize", &dirLightSize)
|
updateLights = true
|
||||||
imgui.DragFloat("dNear", &dirLightNear)
|
}
|
||||||
imgui.DragFloat("dFar", &dirLightFar)
|
if imgui.DragFloat("dSize", &dirLightSize) {
|
||||||
|
updateLights = true
|
||||||
|
}
|
||||||
|
if imgui.DragFloat("dNear", &dirLightNear) {
|
||||||
|
updateLights = true
|
||||||
|
}
|
||||||
|
if imgui.DragFloat("dFar", &dirLightFar) {
|
||||||
|
updateLights = true
|
||||||
|
}
|
||||||
|
|
||||||
imgui.Spacing()
|
imgui.Spacing()
|
||||||
|
|
||||||
@ -976,73 +1019,29 @@ func (g *Game) showDebugWindow() {
|
|||||||
continue
|
continue
|
||||||
}
|
}
|
||||||
|
|
||||||
indexString := "pointLights[" + indexNumString + "]"
|
|
||||||
|
|
||||||
if imgui.DragFloat3("Pos", &pl.Pos.Data) {
|
if imgui.DragFloat3("Pos", &pl.Pos.Data) {
|
||||||
|
updateLights = true
|
||||||
posStr := indexString + ".pos"
|
|
||||||
|
|
||||||
whiteMat.SetUnifVec3(posStr, &pl.Pos)
|
|
||||||
containerMat.SetUnifVec3(posStr, &pl.Pos)
|
|
||||||
groundMat.SetUnifVec3(posStr, &pl.Pos)
|
|
||||||
palleteMat.SetUnifVec3(posStr, &pl.Pos)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if imgui.ColorEdit3("Diffuse Color", &pl.DiffuseColor.Data) {
|
if imgui.ColorEdit3("Diffuse Color", &pl.DiffuseColor.Data) {
|
||||||
|
updateLights = true
|
||||||
diffStr := indexString + ".diffuseColor"
|
|
||||||
|
|
||||||
whiteMat.SetUnifVec3(diffStr, &pl.DiffuseColor)
|
|
||||||
containerMat.SetUnifVec3(diffStr, &pl.DiffuseColor)
|
|
||||||
groundMat.SetUnifVec3(diffStr, &pl.DiffuseColor)
|
|
||||||
palleteMat.SetUnifVec3(diffStr, &pl.DiffuseColor)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if imgui.ColorEdit3("Specular Color", &pl.SpecularColor.Data) {
|
if imgui.ColorEdit3("Specular Color", &pl.SpecularColor.Data) {
|
||||||
|
updateLights = true
|
||||||
specularStr := indexString + ".specularColor"
|
|
||||||
|
|
||||||
whiteMat.SetUnifVec3(specularStr, &pl.SpecularColor)
|
|
||||||
containerMat.SetUnifVec3(specularStr, &pl.SpecularColor)
|
|
||||||
groundMat.SetUnifVec3(specularStr, &pl.SpecularColor)
|
|
||||||
palleteMat.SetUnifVec3(specularStr, &pl.SpecularColor)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if imgui.DragFloatV("Falloff", &pl.Falloff, 0.1, 0, 100, "%.3f", imgui.SliderFlagsNone) {
|
if imgui.DragFloatV("Falloff", &pl.Falloff, 0.1, 0, 100, "%.3f", imgui.SliderFlagsNone) {
|
||||||
|
updateLights = true
|
||||||
falloffStr := indexString + ".falloff"
|
|
||||||
|
|
||||||
whiteMat.SetUnifFloat32(falloffStr, pl.Falloff)
|
|
||||||
containerMat.SetUnifFloat32(falloffStr, pl.Falloff)
|
|
||||||
groundMat.SetUnifFloat32(falloffStr, pl.Falloff)
|
|
||||||
palleteMat.SetUnifFloat32(falloffStr, pl.Falloff)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if imgui.DragFloatV("Radius", &pl.Radius, 0.2, 0, 500, "%.3f", imgui.SliderFlagsNone) {
|
if imgui.DragFloatV("Radius", &pl.Radius, 0.2, 0, 500, "%.3f", imgui.SliderFlagsNone) {
|
||||||
|
updateLights = true
|
||||||
