Files
nmage/main.go
2024-04-15 10:49:18 +04:00

1126 lines
35 KiB
Go
Executable File

package main
import (
"fmt"
"runtime"
"strconv"
imgui "github.com/AllenDang/cimgui-go"
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/assert"
"github.com/bloeys/nmage/assets"
"github.com/bloeys/nmage/buffers"
"github.com/bloeys/nmage/camera"
"github.com/bloeys/nmage/engine"
"github.com/bloeys/nmage/input"
"github.com/bloeys/nmage/logging"
"github.com/bloeys/nmage/materials"
"github.com/bloeys/nmage/meshes"
"github.com/bloeys/nmage/renderer/rend3dgl"
"github.com/bloeys/nmage/timing"
nmageimgui "github.com/bloeys/nmage/ui/imgui"
"github.com/go-gl/gl/v4.1-core/gl"
"github.com/veandco/go-sdl2/sdl"
)
/*
@TODO:
- Rendering:
- Blinn-Phong lighting model ✅
- Directional lights ✅
- Point lights ✅
- Spotlights ✅
- Directional light shadows ✅
- Point light shadows ✅
- Spotlight shadows
- HDR
- Cascaded shadow mapping
- Skeletal animations
- Proper model loading (i.e. load model by reading all its meshes, textures, and so on together)
- Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing) ✅
- Renderer batching
- Scene graph
- Separate engine loop from rendering loop? or leave it to the user?
- Abstract keys enum away from sdl
- Proper Asset loading
- Frustum culling
- Material system editor with fields automatically extracted from the shader
*/
type DirLight struct {
Dir gglm.Vec3
DiffuseColor gglm.Vec3
SpecularColor gglm.Vec3
}
var (
dirLightSize float32 = 30
dirLightNear float32 = 0.1
dirLightFar float32 = 30
dirLightPos = gglm.NewVec3(0, 10, 0)
)
func (d *DirLight) GetProjViewMat() gglm.Mat4 {
// Some arbitrary position for the directional light
pos := dirLightPos
size := dirLightSize
nearClip := dirLightNear
farClip := dirLightFar
projMat := gglm.Ortho(-size, size, -size, size, nearClip, farClip).Mat4
viewMat := gglm.LookAtRH(pos, pos.Clone().Add(d.Dir.Clone().Scale(10)), gglm.NewVec3(0, 1, 0)).Mat4
return *projMat.Mul(&viewMat)
}
// Check https://wiki.ogre3d.org/tiki-index.php?page=-Point+Light+Attenuation for values
type PointLight struct {
Pos gglm.Vec3
DiffuseColor gglm.Vec3
SpecularColor gglm.Vec3
// @TODO
Radius float32
Constant float32
Linear float32
Quadratic float32
FarPlane float32
}
const (
MaxPointLights = 8
)
var (
pointLightNear float32 = 1
)
func (p *PointLight) GetProjViewMats(shadowMapWidth, shadowMapHeight float32) [6]gglm.Mat4 {
aspect := float32(shadowMapWidth) / float32(shadowMapHeight)
projMat := gglm.Perspective(90*gglm.Deg2Rad, aspect, pointLightNear, p.FarPlane)
projViewMats := [6]gglm.Mat4{
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(1, 0, 0).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(-1, 0, 0).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, 1, 0).Add(&p.Pos), gglm.NewVec3(0, 0, 1)).Mat4),
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, -1, 0).Add(&p.Pos), gglm.NewVec3(0, 0, -1)).Mat4),
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, 0, 1).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, 0, -1).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
}
return projViewMats
}
type SpotLight struct {
Pos gglm.Vec3
Dir gglm.Vec3
DiffuseColor gglm.Vec3
SpecularColor gglm.Vec3
InnerCutoff float32
OuterCutoff float32
}
// SetCutoffs properly sets the cosine values of the cutoffs using the passed
// degrees.
