mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
1635 lines
52 KiB
Go
Executable File
1635 lines
52 KiB
Go
Executable File
package main
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import (
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"fmt"
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"os"
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"reflect"
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"runtime"
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"runtime/pprof"
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"strconv"
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imgui "github.com/AllenDang/cimgui-go"
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"github.com/bloeys/gglm/gglm"
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"github.com/bloeys/nmage/assert"
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"github.com/bloeys/nmage/assets"
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"github.com/bloeys/nmage/buffers"
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"github.com/bloeys/nmage/camera"
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"github.com/bloeys/nmage/engine"
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"github.com/bloeys/nmage/input"
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"github.com/bloeys/nmage/logging"
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"github.com/bloeys/nmage/materials"
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"github.com/bloeys/nmage/meshes"
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"github.com/bloeys/nmage/renderer/rend3dgl"
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"github.com/bloeys/nmage/timing"
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nmageimgui "github.com/bloeys/nmage/ui/imgui"
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"github.com/go-gl/gl/v4.1-core/gl"
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"github.com/veandco/go-sdl2/sdl"
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)
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/*
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@TODO:
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- Rendering:
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- Blinn-Phong lighting model ✅
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- Directional lights ✅
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- Point lights ✅
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- Spotlights ✅
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- Directional light shadows ✅
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- Point light shadows ✅
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- Spotlight shadows ✅
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- Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing) ✅
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- Normals maps ✅
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- HDR ✅
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- Fix bad point light acne ✅
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- UBO support
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- Skeletal animations
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- Cascaded shadow mapping
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- In some cases we DO want input even when captured by UI. We need two systems within input package, one filtered and one not✅
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- Support OpenGL 4.1 and 4.6, and default to 4.6.
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- Proper model loading (i.e. load model by reading all its meshes, textures, and so on together)
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- Renderer batching
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- Scene graph
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- Separate engine loop from rendering loop? or leave it to the user?
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- Abstract keys enum away from sdl?
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- Frustum culling
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- Proper Asset loading system
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- Material system editor with fields automatically extracted from the shader
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*/
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type DirLight struct {
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Dir gglm.Vec3
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DiffuseColor gglm.Vec3
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SpecularColor gglm.Vec3
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}
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var (
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renderDirLightShadows = true
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renderPointLightShadows = true
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renderSpotLightShadows = true
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dirLightSize float32 = 30
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dirLightNear float32 = 0.1
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dirLightFar float32 = 30
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dirLightPos = gglm.NewVec3(0, 10, 0)
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pointLightRadiusToFarPlaneRatio float32 = 1.25
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)
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func (d *DirLight) GetProjViewMat() gglm.Mat4 {
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// Some arbitrary position for the directional light
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pos := dirLightPos
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size := dirLightSize
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nearClip := dirLightNear
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farClip := dirLightFar
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up := gglm.NewVec3(0, 1, 0)
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projMat := gglm.Ortho(-size, size, -size, size, nearClip, farClip).Mat4
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viewMat := gglm.LookAtRH(&pos, pos.Clone().Add(&d.Dir), &up).Mat4
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return *projMat.Mul(&viewMat)
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}
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// Based on: https://lisyarus.github.io/blog/posts/point-light-attenuation.html
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type PointLight struct {
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Pos gglm.Vec3
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DiffuseColor gglm.Vec3
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SpecularColor gglm.Vec3
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Radius float32
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Falloff float32
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// NearPlane is the distance where if the pixel
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// is closer to the light than this distance, no shadow will be casted.
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//
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// This helps not produce shadows from within objects.
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// Same idea a camera near plane.
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NearPlane float32
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// MaxBias is the max shadow bias applied for this light.
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// A usual value is 0.05
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MaxBias float32
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// Far plane is the max distance at which shadows from this
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// light will show.
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//
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// This should be a bit bigger than the radius, as an object
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// at the edge of the radius should still cast a shadow, and
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// so this shadow will be further than the radius.
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//
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// Something like 'FarPlane=Radius*1.25' might work.
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FarPlane float32
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}
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const (
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MaxPointLights = 8
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// If this changes update the array depth map shader
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MaxSpotLights = 4
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)
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var (
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pointLightNear float32 = 1
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)
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func (p *PointLight) GetProjViewMats(shadowMapWidth, shadowMapHeight float32) [6]gglm.Mat4 {
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aspect := float32(shadowMapWidth) / float32(shadowMapHeight)
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projMat := gglm.Perspective(90*gglm.Deg2Rad, aspect, pointLightNear, p.FarPlane)
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targetPos0 := gglm.NewVec3(1+p.Pos.X(), p.Pos.Y(), p.Pos.Z())
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targetPos1 := gglm.NewVec3(-1+p.Pos.X(), p.Pos.Y(), p.Pos.Z())
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targetPos2 := gglm.NewVec3(p.Pos.X(), 1+p.Pos.Y(), p.Pos.Z())
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targetPos3 := gglm.NewVec3(p.Pos.X(), -1+p.Pos.Y(), p.Pos.Z())
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targetPos4 := gglm.NewVec3(p.Pos.X(), p.Pos.Y(), 1+p.Pos.Z())
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targetPos5 := gglm.NewVec3(p.Pos.X(), p.Pos.Y(), -1+p.Pos.Z())
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worldUp0 := gglm.NewVec3(0, -1, 0)
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worldUp1 := gglm.NewVec3(0, -1, 0)
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worldUp2 := gglm.NewVec3(0, 0, 1)
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worldUp3 := gglm.NewVec3(0, 0, -1)
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worldUp4 := gglm.NewVec3(0, -1, 0)
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worldUp5 := gglm.NewVec3(0, -1, 0)
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lookAt0 := gglm.LookAtRH(&p.Pos, &targetPos0, &worldUp0)
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lookAt1 := gglm.LookAtRH(&p.Pos, &targetPos1, &worldUp1)
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lookAt2 := gglm.LookAtRH(&p.Pos, &targetPos2, &worldUp2)
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lookAt3 := gglm.LookAtRH(&p.Pos, &targetPos3, &worldUp3)
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lookAt4 := gglm.LookAtRH(&p.Pos, &targetPos4, &worldUp4)
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lookAt5 := gglm.LookAtRH(&p.Pos, &targetPos5, &worldUp5)
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projViewMats := [6]gglm.Mat4{
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*projMat.Clone().Mul(&lookAt0.Mat4),
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*projMat.Clone().Mul(&lookAt1.Mat4),
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*projMat.Clone().Mul(&lookAt2.Mat4),
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*projMat.Clone().Mul(&lookAt3.Mat4),
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*projMat.Clone().Mul(&lookAt4.Mat4),
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*projMat.Clone().Mul(&lookAt5.Mat4),
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}
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return projViewMats
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}
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type SpotLight struct {
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Pos gglm.Vec3
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Dir gglm.Vec3
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DiffuseColor gglm.Vec3
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SpecularColor gglm.Vec3
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InnerCutoffRad float32
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OuterCutoffRad float32
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// Near plane like 0.x (or anything too small) causes shadows to not work properly.