radiusStr := indexString + ".radius"
|
|
||||||
|
|
||||||
whiteMat.SetUnifFloat32(radiusStr, pl.Radius)
|
|
||||||
containerMat.SetUnifFloat32(radiusStr, pl.Radius)
|
|
||||||
groundMat.SetUnifFloat32(radiusStr, pl.Radius)
|
|
||||||
palleteMat.SetUnifFloat32(radiusStr, pl.Radius)
|
|
||||||
|
|
||||||
farPlaneStr := indexString + ".farPlane"
|
|
||||||
pl.FarPlane = pl.Radius * pointLightRadiusToFarPlaneRatio
|
pl.FarPlane = pl.Radius * pointLightRadiusToFarPlaneRatio
|
||||||
|
|
||||||
whiteMat.SetUnifFloat32(farPlaneStr, pl.FarPlane)
|
|
||||||
containerMat.SetUnifFloat32(farPlaneStr, pl.FarPlane)
|
|
||||||
groundMat.SetUnifFloat32(farPlaneStr, pl.FarPlane)
|
|
||||||
palleteMat.SetUnifFloat32(farPlaneStr, pl.FarPlane)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if imgui.DragFloatV("Max Bias", &pl.MaxBias, 0.01, 0, 10, "%.3f", imgui.SliderFlagsNone) {
|
if imgui.DragFloatV("Max Bias", &pl.MaxBias, 0.01, 0, 10, "%.3f", imgui.SliderFlagsNone) {
|
||||||
|
updateLights = true
|
||||||
maxBiasStr := indexString + ".maxBias"
|
|
||||||
whiteMat.SetUnifFloat32(maxBiasStr, pl.MaxBias)
|
|
||||||
containerMat.SetUnifFloat32(maxBiasStr, pl.MaxBias)
|
|
||||||
groundMat.SetUnifFloat32(maxBiasStr, pl.MaxBias)
|
|
||||||
palleteMat.SetUnifFloat32(maxBiasStr, pl.MaxBias)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
imgui.TreePop()
|
imgui.TreePop()
|
||||||
@ -1065,34 +1064,20 @@ func (g *Game) showDebugWindow() {
|
|||||||
continue
|
continue
|
||||||
}
|
}
|
||||||
|
|
||||||
indexString := "spotLights[" + indexNumString + "]"
|
|
||||||
|
|
||||||
if imgui.DragFloat3("Pos", &l.Pos.Data) {
|
if imgui.DragFloat3("Pos", &l.Pos.Data) {
|
||||||
whiteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
updateLights = true
|
||||||
containerMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
|
||||||
groundMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
|
||||||
palleteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if imgui.DragFloat3("Dir", &l.Dir.Data) {
|
if imgui.DragFloat3("Dir", &l.Dir.Data) {
|
||||||
whiteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
updateLights = true
|
||||||
containerMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
|
||||||
groundMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
|
||||||
palleteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if imgui.ColorEdit3("Diffuse Color", &l.DiffuseColor.Data) {
|
if imgui.ColorEdit3("Diffuse Color", &l.DiffuseColor.Data) {
|
||||||
whiteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
updateLights = true
|
||||||
containerMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
|
||||||
groundMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
|
||||||
palleteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if imgui.ColorEdit3("Specular Color", &l.SpecularColor.Data) {
|
if imgui.ColorEdit3("Specular Color", &l.SpecularColor.Data) {
|
||||||
whiteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
updateLights = true