//
// The light has full intensity within the inner cutoff, falloff between
// inner-outer cutoff, and zero light beyond the outer cutoff.
//
// The inner cuttoff degree must be *smaller* than the outer cutoff
func (s *SpotLight) SetCutoffs(innerCutoffAngleDeg, outerCutoffAngleDeg float32) {
s.InnerCutoff = gglm.Cos32(innerCutoffAngleDeg * gglm.Deg2Rad)
s.OuterCutoff = gglm.Cos32(outerCutoffAngleDeg * gglm.Deg2Rad)
}
const (
camSpeed = 15
mouseSensitivity = 0.5
unscaledWindowWidth = 1280
unscaledWindowHeight = 720
)
var (
window *engine.Window
pitch float32 = 0
yaw float32 = -1.5
cam *camera.Camera
// Demo fbo
renderToDemoFbo = true
renderToBackBuffer = true
demoFboScale = gglm.NewVec2(0.25, 0.25)
demoFboOffset = gglm.NewVec2(0.75, -0.75)
demoFbo buffers.Framebuffer
// Dir light fbo
showDirLightDepthMapFbo = true
dirLightDepthMapFboScale = gglm.NewVec2(0.25, 0.25)
dirLightDepthMapFboOffset = gglm.NewVec2(0.75, -0.2)
dirLightDepthMapFbo buffers.Framebuffer
// Point light fbo
omnidirDepthMapFbo buffers.Framebuffer
screenQuadVao buffers.VertexArray
screenQuadMat *materials.Material
unlitMat *materials.Material
whiteMat *materials.Material
containerMat *materials.Material
palleteMat *materials.Material
skyboxMat *materials.Material
dirLightDepthMapMat *materials.Material
omnidirDepthMapMat *materials.Material
debugDepthMat *materials.Material
cubeMesh *meshes.Mesh
sphereMesh *meshes.Mesh
chairMesh *meshes.Mesh
skyboxMesh *meshes.Mesh
cubeModelMat = gglm.NewTrMatId()
renderSkybox = true
renderDepthBuffer bool
skyboxCmap assets.Cubemap
dpiScaling float32
// Light settings
ambientColor = gglm.NewVec3(0, 0, 0)
// Lights
dirLight = DirLight{
Dir: *gglm.NewVec3(0, -0.5, -0.8).Normalize(),
DiffuseColor: *gglm.NewVec3(1, 1, 1),
SpecularColor: *gglm.NewVec3(1, 1, 1),
}
pointLights = [...]PointLight{
{
Pos: *gglm.NewVec3(0, 2, -2),
DiffuseColor: *gglm.NewVec3(1, 0, 0),
SpecularColor: *gglm.NewVec3(1, 1, 1),
// These values are for 50m range
Constant: 1.0,
Linear: 0.09,
Quadratic: 0.032,
FarPlane: 25,
},
{
Pos: *gglm.NewVec3(0, -5, 0),
DiffuseColor: *gglm.NewVec3(0, 1, 0),
SpecularColor: *gglm.NewVec3(1, 1, 1),
Constant: 1.0,
Linear: 0.09,
Quadratic: 0.032,
FarPlane: 25,
},
{
Pos: *gglm.NewVec3(5, 0, 0),
DiffuseColor: *gglm.NewVec3(1, 1, 1),
SpecularColor: *gglm.NewVec3(1, 1, 1),
Constant: 1.0,
Linear: 0.09,
Quadratic: 0.032,
FarPlane: 25,
},
{
Pos: *gglm.NewVec3(-3, 4, 3),
DiffuseColor: *gglm.NewVec3(1, 1, 1),
SpecularColor: *gglm.NewVec3(1, 1, 1),
Constant: 1.0,
Linear: 0.09,
Quadratic: 0.032,
FarPlane: 25,
},
}
spotLights = [...]SpotLight{
{
Pos: *gglm.NewVec3(2, 5, 5),
Dir: *gglm.NewVec3(0, -1, 0),
DiffuseColor: *gglm.NewVec3(0, 1, 1),
SpecularColor: *gglm.NewVec3(1, 1, 1),
// These must be cosine values
InnerCutoff: gglm.Cos32(15 * gglm.Deg2Rad),
OuterCutoff: gglm.Cos32(20 * gglm.Deg2Rad),
},
}
)
type Game struct {
WinWidth int32
WinHeight int32
Win *engine.Window
ImGUIInfo nmageimgui.ImguiInfo
}
func main() {
//Init engine
err := engine.Init()
if err != nil {
logging.ErrLog.Fatalln("Failed to init nMage. Err:", err)
}
//Create window
dpiScaling = getDpiScaling(unscaledWindowWidth, unscaledWindowHeight)
window, err = engine.CreateOpenGLWindowCentered("nMage", int32(unscaledWindowWidth*dpiScaling), int32(unscaledWindowHeight*dpiScaling), engine.WindowFlags_RESIZABLE, rend3dgl.NewRend3DGL())
if err != nil {
logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
}
defer window.Destroy()
engine.SetMSAA(true)
engine.SetVSync(false)
engine.SetSrgbFramebuffer(true)
game := &Game{
Win: window,
WinWidth: int32(unscaledWindowWidth * dpiScaling),
WinHeight: int32(unscaledWindowHeight * dpiScaling),
ImGUIInfo: nmageimgui.NewImGui("./res/shaders/imgui.glsl"),