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// Needs adjusting as the distance of light to object increases
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NearPlane float32
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FarPlane float32
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}
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func (s *SpotLight) GetProjViewMat() gglm.Mat4 {
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projMat := gglm.Perspective(s.OuterCutoffRad*2, 1, s.NearPlane, s.FarPlane)
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// Adjust up vector if lightDir is parallel or nearly parallel to upVector
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// as lookat view matrix breaks if up and look at are parallel
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up := gglm.NewVec3(0, 1, 0)
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if gglm.Abs32(gglm.DotVec3(&s.Dir, &up)) > 0.99 {
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up.SetXY(1, 0)
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}
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viewMat := gglm.LookAtRH(&s.Pos, s.Pos.Clone().Add(&s.Dir), &up).Mat4
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return *projMat.Mul(&viewMat)
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}
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func (s *SpotLight) InnerCutoffCos() float32 {
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return gglm.Cos32(s.InnerCutoffRad)
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}
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func (s *SpotLight) OuterCutoffCos() float32 {
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return gglm.Cos32(s.OuterCutoffRad)
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}
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const (
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UNSCALED_WINDOW_WIDTH = 1280
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UNSCALED_WINDOW_HEIGHT = 720
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PROFILE_CPU = true
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PROFILE_MEM = true
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FRAME_TIME_MS_SAMPLES = 10000
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)
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var (
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frameTimesMsIndex int = 0
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frameTimesMs []float32 = make([]float32, 0, FRAME_TIME_MS_SAMPLES)
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camMoveSpeed float32 = 15
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camRotSpeed float32 = 0.5
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window engine.Window
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pitch float32 = 0
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yaw float32 = -1.5
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cam camera.Camera
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renderToBackBuffer = true
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// Demo fbo
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renderToDemoFbo = false
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demoFboScale = gglm.NewVec2(0.25, 0.25)
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demoFboOffset = gglm.NewVec2(0.75, -0.75)
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demoFbo buffers.Framebuffer
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// Dir light fbo
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showDirLightDepthMapFbo = false
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dirLightDepthMapFboScale = gglm.NewVec2(0.25, 0.25)
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dirLightDepthMapFboOffset = gglm.NewVec2(0.75, -0.2)
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dirLightDepthMapFbo buffers.Framebuffer
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// Point light fbo
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pointLightDepthMapFbo buffers.Framebuffer
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// Spot light fbo
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spotLightDepthMapFbo buffers.Framebuffer
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// Hdr Fbo
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hdrRendering = true
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hdrExposure float32 = 1
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tonemappedScreenQuadMat materials.Material
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hdrFbo buffers.Framebuffer
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screenQuadVao buffers.VertexArray
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screenQuadMat materials.Material
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unlitMat materials.Material
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whiteMat materials.Material
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containerMat materials.Material
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groundMat materials.Material
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palleteMat materials.Material
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skyboxMat materials.Material
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depthMapMat materials.Material
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arrayDepthMapMat materials.Material
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omnidirDepthMapMat materials.Material
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debugDepthMat materials.Material
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cubeMesh meshes.Mesh
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sphereMesh meshes.Mesh
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chairMesh meshes.Mesh
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skyboxMesh meshes.Mesh
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cubeModelMat = gglm.NewTrMatId()
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renderSkybox = true
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renderDepthBuffer = false
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skyboxCmap assets.Cubemap
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dpiScaling float32
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// Light settings
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ambientColor = gglm.NewVec3(20.0/255, 20.0/255, 20.0/255)
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dirLightDir = gglm.NewVec3(0, -0.5, -0.8)
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// Lights
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dirLight = DirLight{
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Dir: *dirLightDir.Normalize(),
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DiffuseColor: gglm.NewVec3(63.0/255, 63.0/255, 63.0/255),
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SpecularColor: gglm.NewVec3(1, 1, 1),
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}
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pointLights = [...]PointLight{
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{
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Pos: gglm.NewVec3(0, 4, -3),
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DiffuseColor: gglm.NewVec3(1, 0, 0),
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SpecularColor: gglm.NewVec3(1, 1, 1),
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Falloff: 1.0,
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Radius: 10,
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MaxBias: 0.05,
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NearPlane: 0.2,
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FarPlane: 20 * pointLightRadiusToFarPlaneRatio,
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},
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{
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Pos: gglm.NewVec3(5, 0, 0),
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DiffuseColor: gglm.NewVec3(1, 1, 1),
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SpecularColor: gglm.NewVec3(1, 1, 1),
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Falloff: 1.0,
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Radius: 10,
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MaxBias: 0.05,
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NearPlane: 0.2,
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FarPlane: 20 * pointLightRadiusToFarPlaneRatio,
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},
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{
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Pos: gglm.NewVec3(-3, 4, 3),
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DiffuseColor: gglm.NewVec3(1, 1, 1),
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SpecularColor: gglm.NewVec3(1, 1, 1),
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Falloff: 1.0,
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Radius: 10,
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MaxBias: 0.05,
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NearPlane: 0.2,
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FarPlane: 20 * pointLightRadiusToFarPlaneRatio,
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},
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}
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spotLightDir0 = gglm.NewVec3(1.5, -0.9, 0)
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spotLights = [...]SpotLight{
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{
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Pos: gglm.NewVec3(-4, 7, 5),
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Dir: *spotLightDir0.Normalize(),
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DiffuseColor: gglm.NewVec3(1, 0, 1),
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SpecularColor: gglm.NewVec3(1, 1, 1),
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// These must be cosine values
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InnerCutoffRad: 15 * gglm.Deg2Rad,
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OuterCutoffRad: 20 * gglm.Deg2Rad,
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NearPlane: 2,
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FarPlane: 50,
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},
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}
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)
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type Game struct {
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WinWidth int32
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WinHeight int32
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Win *engine.Window
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Rend *rend3dgl.Rend3DGL
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ImGUIInfo nmageimgui.ImguiInfo
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}
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func main() {
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//Init engine
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err := engine.Init()
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if err != nil {
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logging.ErrLog.Fatalln("Failed to init nMage. Err:", err)
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}
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//Create window
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dpiScaling = getDpiScaling(UNSCALED_WINDOW_WIDTH, UNSCALED_WINDOW_HEIGHT)
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window, err = engine.CreateOpenGLWindowCentered("nMage", int32(UNSCALED_WINDOW_WIDTH*dpiScaling), int32(UNSCALED_WINDOW_HEIGHT*dpiScaling), engine.WindowFlags_RESIZABLE)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
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}
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defer window.Destroy()
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engine.SetMSAA(true)
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engine.SetVSync(false)
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engine.SetSrgbFramebuffer(true)
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game := &Game{
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Win: &window,
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WinWidth: int32(UNSCALED_WINDOW_WIDTH * dpiScaling),
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WinHeight: int32(UNSCALED_WINDOW_HEIGHT * dpiScaling),
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Rend: rend3dgl.NewRend3DGL(),
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ImGUIInfo: nmageimgui.NewImGui("./res/shaders/imgui.glsl"),
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}
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window.EventCallbacks = append(window.EventCallbacks, game.handleWindowEvents)
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if PROFILE_CPU {
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pf, err := os.Create("cpu.pprof")
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if err == nil {
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defer pf.Close()
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pprof.StartCPUProfile(pf)
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} else {
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logging.ErrLog.Printf("Creating cpu.pprof file failed. CPU profiling will not run. Err=%v\n", err)
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}
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}
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window.SDLWin.SetTitle("nMage")
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engine.Run(game, &window, game.Rend, game.ImGUIInfo)
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if PROFILE_CPU {
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pprof.StopCPUProfile()
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}