|
||||||
containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
|
||||||
groundMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
|
||||||
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if imgui.DragFloatRange2V(
|
if imgui.DragFloatRange2V(
|
||||||
@ -1106,18 +1091,7 @@ func (g *Game) showDebugWindow() {
|
|||||||
"%.3f",
|
"%.3f",
|
||||||
imgui.SliderFlagsNone,
|
imgui.SliderFlagsNone,
|
||||||
) {
|
) {
|
||||||
|
updateLights = true
|
||||||
cos := l.InnerCutoffCos()
|
|
||||||
whiteMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
|
||||||
containerMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
|
||||||
groundMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
|
||||||
palleteMat.SetUnifFloat32(indexString+".innerCutoff", cos)
|
|
||||||
|
|
||||||
cos = l.OuterCutoffCos()
|
|
||||||
whiteMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
|
||||||
containerMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
|
||||||
groundMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
|
||||||
palleteMat.SetUnifFloat32(indexString+".outerCutoff", cos)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
imgui.DragFloat("Spot Near Plane", &l.NearPlane)
|
imgui.DragFloat("Spot Near Plane", &l.NearPlane)
|
||||||
@ -1129,6 +1103,10 @@ func (g *Game) showDebugWindow() {
|
|||||||
imgui.EndListBox()
|
imgui.EndListBox()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if updateLights {
|
||||||
|
g.applyLightUpdates()
|
||||||
|
}
|
||||||
|
|
||||||
// Demo fbo
|
// Demo fbo
|
||||||
imgui.Text("Demo Framebuffer")
|
imgui.Text("Demo Framebuffer")
|
||||||
imgui.Checkbox("Show FBO##0", &renderToDemoFbo)
|
imgui.Checkbox("Show FBO##0", &renderToDemoFbo)
|
||||||
@ -1176,8 +1154,6 @@ func (g *Game) updateCameraLookAround() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
cam.UpdateRotation(pitch, yaw)
|
cam.UpdateRotation(pitch, yaw)
|
||||||
|
|
||||||
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func (g *Game) updateCameraPos() {
|
func (g *Game) updateCameraPos() {
|
||||||
@ -1211,7 +1187,6 @@ func (g *Game) updateCameraPos() {
|
|||||||
|
|
||||||
if update {
|
if update {
|
||||||
cam.Update()
|
cam.Update()
|
||||||
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1226,10 +1201,8 @@ var (
|
|||||||
|
|
||||||
func (g *Game) Render() {
|
func (g *Game) Render() {
|
||||||
|
|
||||||
whiteMat.SetUnifVec3("camPos", &cam.Pos)
|
globalMatricesUbo.Bind()
|
||||||
containerMat.SetUnifVec3("camPos", &cam.Pos)
|
globalMatricesUbo.SetStruct(globalMatricesUboData)
|
||||||
groundMat.SetUnifVec3("camPos", &cam.Pos)
|
|
||||||
palleteMat.SetUnifVec3("camPos", &cam.Pos)
|
|
||||||
|
|
||||||
rotatingCubeTrMat1.Rotate(rotatingCubeSpeedDeg1*gglm.Deg2Rad*timing.DT(), 0, 1, 0)
|
rotatingCubeTrMat1.Rotate(rotatingCubeSpeedDeg1*gglm.Deg2Rad*timing.DT(), 0, 1, 0)
|
||||||
rotatingCubeTrMat2.Rotate(rotatingCubeSpeedDeg2*gglm.Deg2Rad*timing.DT(), 1, 1, 0)
|