}
window.EventCallbacks = append(window.EventCallbacks, game.handleWindowEvents)
engine.Run(game, window, game.ImGUIInfo)
}
func (g *Game) handleWindowEvents(e sdl.Event) {
switch e := e.(type) {
case *sdl.WindowEvent:
if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
g.WinWidth = e.Data1
g.WinHeight = e.Data2
cam.AspectRatio = float32(g.WinWidth) / float32(g.WinHeight)
cam.Update()
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
}
}
}
func getDpiScaling(unscaledWindowWidth, unscaledWindowHeight int32) float32 {
// Great read on DPI here: https://nlguillemot.wordpress.com/2016/12/11/high-dpi-rendering/
// The no-scaling DPI on different platforms (e.g. when scale=100% on windows)
var defaultDpi float32 = 96
if runtime.GOOS == "windows" {
defaultDpi = 96
} else if runtime.GOOS == "darwin" {
defaultDpi = 72
}
// Current DPI of the monitor
_, dpiHorizontal, _, err := sdl.GetDisplayDPI(0)
if err != nil {
dpiHorizontal = defaultDpi
fmt.Printf("Failed to get DPI with error '%s'. Using default DPI of '%f'\n", err.Error(), defaultDpi)
}
// Scaling factor (e.g. will be 1.25 for 125% scaling on windows)
dpiScaling := dpiHorizontal / defaultDpi
fmt.Printf(
"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",
defaultDpi,
dpiHorizontal,
dpiScaling,
unscaledWindowWidth, unscaledWindowHeight,
int32(float32(unscaledWindowWidth)*dpiScaling), int32(float32(unscaledWindowHeight)*dpiScaling),
)
return dpiScaling
}
func (g *Game) Init() {
var err error
// Camera
winWidth, winHeight := g.Win.SDLWin.GetSize()
cam = camera.NewPerspective(
gglm.NewVec3(0, 0, 10),
gglm.NewVec3(0, 0, -1),
gglm.NewVec3(0, 1, 0),
0.1, 200,
45*gglm.Deg2Rad,
float32(winWidth)/float32(winHeight),
)
//Load meshes
cubeMesh, err = meshes.NewMesh("Cube", "./res/models/cube.fbx", 0)
if err != nil {
logging.ErrLog.Fatalln("Failed to load mesh. Err: ", err)
}
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
whiteTex, err := assets.LoadTexturePNG("./res/textures/white.png", &assets.TextureLoadOptions{})
if err != nil {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
}
blackTex, err := assets.LoadTexturePNG("./res/textures/black.png", &assets.TextureLoadOptions{})
if err != nil {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
}
containerDiffuseTex, err := assets.LoadTexturePNG("./res/textures/container-diffuse.png", &assets.TextureLoadOptions{})
if err != nil {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
}
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)
}
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))
unlitMat = materials.NewMaterial("Unlit mat", "./res/shaders/simple-unlit.glsl")
unlitMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
whiteMat = materials.NewMaterial("White mat", "./res/shaders/simple.glsl")
whiteMat.Shininess = 64
whiteMat.DiffuseTex = whiteTex.TexID
whiteMat.SpecularTex = blackTex.TexID
whiteMat.NormalTex = blackTex.TexID
whiteMat.EmissionTex = blackTex.TexID
whiteMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
whiteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
// whiteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
whiteMat.SetUnifInt32("material.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_ShadowMap))
whiteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
containerMat = materials.NewMaterial("Container mat", "./res/shaders/simple.glsl")
containerMat.Shininess = 64
containerMat.DiffuseTex = containerDiffuseTex.TexID
containerMat.SpecularTex = containerSpecularTex.TexID
containerMat.NormalTex = blackTex.TexID
containerMat.EmissionTex = blackTex.TexID
containerMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
containerMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
// containerMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
containerMat.SetUnifInt32("material.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_ShadowMap))
containerMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
palleteMat = materials.NewMaterial("Pallete mat", "./res/shaders/simple.glsl")
palleteMat.Shininess = 64
palleteMat.DiffuseTex = palleteTex.TexID
palleteMat.SpecularTex = blackTex.TexID
palleteMat.NormalTex = blackTex.TexID
palleteMat.EmissionTex = blackTex.TexID
palleteMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
palleteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
// palleteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
palleteMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
palleteMat.SetUnifVec3("ambientColor", ambientColor)
palleteMat.SetUnifFloat32("material.shininess", palleteMat.Shininess)
palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
palleteMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap))
palleteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
dirLightDepthMapMat = materials.NewMaterial("Directional Depth Map mat", "./res/shaders/directional-depth-map.glsl")
omnidirDepthMapMat = materials.NewMaterial("Omnidirectional Depth Map mat", "./res/shaders/omnidirectional-depth-map.glsl")
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
skyboxMat.CubemapTex = skyboxCmap.TexID
skyboxMat.SetUnifInt32("skybox", int32(materials.TextureSlot_Cubemap))
// Cube model mat
translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
scaleMat := gglm.NewScaleMat(gglm.NewVec3(1, 1, 1))
rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(-90, -90, 0).AsRad()))
cubeModelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
// 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)
}
func (g *Game) initFbos() {
// 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(1024, 1024)
dirLightDepthMapFbo.SetNoColorBuffer()
dirLightDepthMapFbo.NewDepthAttachment(
buffers.FramebufferAttachmentType_Texture,
buffers.FramebufferAttachmentDataFormat_DepthF32,
)
assert.T(dirLightDepthMapFbo.IsComplete(), "Depth map fbo is not complete after init")
// Cubemap fbo
omnidirDepthMapFbo = buffers.NewFramebuffer(1024, 1024)
omnidirDepthMapFbo.SetNoColorBuffer()
omnidirDepthMapFbo.NewDepthCubemapArrayAttachment(
buffers.FramebufferAttachmentDataFormat_DepthF32,
MaxPointLights,
)
assert.T(omnidirDepthMapFbo.IsComplete(), "Cubemap fbo is not complete after init")
}
func (g *Game) updateLights() {
// Directional light
whiteMat.ShadowMapTex1 = dirLightDepthMapFbo.Attachments[0].Id
containerMat.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) + "]"
whiteMat.SetUnifVec3(indexString+".pos", &p.Pos)
containerMat.SetUnifVec3(indexString+".pos", &p.Pos)
palleteMat.SetUnifVec3(indexString+".pos", &p.Pos)
whiteMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
containerMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
palleteMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
whiteMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
containerMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
palleteMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
whiteMat.SetUnifFloat32(indexString+".constant", p.Constant)
containerMat.SetUnifFloat32(indexString+".constant", p.Constant)
palleteMat.SetUnifFloat32(indexString+".constant", p.Constant)
whiteMat.SetUnifFloat32(indexString+".linear", p.Linear)
containerMat.SetUnifFloat32(indexString+".linear", p.Linear)
palleteMat.SetUnifFloat32(indexString+".linear", p.Linear)
whiteMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
containerMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
palleteMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
whiteMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
containerMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
palleteMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
}
whiteMat.CubemapArrayTex = omnidirDepthMapFbo.Attachments[0].Id
containerMat.CubemapArrayTex = omnidirDepthMapFbo.Attachments[0].Id
palleteMat.CubemapArrayTex = omnidirDepthMapFbo.Attachments[0].Id
// Spotlights
for i := 0; i < len(spotLights); i++ {
l := &spotLights[i]
indexString := "spotLights[" + strconv.Itoa(i) + "]"
whiteMat.SetUnifVec3(indexString+".pos", &l.Pos)
containerMat.SetUnifVec3(indexString+".pos", &l.Pos)
palleteMat.SetUnifVec3(indexString+".pos", &l.Pos)
whiteMat.SetUnifVec3(indexString+".dir", &l.Dir)
containerMat.SetUnifVec3(indexString+".dir", &l.Dir)
palleteMat.SetUnifVec3(indexString+".dir", &l.Dir)
whiteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
containerMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
palleteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
whiteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
whiteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
containerMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
palleteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
whiteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
containerMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
palleteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
}
}
func (g *Game) Update() {
if input.IsQuitClicked() || input.KeyClicked(sdl.K_ESCAPE) {
engine.Quit()
}
g.updateCameraLookAround()
g.updateCameraPos()
//Rotating cubes
if input.KeyDown(sdl.K_SPACE) {
cubeModelMat.Rotate(10*timing.DT()*gglm.Deg2Rad, gglm.NewVec3(1, 1, 1).Normalize())
}
g.showDebugWindow()
if input.KeyClicked(sdl.K_F4) {
fmt.Printf("Pos: %s; Forward: %s; |Forward|: %f\n", cam.Pos.String(), cam.Forward.String(), cam.Forward.Mag())
}
g.Win.SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
}
func (g *Game) showDebugWindow() {
imgui.ShowDemoWindow()
imgui.Begin("Debug controls")
// 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()
// Ambient light
imgui.Text("Ambient Light")
if imgui.DragFloat3("Ambient Color", &ambientColor.Data) {
whiteMat.SetUnifVec3("ambientColor", ambientColor)
containerMat.SetUnifVec3("ambientColor", ambientColor)
palleteMat.SetUnifVec3("ambientColor", ambientColor)
}
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)
palleteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
}
if imgui.DragFloat3("Diffuse Color", &dirLight.DiffuseColor.Data) {
whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
}
if imgui.DragFloat3("Specular Color", &dirLight.SpecularColor.Data) {
whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
containerMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
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)
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) {
whiteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
containerMat.SetUnifVec3(indexString+".pos", &pl.Pos)
palleteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
}
if imgui.DragFloat3("Diffuse Color", &pl.DiffuseColor.Data) {
whiteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
containerMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
palleteMat.SetUnifVec3(indexString+".diffuseColor", &pl.DiffuseColor)
}
if imgui.DragFloat3("Specular Color", &pl.SpecularColor.Data) {
whiteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
containerMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
palleteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
}
imgui.TreePop()