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if PROFILE_MEM {
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heapProfile, err := os.Create("heap.pprof")
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if err == nil {
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err = pprof.WriteHeapProfile(heapProfile)
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if err != nil {
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logging.ErrLog.Printf("Writing heap profile to heap.pprof failed. Err=%v\n", err)
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}
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heapProfile.Close()
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} else {
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logging.ErrLog.Printf("Creating heap.pprof file failed. Err=%v\n", err)
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}
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}
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}
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func (g *Game) handleWindowEvents(e sdl.Event) {
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switch e := e.(type) {
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case *sdl.WindowEvent:
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if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
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g.WinWidth = e.Data1
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g.WinHeight = e.Data2
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cam.AspectRatio = float32(g.WinWidth) / float32(g.WinHeight)
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cam.Update()
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updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
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}
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}
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}
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func getDpiScaling(unscaledWindowWidth, unscaledWindowHeight int32) float32 {
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|
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// Great read on DPI here: https://nlguillemot.wordpress.com/2016/12/11/high-dpi-rendering/
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|
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// The no-scaling DPI on different platforms (e.g. when scale=100% on windows)
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var defaultDpi float32 = 96
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if runtime.GOOS == "windows" {
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defaultDpi = 96
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} else if runtime.GOOS == "darwin" {
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defaultDpi = 72
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}
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// Current DPI of the monitor
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_, dpiHorizontal, _, err := sdl.GetDisplayDPI(0)
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if err != nil {
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dpiHorizontal = defaultDpi
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logging.ErrLog.Printf("Failed to get DPI with error '%s'. Using default DPI of '%f'\n", err.Error(), defaultDpi)
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}
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// Scaling factor (e.g. will be 1.25 for 125% scaling on windows)
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dpiScaling := dpiHorizontal / defaultDpi
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|
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logging.InfoLog.Printf(
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"Default DPI=%f\nHorizontal DPI=%f\nDPI scaling=%f\nUnscaled window size (width, height)=(%d, %d)\nScaled window size (width, height)=(%d, %d)\n\n",
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defaultDpi,
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dpiHorizontal,
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dpiScaling,
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unscaledWindowWidth, unscaledWindowHeight,
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int32(float32(unscaledWindowWidth)*dpiScaling), int32(float32(unscaledWindowHeight)*dpiScaling),
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)
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return dpiScaling
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}
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|
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func (g *Game) Init() {
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|
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var err error
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|
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// Camera
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winWidth, winHeight := g.Win.SDLWin.GetSize()
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|
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camPos := gglm.NewVec3(0, 10, 20)
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camForward := gglm.NewVec3(0, 0, -1)
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camWorldUp := gglm.NewVec3(0, 1, 0)
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cam = camera.NewPerspective(
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&camPos,
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&camForward,
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&camWorldUp,
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0.1, 200,
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45*gglm.Deg2Rad,
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float32(winWidth)/float32(winHeight),
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)
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//Load meshes
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cubeMesh, err = meshes.NewMesh("Cube", "./res/models/cube.fbx", 0)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
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}
|
|
|
|
sphereMesh, err = meshes.NewMesh("Sphere", "./res/models/sphere.fbx", 0)
|
|
if err != nil {
|
|
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
|
|
}
|
|
|
|
chairMesh, err = meshes.NewMesh("Chair", "./res/models/chair.fbx", 0)
|
|
if err != nil {
|
|
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
|
|
}
|
|
|
|
skyboxMesh, err = meshes.NewMesh("Skybox", "./res/models/skybox-cube.obj", 0)
|
|
if err != nil {
|
|
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
|
|
}
|
|
|
|
//Load textures
|
|
containerDiffuseTex, err := assets.LoadTexturePNG("./res/textures/container-diffuse.png", &assets.TextureLoadOptions{})
|
|
if err != nil {
|
|
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
|
}
|
|
|
|
containerSpecularTex, err := assets.LoadTexturePNG("./res/textures/container-specular.png", &assets.TextureLoadOptions{})
|
|
if err != nil {
|
|
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
|
}
|
|
|
|
palleteTex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", &assets.TextureLoadOptions{})
|
|
if err != nil {
|
|
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
|
}
|
|
|
|
brickwallDiffuseTex, err := assets.LoadTexturePNG("./res/textures/brickwall.png", &assets.TextureLoadOptions{})
|
|
if err != nil {
|
|
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
|
}
|
|
|
|
brickwallNormalTex, err := assets.LoadTexturePNG("./res/textures/brickwall-normal.png", &assets.TextureLoadOptions{NoSrgba: true})
|
|
if err != nil {
|
|
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
|
}
|
|
|
|
skyboxCmap, err = assets.LoadCubemapTextures(
|
|
"./res/textures/sb-right.jpg", "./res/textures/sb-left.jpg",
|
|
"./res/textures/sb-top.jpg", "./res/textures/sb-bottom.jpg",
|
|
"./res/textures/sb-front.jpg", "./res/textures/sb-back.jpg",
|
|
&assets.TextureLoadOptions{},
|
|
)
|
|
if err != nil {
|
|
logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
|
|
}
|
|
|
|
//
|
|
// Create materials and assign any unused texture slots to black
|
|
//
|
|
screenQuadMat = materials.NewMaterial("Screen Quad Mat", "./res/shaders/screen-quad.glsl")
|
|
screenQuadMat.SetUnifVec2("scale", &demoFboScale)
|
|
screenQuadMat.SetUnifVec2("offset", &demoFboOffset)
|
|
screenQuadMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
|
|
|
|
tonemappedScreenQuadMat = materials.NewMaterial("Tonemapped Screen Quad Mat", "./res/shaders/tonemapped-screen-quad.glsl")
|
|
tonemappedScreenQuadMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
|
|
|
|
unlitMat = materials.NewMaterial("Unlit mat", "./res/shaders/simple-unlit.glsl")
|
|
unlitMat.Settings.Set(materials.MaterialSettings_HasModelMtx)
|
|
unlitMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
|
|
|
|
whiteMat = materials.NewMaterial("White mat", "./res/shaders/simple.glsl")
|
|
whiteMat.Settings.Set(materials.MaterialSettings_HasModelMtx)
|
|
whiteMat.Shininess = 64
|
|
whiteMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
|
|
whiteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
|
whiteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
|
whiteMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
|
whiteMat.SetUnifVec3("ambientColor", &ambientColor)
|
|
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
|
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
|
whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
|
whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
|
whiteMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
|
|
whiteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
|
whiteMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
|
|
|
containerMat = materials.NewMaterial("Container mat", "./res/shaders/simple.glsl")
|
|
containerMat.Settings.Set(materials.MaterialSettings_HasModelMtx)
|
|
containerMat.Shininess = 64
|
|
containerMat.DiffuseTex = containerDiffuseTex.TexID
|
|
containerMat.SpecularTex = containerSpecularTex.TexID
|
|
containerMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
|
|
containerMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
|
containerMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
|
containerMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
|
containerMat.SetUnifVec3("ambientColor", &ambientColor)
|
|
containerMat.SetUnifFloat32("material.shininess", containerMat.Shininess)
|
|
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
|
containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
|
containerMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
|
containerMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
|
|
containerMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
|
containerMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
|
|
|
groundMat = materials.NewMaterial("Ground mat", "./res/shaders/simple.glsl")
|
|
groundMat.Settings.Set(materials.MaterialSettings_HasModelMtx)
|
|
groundMat.Shininess = 64
|
|
groundMat.DiffuseTex = brickwallDiffuseTex.TexID
|
|
groundMat.NormalTex = brickwallNormalTex.TexID
|
|
groundMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
|
|
groundMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
|
groundMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
|
groundMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
|
groundMat.SetUnifVec3("ambientColor", &ambientColor)
|
|
groundMat.SetUnifFloat32("material.shininess", groundMat.Shininess)
|
|
groundMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
|
groundMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
|
groundMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
|
groundMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
|
|
groundMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
|
groundMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
|
|
|
palleteMat = materials.NewMaterial("Pallete mat", "./res/shaders/simple.glsl")
|
|
palleteMat.Settings.Set(materials.MaterialSettings_HasModelMtx)
|
|
palleteMat.Shininess = 64
|
|
palleteMat.DiffuseTex = palleteTex.TexID
|
|
palleteMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
|
|
palleteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
|
|
palleteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
|
|
palleteMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
|
|
palleteMat.SetUnifVec3("ambientColor", &ambientColor)
|
|
palleteMat.SetUnifFloat32("material.shininess", palleteMat.Shininess)
|
|
palleteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
|
palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
|
palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
|
palleteMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap1))
|
|
palleteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
|
|
palleteMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
|
|
|
|
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
|
|
debugDepthMat.Settings.Set(materials.MaterialSettings_HasModelMtx)
|
|
|
|
depthMapMat = materials.NewMaterial("Depth Map mat", "./res/shaders/depth-map.glsl")
|
|
depthMapMat.Settings.Set(materials.MaterialSettings_HasModelMtx)
|
|
|
|
arrayDepthMapMat = materials.NewMaterial("Array Depth Map mat", "./res/shaders/array-depth-map.glsl")
|
|
arrayDepthMapMat.Settings.Set(materials.MaterialSettings_HasModelMtx)
|
|
|
|
omnidirDepthMapMat = materials.NewMaterial("Omnidirectional Depth Map mat", "./res/shaders/omnidirectional-depth-map.glsl")
|
|
omnidirDepthMapMat.Settings.Set(materials.MaterialSettings_HasModelMtx)
|
|
|
|
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
|
|
skyboxMat.CubemapTex = skyboxCmap.TexID
|
|
skyboxMat.SetUnifInt32("skybox", int32(materials.TextureSlot_Cubemap))
|
|
|
|
// Cube model mat
|
|
translationMat := gglm.NewTranslationMat(0, 0, 0)
|
|
|
|
scaleMat := gglm.NewScaleMat(1, 1, 1)
|
|
|
|
rotMatRot := gglm.NewQuatEuler(-90*gglm.Deg2Rad, -90*gglm.Deg2Rad, 0)
|
|
rotMat := gglm.NewRotMatQuat(&rotMatRot)
|
|
cubeModelMat.Mul(translationMat.Mul(rotMat.Mul(&scaleMat)))
|
|
|
|
// Screen quad vao setup.