rotatingCubeTrMat2.Rotate(rotatingCubeSpeedDeg2*gglm.Deg2Rad*timing.DT(), 1, 1, 0)
|
||||||
@ -1482,12 +1455,9 @@ func (g *Game) DeInit() {
|
|||||||
func updateAllProjViewMats(projMat, viewMat gglm.Mat4) {
|
func updateAllProjViewMats(projMat, viewMat gglm.Mat4) {
|
||||||
|
|
||||||
projViewMat := *projMat.Clone().Mul(&viewMat)
|
projViewMat := *projMat.Clone().Mul(&viewMat)
|
||||||
|
globalMatricesUboData.ProjViewMat = projViewMat
|
||||||
|
|
||||||
unlitMat.SetUnifMat4("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)
|
debugDepthMat.SetUnifMat4("projViewMat", &projViewMat)
|
||||||
|
|
||||||
// Update skybox projViewMat
|
// Update skybox projViewMat
|
||||||
|
|||||||
@ -124,6 +124,21 @@ func (m *Material) UnBind() {
|
|||||||
gl.UseProgram(0)
|
gl.UseProgram(0)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (m *Material) SetUniformBlockBindingPoint(uniformBlockName string, bindPointIndex uint32) {
|
||||||
|
|
||||||
|
nullStr := gl.Str(uniformBlockName + "\x00")
|
||||||
|
index := gl.GetUniformBlockIndex(m.ShaderProg.Id, nullStr)
|
||||||
|
assert.T(
|
||||||
|
index != gl.INVALID_INDEX,
|
||||||
|
"SetUniformBlockBindingPoint for material=%s (matId=%d; shaderId=%d) failed because the uniform block=%s wasn't found",
|
||||||
|
m.Name,
|
||||||
|
m.Id,
|
||||||
|
m.ShaderProg.Id,
|
||||||
|
uniformBlockName,
|
||||||
|
)
|
||||||
|
gl.UniformBlockBinding(m.ShaderProg.Id, index, bindPointIndex)
|
||||||
|
}
|
||||||
|
|
||||||
func (m *Material) GetAttribLoc(attribName string) int32 {
|
func (m *Material) GetAttribLoc(attribName string) int32 {
|
||||||
|
|
||||||
loc, ok := m.AttribLocs[attribName]
|
loc, ok := m.AttribLocs[attribName]
|
||||||
@ -131,7 +146,8 @@ func (m *Material) GetAttribLoc(attribName string) int32 {
|
|||||||
return loc
|
return loc
|
||||||
}
|
}
|
||||||
|
|
||||||
loc = gl.GetAttribLocation(m.ShaderProg.Id, gl.Str(attribName+"\x00"))
|
name := gl.Str(attribName + "\x00")
|
||||||
|
loc = gl.GetAttribLocation(m.ShaderProg.Id, name)
|
||||||
assert.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
|
assert.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
|
||||||
m.AttribLocs[attribName] = loc
|
m.AttribLocs[attribName] = loc
|
||||||
return loc
|
return loc
|
||||||
@ -144,7 +160,8 @@ func (m *Material) GetUnifLoc(uniformName string) int32 {
|
|||||||
return loc
|
return loc
|
||||||
}
|
}
|
||||||
|
|
||||||
loc = gl.GetUniformLocation(m.ShaderProg.Id, gl.Str(uniformName+"\x00"))
|
name := gl.Str(uniformName + "\x00")
|
||||||
|
loc = gl.GetUniformLocation(m.ShaderProg.Id, name)
|
||||||
assert.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
|
assert.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
|
||||||
m.UnifLocs[uniformName] = loc
|
m.UnifLocs[uniformName] = loc
|
||||||
return loc
|
return loc
|
||||||
|
|||||||
@ -151,7 +151,7 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (Mesh, e
|
|||||||
indexBufData = append(indexBufData, indices...)
|
indexBufData = append(indexBufData, indices...)