|
|
// We don't actually care about the values here because the quad is hardcoded in the shader,
|
|
// but we just want to have a vao with 6 vertices and uv0 so opengl can be called properly
|
|
screenQuadVbo := buffers.NewVertexBuffer(buffers.Element{ElementType: buffers.DataTypeVec3}, buffers.Element{ElementType: buffers.DataTypeVec2})
|
|
screenQuadVbo.SetData(make([]float32, 6), buffers.BufUsage_Static)
|
|
screenQuadVao = buffers.NewVertexArray()
|
|
screenQuadVao.AddVertexBuffer(screenQuadVbo)
|
|
|
|
// Fbos and lights
|
|
g.initFbos()
|
|
g.updateLights()
|
|
|
|
// Initial camera update
|
|
cam.Update()
|
|
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
|
|
|
// Ubos
|
|
testUbos()
|
|
}
|
|
|
|
func testUbos() {
|
|
|
|
xx := []int{1, 2, 3, 4}
|
|
xx2 := [4]int{1, 2, 3, 4}
|
|
fmt.Printf("XX: %v; Kind: %v; Elem Type: %v\n", reflect.ValueOf(xx), reflect.ValueOf(xx).Type().Kind(), reflect.ValueOf(xx).Type().Elem().Kind())
|
|
fmt.Printf("XX: %v; Kind: %v; Elem Type: %v\n", reflect.ValueOf(xx2), reflect.ValueOf(xx).Kind(), reflect.ValueOf(xx).Type().Elem().Kind())
|
|
|
|
ubo := buffers.NewUniformBuffer([]buffers.UniformBufferFieldInput{
|
|
{Id: 0, Type: buffers.DataTypeFloat32}, // 04 00
|
|
{Id: 1, Type: buffers.DataTypeVec3}, // 16 16
|
|
{Id: 2, Type: buffers.DataTypeFloat32}, // 04 32
|
|
{Id: 3, Type: buffers.DataTypeMat2}, // 32 48
|
|
}) // Total size: 48+32 = 80
|
|
|
|
println("!!!!!!!!!!!!! Id:", ubo.Id, "; Size:", ubo.Size)
|
|
fmt.Printf("%+v\n", ubo.Fields)
|
|
|
|
ubo.Bind()
|
|
ubo.SetFloat32(0, 99)
|
|
ubo.SetFloat32(2, 199)
|
|
ubo.SetVec3(1, &gglm.Vec3{Data: [3]float32{33, 33, 33}})
|
|
|
|
ubo.SetMat2(3, &gglm.Mat2{Data: [2][2]float32{{1, 3}, {2, 4}}})
|
|
|
|
var v gglm.Vec3
|
|
var m2 gglm.Mat2
|
|
var x, x2 float32
|
|
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 0, 4, gl.Ptr(&x))
|
|
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32, 4, gl.Ptr(&x2))
|
|
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 16, 12, gl.Ptr(&v.Data[0]))
|
|
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 48, 16, gl.Ptr(&m2.Data[0][0]))
|
|
|
|
fmt.Printf("x=%f; x2=%f; v3=%s; m2=%s\n", x, x2, v.String(), m2.String())
|
|
|
|
ubo.SetVec3(1, &gglm.Vec3{Data: [3]float32{-123, 33, 33}})
|
|
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 16, 12, gl.Ptr(&v.Data[0]))
|
|
|
|
type TestUBO struct {
|
|
FirstF32 float32
|
|
V3 gglm.Vec3
|
|
SecondF32 float32
|
|
M2 gglm.Mat2
|
|
}
|
|
|
|
s := TestUBO{
|
|
FirstF32: 1.5,
|
|
V3: gglm.Vec3{Data: [3]float32{11, 22, 33}},
|
|
SecondF32: 9.5,
|
|
M2: gglm.Mat2{Data: [2][2]float32{{6, 8}, {7, 9}}},
|
|
}
|
|
|
|
ubo.SetStruct(s)
|
|
|
|
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 0, 4, gl.Ptr(&x))
|
|
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32, 4, gl.Ptr(&x2))
|
|
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 16, 12, gl.Ptr(&v.Data[0]))
|
|
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 48, 16, gl.Ptr(&m2.Data[0][0]))
|
|
|
|
fmt.Printf("x=%f; x2=%f; v3=%s; m2=%s\n", x, x2, v.String(), m2.String())
|
|
|
|
//
|
|
// Ubo2
|
|
//
|
|
type TestUBO2 struct {
|
|
F32 float32
|
|
V3 gglm.Vec3
|
|
F32Slice []float32
|
|
I32 int32
|
|
I32Slice []int32
|
|
V3Slice []gglm.Vec3
|
|
V4Slice []gglm.Vec4
|
|
Mat2Slice []gglm.Mat2
|
|
Mat3Slice []gglm.Mat3
|
|
Mat4Slice []gglm.Mat4
|
|
}
|
|
|
|
s2 := TestUBO2{
|
|
F32: 1.5,
|
|
V3: gglm.Vec3{Data: [3]float32{11, 22, 33}},
|
|
F32Slice: []float32{-1, -2, -3, -4},
|
|
I32: 55,
|
|
I32Slice: []int32{41, 42, 43},
|
|
V3Slice: []gglm.Vec3{gglm.NewVec3(1.1, 1.2, 1.3), gglm.NewVec3(2.1, 2.2, 2.3)},
|
|
V4Slice: []gglm.Vec4{gglm.NewVec4(1.1, 1.2, 1.3, 1.4), gglm.NewVec4(2.1, 2.2, 2.3, 2.4)},
|
|
Mat2Slice: []gglm.Mat2{gglm.NewMat2Diag(1.1), gglm.NewMat2Diag(2.1)},
|
|
Mat3Slice: []gglm.Mat3{gglm.NewMat3Diag(3.1), gglm.NewMat3Diag(4.1)},
|
|
Mat4Slice: []gglm.Mat4{gglm.NewMat4Diag(5.1), gglm.NewMat4Diag(6.1)},
|
|
}
|
|
|
|
ubo2 := buffers.NewUniformBuffer([]buffers.UniformBufferFieldInput{
|
|
{Id: 0, Type: buffers.DataTypeFloat32},
|
|
{Id: 1, Type: buffers.DataTypeVec3},
|
|
{Id: 2, Type: buffers.DataTypeFloat32, Count: 4},
|
|
{Id: 3, Type: buffers.DataTypeInt32},
|
|
{Id: 4, Type: buffers.DataTypeInt32, Count: 3},
|
|
{Id: 5, Type: buffers.DataTypeVec3, Count: 2},
|
|
{Id: 6, Type: buffers.DataTypeVec4, Count: 2},
|
|
{Id: 7, Type: buffers.DataTypeMat2, Count: 2},
|
|
{Id: 8, Type: buffers.DataTypeMat3, Count: 2},
|
|
{Id: 9, Type: buffers.DataTypeMat4, Count: 2},
|
|
})
|
|
|
|
ubo2.SetStruct(s2)
|
|
|
|
var someInt32 int32
|
|
fArr := [4 * 4]float32{}
|
|
i32Arr := [3 * 4]int32{}
|
|
vec3Slice := [2 * 4]float32{}
|
|
vec4Slice := [2 * 4]float32{}
|
|
mat2Slice := [2 * 2 * 4]float32{}
|
|
mat3Slice := [2 * 3 * 4]float32{}
|
|
mat4Slice := [2 * 4 * 4]float32{}
|
|
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 0, 4, gl.Ptr(&x))
|
|
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 16, 12, gl.Ptr(&v.Data[0]))
|
|
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32, 16*4, gl.Ptr(&fArr[0]))
|
|
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4, 4, gl.Ptr(&someInt32))
|
|
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16, 16*3, gl.Ptr(&i32Arr[0]))
|
|
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3, 16*2, gl.Ptr(&vec3Slice[0]))
|
|
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3+16*2, 16*2, gl.Ptr(&vec4Slice[0]))
|
|
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3+16*2+16*2, 2*16*2, gl.Ptr(&mat2Slice[0]))
|
|
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3+16*2+16*2+2*16*2, 2*16*3, gl.Ptr(&mat3Slice[0]))
|
|
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3+16*2+16*2+2*16*2+2*16*3, 2*16*4, gl.Ptr(&mat4Slice[0]))
|
|
|
|
fmt.Printf("f32=%f; v3=%s; f32Slice=%v; i32=%d; i32Arr=%v; v3Slice=%v; v4Slice=%v; mat2Slice=%v; mat3Slice=%v; mat4Slice=%v\n", x, v.String(), fArr, someInt32, i32Arr, vec3Slice, vec4Slice, mat2Slice, mat3Slice, mat4Slice)
|
|
}
|
|
|
|
func (g *Game) initFbos() {
|
|
|
|
// @TODO: Resize window sized fbos on window resize
|
|
|
|
// Demo fbo
|
|
demoFbo = buffers.NewFramebuffer(uint32(g.WinWidth), uint32(g.WinHeight))
|
|
|
|
demoFbo.NewColorAttachment(
|
|
buffers.FramebufferAttachmentType_Texture,
|
|
buffers.FramebufferAttachmentDataFormat_SRGBA,
|
|
)
|
|
|
|
demoFbo.NewDepthStencilAttachment(
|
|
buffers.FramebufferAttachmentType_Renderbuffer,
|
|
buffers.FramebufferAttachmentDataFormat_Depth24Stencil8,
|
|
)
|
|
|
|
assert.T(demoFbo.IsComplete(), "Demo fbo is not complete after init")
|
|
|
|
// Depth map fbo
|
|
dirLightDepthMapFbo = buffers.NewFramebuffer(4096, 4096)
|
|
dirLightDepthMapFbo.SetNoColorBuffer()
|
|
dirLightDepthMapFbo.NewDepthAttachment(
|
|
buffers.FramebufferAttachmentType_Texture,
|
|
buffers.FramebufferAttachmentDataFormat_DepthF32,
|
|
)
|
|
|
|
assert.T(dirLightDepthMapFbo.IsComplete(), "Depth map fbo is not complete after init")
|
|
|
|
// Point light depth map fbo
|
|
pointLightDepthMapFbo = buffers.NewFramebuffer(1024, 1024)
|
|
pointLightDepthMapFbo.SetNoColorBuffer()
|
|
pointLightDepthMapFbo.NewDepthCubemapArrayAttachment(
|
|
buffers.FramebufferAttachmentDataFormat_DepthF32,
|
|
MaxPointLights,
|
|
)
|
|
|
|
assert.T(pointLightDepthMapFbo.IsComplete(), "Point light depth map fbo is not complete after init")
|
|
|
|
// Spot light depth map fbo
|
|
spotLightDepthMapFbo = buffers.NewFramebuffer(1024, 1024)
|
|
spotLightDepthMapFbo.SetNoColorBuffer()
|
|
spotLightDepthMapFbo.NewDepthTextureArrayAttachment(
|
|
buffers.FramebufferAttachmentDataFormat_DepthF32,
|
|
MaxSpotLights,
|
|
)
|
|
|
|
assert.T(spotLightDepthMapFbo.IsComplete(), "Spot light depth map fbo is not complete after init")
|
|
|
|
// Hdr fbo
|
|
hdrFbo = buffers.NewFramebuffer(uint32(g.WinWidth), uint32(g.WinHeight))
|
|
hdrFbo.NewColorAttachment(
|
|
buffers.FramebufferAttachmentType_Texture,
|
|
buffers.FramebufferAttachmentDataFormat_RGBAF16,
|
|
)
|
|
|
|
hdrFbo.NewDepthStencilAttachment(
|
|
buffers.FramebufferAttachmentType_Renderbuffer,
|
|
buffers.FramebufferAttachmentDataFormat_Depth24Stencil8,
|
|
)
|
|
|
|
assert.T(hdrFbo.IsComplete(), "Hdr fbo is not complete after init")
|
|
}
|
|
|
|
func (g *Game) updateLights() {
|
|
|
|
// Directional light
|
|
whiteMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
|
containerMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
|
groundMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
|
palleteMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
|
|
|
|
// Point lights
|
|
for i := 0; i < len(pointLights); i++ {
|
|
|
|
p := &pointLights[i]
|
|
indexString := "pointLights[" + strconv.Itoa(i) + "]"
|
|
|
|
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
|
|
containerMat.CubemapArrayTex = pointLightDepthMapFbo.Attachments[0].Id
|
|
groundMat.CubemapArrayTex = pointLightDepthMapFbo.Attachments[0].Id
|
|
palleteMat.CubemapArrayTex = pointLightDepthMapFbo.Attachments[0].Id
|
|
|
|
// Spotlights
|
|
for i := 0; i < len(spotLights); i++ {
|
|
|
|
l := &spotLights[i]
|
|
innerCutoffCos := l.InnerCutoffCos()
|
|
outerCutoffCos := l.OuterCutoffCos()
|
|
|
|
indexString := "spotLights[" + strconv.Itoa(i) + "]"
|
|
|
|
whiteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
|
containerMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
|
groundMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
|
palleteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
|
|
|
whiteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
|
containerMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
|
groundMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
|
palleteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
|
|
|
whiteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
|
containerMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
|
groundMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
|
palleteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
|
|
|
whiteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
|
containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
|
groundMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
|
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
|
|
|
whiteMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
|
|
containerMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
|
|
groundMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
|
|
palleteMat.SetUnifFloat32(indexString+".innerCutoff", innerCutoffCos)
|
|
|
|
whiteMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
|
|
containerMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
|
|
groundMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
|
|
palleteMat.SetUnifFloat32(indexString+".outerCutoff", outerCutoffCos)
|
|
}
|
|
|
|
whiteMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
|
containerMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
|
groundMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
|
palleteMat.ShadowMapTexArray1 = spotLightDepthMapFbo.Attachments[0].Id
|
|
}
|
|
|
|
func (g *Game) Update() {
|
|
|
|
if input.IsQuitClicked() || input.KeyClicked(sdl.K_ESCAPE) {
|
|
engine.Quit()
|
|
}
|
|
|
|
g.updateCameraLookAround()
|
|
g.updateCameraPos()
|
|
|
|
g.showDebugWindow()