|
||||||
}
|
}
|
||||||
|
|
||||||
vbo.SetData(vertexBufData, buffers.BufUsage_Static)
|
vbo.SetData(vertexBufData, buffers.BufUsage_Static_Draw)
|
||||||
ibo.SetData(indexBufData)
|
ibo.SetData(indexBufData)
|
||||||
|
|
||||||
mesh.Vao.AddVertexBuffer(vbo)
|
mesh.Vao.AddVertexBuffer(vbo)
|
||||||
|
|||||||
@ -14,34 +14,25 @@ layout(location=3) in vec2 vertUV0In;
|
|||||||
layout(location=4) in vec3 vertColorIn;
|
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 {
|
struct DirLight {
|
||||||
vec3 dir;
|
vec3 dir;
|
||||||
vec3 diffuseColor;
|
vec3 diffuseColor;
|
||||||
vec3 specularColor;
|
vec3 specularColor;
|
||||||
sampler2D shadowMap;
|
|
||||||
};
|
};
|
||||||
uniform DirLight dirLight;
|
uniform sampler2D dirLightShadowMap;
|
||||||
|
|
||||||
struct PointLight {
|
struct PointLight {
|
||||||
vec3 pos;
|
vec3 pos;
|
||||||
vec3 diffuseColor;
|
vec3 diffuseColor;
|
||||||
vec3 specularColor;
|
vec3 specularColor;
|
||||||
float falloff;
|
|
||||||
float radius;
|
float radius;
|
||||||
|
float falloff;
|
||||||
float maxBias;
|
float maxBias;
|
||||||
float nearPlane;
|
float nearPlane;
|
||||||
float farPlane;
|
float farPlane;
|
||||||
};
|
};
|
||||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
|
||||||
|
|
||||||
struct SpotLight {
|
struct SpotLight {
|
||||||
vec3 pos;
|
vec3 pos;
|
||||||
@ -51,7 +42,25 @@ struct SpotLight {
|
|||||||
float innerCutoff;
|
float innerCutoff;
|
||||||
float outerCutoff;
|
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
|
// Outputs
|
||||||
@ -155,21 +164,19 @@ struct DirLight {
|
|||||||
vec3 dir;
|
vec3 dir;
|
||||||
vec3 diffuseColor;
|
vec3 diffuseColor;
|
||||||
vec3 specularColor;
|
vec3 specularColor;
|
||||||
sampler2D shadowMap;
|
|
||||||
};
|
};
|
||||||
uniform DirLight dirLight;
|
uniform sampler2D dirLightShadowMap;
|
||||||
|
|
||||||
struct PointLight {
|
struct PointLight {
|
||||||
vec3 pos;
|
vec3 pos;
|
||||||
vec3 diffuseColor;
|
vec3 diffuseColor;
|
||||||
vec3 specularColor;
|
vec3 specularColor;
|
||||||
float falloff;
|
|
||||||
float radius;
|
float radius;
|
||||||
|
float falloff;
|
||||||
float maxBias;
|
float maxBias;
|
||||||
float nearPlane;
|
float nearPlane;
|
||||||
float farPlane;
|
float farPlane;
|
||||||
};
|
};
|
||||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
|
||||||
uniform samplerCubeArray pointLightCubeShadowMaps;
|
uniform samplerCubeArray pointLightCubeShadowMaps;
|
||||||
|
|
||||||
struct SpotLight {
|
struct SpotLight {
|
||||||
@ -180,10 +187,19 @@ struct SpotLight {
|
|||||||
float innerCutoff;
|
float innerCutoff;
|
||||||
float outerCutoff;
|
float outerCutoff;
|
||||||
};
|
};
|
||||||
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
|
|
||||||
uniform sampler2DArray spotLightShadowMaps;
|
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
|
// Outputs
|
||||||
@ -250,7 +266,7 @@ vec3 CalcDirLight()
|
|||||||
vec3 finalSpecular = specularAmount * dirLight.specularColor * specularTexColor.rgb;
|
vec3 finalSpecular = specularAmount * dirLight.specularColor * specularTexColor.rgb;
|
||||||
|
|
||||||
// Shadow
|
// Shadow
|
||||||
float shadow = CalcDirShadow(dirLight.shadowMap, lightDir);
|
float shadow = CalcDirShadow(dirLightShadowMap, lightDir);
|
||||||
|
|
||||||
return (finalDiffuse + finalSpecular) * (1 - shadow);
|
return (finalDiffuse + finalSpecular) * (1 - shadow);
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,6 +1,17 @@
|
|||||||
package nmageimgui
|
package nmageimgui
|
||||||
|
|
||||||
import (
|
import (
|
||||||
|
"unsafe"
|
||||||
|
|
||||||
|
// The following is included just so we can get
|
||||||
|
// the c imports and cgo configs defined here: https://github.com/AllenDang/cimgui-go/blob/main/sdlbackend/sdl_backend.go
|
||||||
|
//
|
||||||
|
// This is needed because AllenDang/cimgui-go links sdl2 statically, which requires us
|
||||||
|
// to explicitly define all the libs it needs, which isn't normally needed if we were dynamically linking.