|
|
}
|
|
|
|
func (g *Game) showDebugWindow() {
|
|
|
|
imgui.ShowDemoWindow()
|
|
|
|
imgui.Begin("Debug controls")
|
|
|
|
imgui.PushStyleColorVec4(imgui.ColText, imgui.NewColor(1, 1, 0, 1).Value)
|
|
imgui.LabelText("FPS", fmt.Sprint(timing.GetAvgFPS()))
|
|
imgui.PopStyleColor()
|
|
|
|
if len(frameTimesMs) < FRAME_TIME_MS_SAMPLES {
|
|
frameTimesMs = append(frameTimesMs, timing.DT()*1000)
|
|
} else {
|
|
frameTimesMs[frameTimesMsIndex] = timing.DT() * 1000
|
|
|
|
frameTimesMsIndex++
|
|
if frameTimesMsIndex >= len(frameTimesMs) {
|
|
frameTimesMsIndex = 0
|
|
}
|
|
}
|
|
|
|
imgui.PlotLinesFloatPtrV("Frame Times", frameTimesMs, int32(len(frameTimesMs)), 0, "", 0, 16, imgui.Vec2{Y: 50}, 4)
|
|
|
|
imgui.Spacing()
|
|
|
|
// Camera
|
|
imgui.Text("Camera")
|
|
if imgui.DragFloat3("Cam Pos", &cam.Pos.Data) {
|
|
cam.Update()
|
|
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
|
}
|
|
if imgui.DragFloat3("Cam Forward", &cam.Forward.Data) {
|
|
cam.Update()
|
|
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
|
}
|
|
|
|
imgui.Spacing()
|
|
|
|
imgui.Text("HDR")
|
|
imgui.Checkbox("Enable HDR", &hdrRendering)
|
|
if imgui.DragFloatV("Exposure", &hdrExposure, 0.1, -10, 100, "%.3f", imgui.SliderFlagsNone) {
|
|
tonemappedScreenQuadMat.SetUnifFloat32("exposure", hdrExposure)
|
|
}
|
|
|
|
imgui.Spacing()
|
|
|
|
// Ambient light
|
|
imgui.Text("Ambient Light")
|
|
|
|
if imgui.ColorEdit3("Ambient Color", &ambientColor.Data) {
|
|
whiteMat.SetUnifVec3("ambientColor", &ambientColor)
|
|
containerMat.SetUnifVec3("ambientColor", &ambientColor)
|
|
groundMat.SetUnifVec3("ambientColor", &ambientColor)
|
|
palleteMat.SetUnifVec3("ambientColor", &ambientColor)
|
|
}
|
|
|
|
imgui.Spacing()
|
|
|
|
// Directional light
|
|
imgui.Text("Directional Light")
|
|
|
|
imgui.Checkbox("Render Directional Light Shadows", &renderDirLightShadows)
|
|
|
|
if imgui.DragFloat3("Direction", &dirLight.Dir.Data) {
|
|
whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
|
containerMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
|
groundMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
|
palleteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
|
|
}
|
|
|
|
if imgui.ColorEdit3("Diffuse Color", &dirLight.DiffuseColor.Data) {
|
|
whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
|
containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
|
groundMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
|
palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
|
|
}
|
|
|
|
if imgui.ColorEdit3("Specular Color", &dirLight.SpecularColor.Data) {
|
|
whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
|
containerMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
|
groundMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
|
palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
|
|
}
|
|
|
|
imgui.DragFloat3("dPos", &dirLightPos.Data)
|
|
imgui.DragFloat("dSize", &dirLightSize)
|
|
imgui.DragFloat("dNear", &dirLightNear)
|
|
imgui.DragFloat("dFar", &dirLightFar)
|
|
|
|
imgui.Spacing()
|
|
|
|
// Specular
|
|
imgui.Text("Specular Settings")
|
|
|
|
if imgui.DragFloat("Specular Shininess", &whiteMat.Shininess) {
|
|
whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
|
containerMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
|
groundMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
|
palleteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
|
|
}
|
|
|
|
imgui.Spacing()
|
|
|
|
// Point lights
|
|
imgui.Checkbox("Render Point Light Shadows", &renderPointLightShadows)
|
|
if imgui.BeginListBoxV("Point Lights", imgui.Vec2{Y: 200}) {
|
|
|
|
for i := 0; i < len(pointLights); i++ {
|
|
|
|
pl := &pointLights[i]
|
|
indexNumString := strconv.Itoa(i)
|
|
|
|
if !imgui.TreeNodeExStrV("Point Light "+indexNumString, imgui.TreeNodeFlagsSpanAvailWidth) {
|
|
continue
|
|
}
|
|
|
|
indexString := "pointLights[" + indexNumString + "]"
|
|
|
|
if imgui.DragFloat3("Pos", &pl.Pos.Data) {
|
|
|
|
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) {
|
|
|
|
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) {
|
|
|
|
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) {
|
|
|
|
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) {
|
|
|
|
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
|
|
|
|
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) {
|
|
|
|
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.EndListBox()
|
|
}
|
|
|
|
// Spot lights
|
|
imgui.Checkbox("Render Spot Light Shadows", &renderSpotLightShadows)
|
|
|
|
if imgui.BeginListBoxV("Spot Lights", imgui.Vec2{Y: 200}) {
|
|
|
|
for i := 0; i < len(spotLights); i++ {
|
|
|
|
l := &spotLights[i]
|
|
indexNumString := strconv.Itoa(i)
|
|
|
|
if !imgui.TreeNodeExStrV("Spot Light "+indexNumString, imgui.TreeNodeFlagsSpanAvailWidth) {
|
|
continue
|
|
}
|
|
|
|
indexString := "spotLights[" + indexNumString + "]"
|
|
|
|
if imgui.DragFloat3("Pos", &l.Pos.Data) {
|
|
whiteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
|
containerMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
|
groundMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
|
palleteMat.SetUnifVec3(indexString+".pos", &l.Pos)
|
|
}
|
|
|
|
if imgui.DragFloat3("Dir", &l.Dir.Data) {
|
|
whiteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
|
containerMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
|
groundMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
|
palleteMat.SetUnifVec3(indexString+".dir", &l.Dir)
|
|
}
|
|
|
|
if imgui.ColorEdit3("Diffuse Color", &l.DiffuseColor.Data) {
|
|
whiteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
|
containerMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
|
groundMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
|
palleteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
|
|
}
|
|
|
|
if imgui.ColorEdit3("Specular Color", &l.SpecularColor.Data) {
|
|
whiteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
|
containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
|
groundMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
|
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
|
|
}
|
|
|
|
if imgui.DragFloatRange2V(
|
|
"Cutoff Radians",
|
|
&l.InnerCutoffRad,
|
|
&l.OuterCutoffRad,
|
|
0.1,
|
|
0,
|
|
0,
|
|
"%.3f",
|
|
"%.3f",
|
|
imgui.SliderFlagsNone,
|
|
) {
|
|
|
|
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 Far Plane", &l.FarPlane)
|
|
|
|
imgui.TreePop()
|
|
}
|
|
|
|
imgui.EndListBox()
|
|
}
|
|
|
|
// Demo fbo
|
|
imgui.Text("Demo Framebuffer")
|
|
imgui.Checkbox("Show FBO##0", &renderToDemoFbo)
|
|
imgui.DragFloat2("Scale##0", &demoFboScale.Data)
|
|
imgui.DragFloat2("Offset##0", &demoFboOffset.Data)
|
|
|
|
// Depth map fbo
|
|
imgui.Text("Directional Light Depth Map Framebuffer")
|
|
imgui.Checkbox("Show FBO##1", &showDirLightDepthMapFbo)
|
|
imgui.DragFloat2("Scale##1", &dirLightDepthMapFboScale.Data)
|
|
imgui.DragFloat2("Offset##1", &dirLightDepthMapFboOffset.Data)
|
|
|
|
// Other
|
|
imgui.Text("Other Settings")
|
|
|
|
imgui.Checkbox("Render skybox", &renderSkybox)
|
|
imgui.Checkbox("Render to back buffer", &renderToBackBuffer)
|
|
imgui.Checkbox("Render depth buffer", &renderDepthBuffer)
|
|
|
|
imgui.End()
|
|
}
|
|
|
|
func (g *Game) updateCameraLookAround() {
|
|
|
|
mouseX, mouseY := input.GetMouseMotion()
|
|
if (mouseX == 0 && mouseY == 0) || !input.MouseDown(sdl.BUTTON_RIGHT) {
|
|
return
|
|
}
|
|
|
|
const MAX_MOUSE_MOVE = 300
|
|
mouseX = gglm.Clamp(mouseX, -MAX_MOUSE_MOVE, MAX_MOUSE_MOVE)
|
|
mouseY = gglm.Clamp(mouseY, -MAX_MOUSE_MOVE, MAX_MOUSE_MOVE)
|
|
|
|
// Yaw
|
|
yaw += float32(mouseX) * camRotSpeed * timing.DT()
|
|
|
|
// Pitch
|
|
pitch += float32(-mouseY) * camRotSpeed * timing.DT()
|
|
if pitch > 1.5 {
|
|
pitch = 1.5
|
|
}
|
|
|
|
if pitch < -1.5 {
|
|
pitch = -1.5
|
|
}
|
|
|
|
cam.UpdateRotation(pitch, yaw)
|
|
|
|
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
|
}
|
|
|
|
func (g *Game) updateCameraPos() {
|
|
|
|
update := false
|
|
|
|
var camSpeedScale float32 = 1.0
|
|
if input.KeyDown(sdl.K_LSHIFT) {
|
|
camSpeedScale = 2
|
|
}
|
|
|
|
// Forward and backward
|
|
if input.KeyDown(sdl.K_w) {
|
|
cam.Pos.Add(cam.Forward.Clone().Scale(camMoveSpeed * camSpeedScale * timing.DT()))
|
|
update = true
|
|
} else if input.KeyDown(sdl.K_s) {
|
|
cam.Pos.Add(cam.Forward.Clone().Scale(-camMoveSpeed * camSpeedScale * timing.DT()))
|
|
update = true
|
|
}
|
|
|
|
// Left and right
|
|
if input.KeyDown(sdl.K_d) {
|
|
cross := gglm.Cross(&cam.Forward, &cam.WorldUp)
|
|
cam.Pos.Add(cross.Normalize().Scale(camMoveSpeed * camSpeedScale * timing.DT()))
|
|
update = true
|
|
} else if input.KeyDown(sdl.K_a) {
|
|
cross := gglm.Cross(&cam.Forward, &cam.WorldUp)
|
|
cam.Pos.Add(cross.Normalize().Scale(-camMoveSpeed * camSpeedScale * timing.DT()))
|
|
update = true
|
|
}
|
|
|
|
if update {
|
|
cam.Update()
|
|
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
|
|
}
|
|
}
|
|
|
|
var (
|
|
rotatingCubeSpeedDeg1 float32 = 45
|
|
rotatingCubeSpeedDeg2 float32 = 120
|
|
rotatingCubeSpeedDeg3 float32 = 120
|
|
rotatingCubeTrMat1 = gglm.NewTrMatWithPos(-4, -1, 4)
|
|
rotatingCubeTrMat2 = gglm.NewTrMatWithPos(-1, 0.5, 4)
|
|
rotatingCubeTrMat3 = gglm.NewTrMatWithPos(5, 0.5, 4)
|
|
)
|
|
|
|
func (g *Game) Render() {
|
|
|
|
whiteMat.SetUnifVec3("camPos", &cam.Pos)
|
|
containerMat.SetUnifVec3("camPos", &cam.Pos)
|
|
groundMat.SetUnifVec3("camPos", &cam.Pos)
|
|
palleteMat.SetUnifVec3("camPos", &cam.Pos)
|
|
|
|
rotatingCubeTrMat1.Rotate(rotatingCubeSpeedDeg1*gglm.Deg2Rad*timing.DT(), 0, 1, 0)
|
|
rotatingCubeTrMat2.Rotate(rotatingCubeSpeedDeg2*gglm.Deg2Rad*timing.DT(), 1, 1, 0)
|
|
rotatingCubeTrMat3.Rotate(rotatingCubeSpeedDeg3*gglm.Deg2Rad*timing.DT(), 1, 1, 1)
|
|
|
|
if renderDirLightShadows {
|
|
g.renderDirectionalLightShadowmap()
|
|
}
|
|
|
|
if renderSpotLightShadows {
|
|
g.renderSpotLightShadowmaps()
|
|
}
|
|
|
|
if renderPointLightShadows {
|
|
g.renderPointLightShadowmaps()
|
|
}
|
|
|
|
if renderToBackBuffer {
|
|
|
|
if renderDepthBuffer {
|
|
g.RenderScene(&debugDepthMat)
|
|
} else if hdrRendering {
|
|
g.renderHdrFbo()
|
|
} else {
|
|
|
|
g.RenderScene(nil)
|
|
if renderSkybox {
|
|
g.DrawSkybox()
|
|
}
|
|
}
|
|
}
|
|
|
|
if renderToDemoFbo {
|
|
g.renderDemoFbo()
|
|
}
|
|
}
|
|
|
|
func (g *Game) renderDirectionalLightShadowmap() {
|
|
|
|
// Set some uniforms
|
|
dirLightProjViewMat := dirLight.GetProjViewMat()
|
|
|
|
whiteMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
|
containerMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
|
groundMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
|
palleteMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
|
|
|
|
depthMapMat.SetUnifMat4("projViewMat", &dirLightProjViewMat)
|
|
|
|
// Start rendering
|
|
dirLightDepthMapFbo.BindWithViewport()
|
|
dirLightDepthMapFbo.Clear()
|
|
|
|
// Culling front faces helps 'peter panning' when
|
|
// drawing shadow maps, but works only for solids with a back face (i.e. quads won't cast shadows).
|
|
// Check more here: https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping
|
|
//
|
|
// Some note that this is too troublesome and fails in many cases. Might be better to remove.