|
||||||
|
//
|
||||||
|
// Without this, we get compilation errors as sdl2 can't find libs it relies on.
|
||||||
|
_ "github.com/AllenDang/cimgui-go/sdlbackend"
|
||||||
|
|
||||||
imgui "github.com/AllenDang/cimgui-go"
|
imgui "github.com/AllenDang/cimgui-go"
|
||||||
"github.com/bloeys/gglm/gglm"
|
"github.com/bloeys/gglm/gglm"
|
||||||
"github.com/bloeys/nmage/materials"
|
"github.com/bloeys/nmage/materials"
|
||||||
@ -129,7 +140,7 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
|
|||||||
|
|
||||||
fontConfigToUse := imgui.NewFontConfig()
|
fontConfigToUse := imgui.NewFontConfig()
|
||||||
if fontConfig != nil {
|
if fontConfig != nil {
|
||||||
fontConfigToUse = *fontConfig
|
fontConfigToUse = fontConfig
|
||||||
}
|
}
|
||||||
|
|
||||||
glyphRangesToUse := imgui.NewGlyphRange()
|
glyphRangesToUse := imgui.NewGlyphRange()
|
||||||
@ -141,13 +152,13 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
|
|||||||
|
|
||||||
a := imIO.Fonts()
|
a := imIO.Fonts()
|
||||||
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
|
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
|
||||||
pixels, width, height, _ := a.GetTextureDataAsAlpha8()
|
pixels, width, height, _ := a.TextureDataAsAlpha8()
|
||||||
|
|
||||||
gl.ActiveTexture(gl.TEXTURE0)
|
gl.ActiveTexture(gl.TEXTURE0)
|
||||||
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
|
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
|
||||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
||||||
|
|
||||||
return f
|
return *f
|
||||||
}
|
}
|
||||||
|
|
||||||
const DefaultImguiShader = `
|
const DefaultImguiShader = `
|
||||||
@ -212,7 +223,7 @@ func NewImGui(shaderPath string) ImguiInfo {
|
|||||||
}
|
}
|
||||||
|
|
||||||
imguiInfo := ImguiInfo{
|
imguiInfo := ImguiInfo{
|
||||||
ImCtx: imgui.CreateContext(),
|
ImCtx: *imgui.CreateContext(),
|
||||||
Mat: imguiMat,
|
Mat: imguiMat,
|
||||||
TexID: new(uint32),
|
TexID: new(uint32),
|
||||||
}
|
}
|
||||||
@ -233,11 +244,12 @@ func NewImGui(shaderPath string) ImguiInfo {
|
|||||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||||
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
|
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
|
||||||
|
|
||||||
pixels, width, height, _ := io.Fonts().GetTextureDataAsAlpha8()
|
pixels, width, height, _ := io.Fonts().TextureDataAsAlpha8()
|
||||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
||||||
|
|
||||||
// Store our identifier
|
// Store our identifier
|
||||||
io.Fonts().SetTexID(imgui.TextureID(imguiInfo.TexID))
|
|
||||||
|
io.Fonts().SetTexID(imgui.TextureID{Data: uintptr(unsafe.Pointer(imguiInfo.TexID))})
|
||||||
|
|
||||||
//Shader attributes
|
//Shader attributes
|
||||||
imguiInfo.Mat.Bind()
|
imguiInfo.Mat.Bind()
|
||||||
|
|||||||
Reference in New Issue
Block a user