|
|
gl.CullFace(gl.FRONT)
|
|
g.RenderScene(&depthMapMat)
|
|
gl.CullFace(gl.BACK)
|
|
|
|
dirLightDepthMapFbo.UnBindWithViewport(uint32(g.WinWidth), uint32(g.WinHeight))
|
|
|
|
if showDirLightDepthMapFbo {
|
|
screenQuadMat.DiffuseTex = dirLightDepthMapFbo.Attachments[0].Id
|
|
screenQuadMat.SetUnifVec2("offset", &dirLightDepthMapFboOffset)
|
|
screenQuadMat.SetUnifVec2("scale", &dirLightDepthMapFboScale)
|
|
screenQuadMat.Bind()
|
|
g.Rend.DrawVertexArray(&screenQuadMat, &screenQuadVao, 0, 6)
|
|
}
|
|
}
|
|
|
|
func (g *Game) renderSpotLightShadowmaps() {
|
|
|
|
for i := 0; i < len(spotLights); i++ {
|
|
|
|
l := &spotLights[i]
|
|
indexStr := strconv.Itoa(i)
|
|
projViewMatIndexStr := "spotLightProjViewMats[" + indexStr + "]"
|
|
|
|
// Set render uniforms
|
|
projViewMat := l.GetProjViewMat()
|
|
|
|
whiteMat.SetUnifMat4(projViewMatIndexStr, &projViewMat)
|
|
containerMat.SetUnifMat4(projViewMatIndexStr, &projViewMat)
|
|
groundMat.SetUnifMat4(projViewMatIndexStr, &projViewMat)
|
|
palleteMat.SetUnifMat4(projViewMatIndexStr, &projViewMat)
|
|
|
|
// Set depth uniforms
|
|
arrayDepthMapMat.SetUnifMat4("projViewMats["+indexStr+"]", &projViewMat)
|
|
}
|
|
|
|
// Render
|
|
spotLightDepthMapFbo.BindWithViewport()
|
|
spotLightDepthMapFbo.Clear()
|
|
|
|
// Front culling created issues
|
|
// gl.CullFace(gl.FRONT)
|
|
g.RenderScene(&arrayDepthMapMat)
|
|
// gl.CullFace(gl.BACK)
|
|
|
|
spotLightDepthMapFbo.UnBindWithViewport(uint32(g.WinWidth), uint32(g.WinHeight))
|
|
}
|
|
|
|
func (g *Game) renderPointLightShadowmaps() {
|
|
|
|
pointLightDepthMapFbo.BindWithViewport()
|
|
pointLightDepthMapFbo.Clear()
|
|
|
|
for i := 0; i < len(pointLights); i++ {
|
|
|
|
p := &pointLights[i]
|
|
|
|
// Generic uniforms
|
|
omnidirDepthMapMat.SetUnifVec3("lightPos", &p.Pos)
|
|
omnidirDepthMapMat.SetUnifInt32("cubemapIndex", int32(i))
|
|
omnidirDepthMapMat.SetUnifFloat32("farPlane", p.FarPlane)
|
|
|
|
// Set projView matrices
|
|
projViewMats := p.GetProjViewMats(float32(pointLightDepthMapFbo.Width), float32(pointLightDepthMapFbo.Height))
|
|
for j := 0; j < len(projViewMats); j++ {
|
|
omnidirDepthMapMat.SetUnifMat4("cubemapProjViewMats["+strconv.Itoa(j)+"]", &projViewMats[j])
|
|
}
|
|
|
|
g.RenderScene(&omnidirDepthMapMat)
|
|
}
|
|
|
|
pointLightDepthMapFbo.UnBindWithViewport(uint32(g.WinWidth), uint32(g.WinHeight))
|
|
}
|
|
|
|
func (g *Game) renderDemoFbo() {
|
|
|
|
demoFbo.Bind()
|
|
demoFbo.Clear()
|
|
|
|
if renderDepthBuffer {
|
|
g.RenderScene(&debugDepthMat)
|
|
} else {
|
|
g.RenderScene(nil)
|
|
}
|
|
|
|
if renderSkybox {
|
|
g.DrawSkybox()
|
|
}
|
|
|
|
demoFbo.UnBind()
|
|
|
|
screenQuadMat.DiffuseTex = demoFbo.Attachments[0].Id
|
|
screenQuadMat.SetUnifVec2("offset", &demoFboOffset)
|
|
screenQuadMat.SetUnifVec2("scale", &demoFboScale)
|
|
|
|
g.Rend.DrawVertexArray(&screenQuadMat, &screenQuadVao, 0, 6)
|
|
}
|
|
|
|
func (g *Game) renderHdrFbo() {
|
|
|
|
hdrFbo.Bind()
|
|
hdrFbo.Clear()
|
|
|
|
g.RenderScene(nil)
|
|
|
|
if renderSkybox {
|
|
g.DrawSkybox()
|
|
}
|
|
|
|
hdrFbo.UnBind()
|
|
|
|
tonemappedScreenQuadMat.DiffuseTex = hdrFbo.Attachments[0].Id
|
|
g.Rend.DrawVertexArray(&tonemappedScreenQuadMat, &screenQuadVao, 0, 6)
|
|
}
|
|
|
|
func (g *Game) RenderScene(overrideMat *materials.Material) {
|
|
|
|
tempModelMatrix := *cubeModelMat.Clone()
|
|
|
|
// See if we need overrides
|
|
sunMat := palleteMat
|
|
chairMat := palleteMat
|
|
cubeMat := containerMat
|
|
groundMat := groundMat
|
|
|
|
if overrideMat != nil {
|
|
sunMat = *overrideMat
|
|
chairMat = *overrideMat
|
|
cubeMat = *overrideMat
|
|
groundMat = *overrideMat
|
|
}
|
|
|
|
// Draw dir light
|
|
dirLightTrMat := gglm.NewTrMatId()
|
|
g.Rend.DrawMesh(&sphereMesh, dirLightTrMat.Translate(0, 10, 0).Scale(0.1, 0.1, 0.1), &sunMat)
|
|
|
|
// Draw point lights
|
|
for i := 0; i < len(pointLights); i++ {
|
|
|
|
pl := &pointLights[i]
|
|
plTrMat := gglm.NewTrMatId()
|
|
g.Rend.DrawMesh(&cubeMesh, plTrMat.TranslateVec(&pl.Pos).Scale(0.1, 0.1, 0.1), &sunMat)
|
|
}
|
|
|
|
// Chair
|
|
g.Rend.DrawMesh(&chairMesh, &tempModelMatrix, &chairMat)
|
|
|
|
// Ground
|
|
groundTrMat := gglm.NewTrMatId()
|
|
g.Rend.DrawMesh(&cubeMesh, groundTrMat.Translate(0, -3, 0).Scale(20, 1, 20), &groundMat)
|
|
|
|
// Cubes
|
|
tempModelMatrix.Translate(-6, 0, 0)
|
|
g.Rend.DrawMesh(&cubeMesh, &tempModelMatrix, &cubeMat)
|
|
|
|
tempModelMatrix.Translate(0, -1, -4)
|
|
g.Rend.DrawMesh(&cubeMesh, &tempModelMatrix, &cubeMat)
|
|
|
|
// Rotating cubes
|
|
g.Rend.DrawMesh(&cubeMesh, &rotatingCubeTrMat1, &cubeMat)
|
|
g.Rend.DrawMesh(&cubeMesh, &rotatingCubeTrMat2, &cubeMat)
|
|
g.Rend.DrawMesh(&cubeMesh, &rotatingCubeTrMat3, &cubeMat)
|
|
|
|
// Cubes generator
|
|
// rowSize := 1
|
|
// for y := 0; y < rowSize; y++ {
|
|
// for x := 0; x < rowSize; x++ {
|
|
// tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
|
|
// g.Rend.DrawMesh(cubeMesh, tempModelMatrix, cubeMat)
|
|
// }
|
|
// tempModelMatrix.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
|
|
// }
|
|
}
|
|
|
|
func (g *Game) DrawSkybox() {
|
|
|
|
gl.Disable(gl.CULL_FACE)
|
|
gl.DepthFunc(gl.LEQUAL)
|
|
|
|
g.Rend.DrawCubemap(&skyboxMesh, &skyboxMat)
|
|
|
|
gl.DepthFunc(gl.LESS)
|
|
gl.Enable(gl.CULL_FACE)
|
|
}
|
|
|
|
func (g *Game) FrameEnd() {
|
|
}
|
|
|
|
func (g *Game) DeInit() {
|
|
g.Win.Destroy()
|
|
}
|
|
|
|
func updateAllProjViewMats(projMat, viewMat gglm.Mat4) {
|
|
|
|
projViewMat := *projMat.Clone().Mul(&viewMat)
|
|
|
|
unlitMat.SetUnifMat4("projViewMat", &projViewMat)
|
|
whiteMat.SetUnifMat4("projViewMat", &projViewMat)
|
|
containerMat.SetUnifMat4("projViewMat", &projViewMat)
|
|
groundMat.SetUnifMat4("projViewMat", &projViewMat)
|
|
palleteMat.SetUnifMat4("projViewMat", &projViewMat)
|
|
debugDepthMat.SetUnifMat4("projViewMat", &projViewMat)
|
|
|
|
// Update skybox projViewMat
|
|
skyboxViewMat := viewMat.Clone()
|
|
skyboxViewMat.Set(0, 3, 0)
|
|
skyboxViewMat.Set(1, 3, 0)
|
|
skyboxViewMat.Set(2, 3, 0)
|
|
skyboxViewMat.Set(3, 0, 0)
|
|
skyboxViewMat.Set(3, 1, 0)
|
|
skyboxViewMat.Set(3, 2, 0)
|
|
skyboxViewMat.Set(3, 3, 0)
|
|
skyboxMat.SetUnifMat4("projViewMat", projMat.Clone().Mul(skyboxViewMat))
|
|
}
|