}
imgui.EndListBox()
}
// Spot lights
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)
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)
palleteMat.SetUnifVec3(indexString+".dir", &l.Dir)
}
if imgui.DragFloat3("Diffuse Color", &l.DiffuseColor.Data) {
whiteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
containerMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
palleteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
}
if imgui.DragFloat3("Specular Color", &l.SpecularColor.Data) {
whiteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
}
if imgui.DragFloat("Inner Cutoff", &l.InnerCutoff) {
whiteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
containerMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
palleteMat.SetUnifFloat32(indexString+".innerCutoff", l.InnerCutoff)
}
if imgui.DragFloat("Outer Cutoff", &l.OuterCutoff) {
whiteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
containerMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
palleteMat.SetUnifFloat32(indexString+".outerCutoff", l.OuterCutoff)
}
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
}
// Yaw
yaw += float32(mouseX) * mouseSensitivity * timing.DT()
// Pitch
pitch += float32(-mouseY) * mouseSensitivity * timing.DT()
if pitch > 1.5 {
pitch = 1.5
}
if pitch < -1.5 {
pitch = -1.5
}
// Update cam forward
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(camSpeed * camSpeedScale * timing.DT()))
update = true
} else if input.KeyDown(sdl.K_s) {
cam.Pos.Add(cam.Forward.Clone().Scale(-camSpeed * camSpeedScale * timing.DT()))
update = true
}
// Left and right
if input.KeyDown(sdl.K_d) {
cam.Pos.Add(gglm.Cross(&cam.Forward, &cam.WorldUp).Normalize().Scale(camSpeed * camSpeedScale * timing.DT()))
update = true
} else if input.KeyDown(sdl.K_a) {
cam.Pos.Add(gglm.Cross(&cam.Forward, &cam.WorldUp).Normalize().Scale(-camSpeed * camSpeedScale * timing.DT()))
update = true
}
if update {
cam.Update()
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
}
}
var (
renderDirLightShadows = true
renderPointLightShadows = true
rotatingCubeSpeedDeg1 float32 = 45
rotatingCubeSpeedDeg2 float32 = 120
rotatingCubeTrMat1 = *gglm.NewTrMatId().Translate(gglm.NewVec3(-4, -1, 4))
rotatingCubeTrMat2 = *gglm.NewTrMatId().Translate(gglm.NewVec3(-1, 0.5, 4))
)
func (g *Game) Render() {
rotatingCubeTrMat1.Rotate(rotatingCubeSpeedDeg1*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(0, 1, 0))
rotatingCubeTrMat2.Rotate(rotatingCubeSpeedDeg2*gglm.Deg2Rad*timing.DT(), gglm.NewVec3(1, 1, 0))
if renderDirLightShadows {
g.renderDirectionalShadowmap()
}
if renderPointLightShadows {
g.renderOmnidirectionalShadowmap()
}
if renderToBackBuffer {
if renderDepthBuffer {
g.RenderScene(debugDepthMat)
} else {
g.RenderScene(nil)
}
}
if renderSkybox {
g.DrawSkybox()
}
if renderToDemoFbo {
g.renderDemoFob()
}
}
func (g *Game) renderDirectionalShadowmap() {
// Set some uniforms
dirLightProjViewMat := dirLight.GetProjViewMat()
whiteMat.SetUnifVec3("camPos", &cam.Pos)
whiteMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
containerMat.SetUnifVec3("camPos", &cam.Pos)
containerMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
palleteMat.SetUnifVec3("camPos", &cam.Pos)
palleteMat.SetUnifMat4("dirLightProjViewMat", &dirLightProjViewMat)
dirLightDepthMapMat.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(dirLightDepthMapMat)
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()
window.Rend.DrawVertexArray(screenQuadMat, &screenQuadVao, 0, 6)
}
}
func (g *Game) renderOmnidirectionalShadowmap() {
omnidirDepthMapFbo.BindWithViewport()
omnidirDepthMapFbo.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(omnidirDepthMapFbo.Width), float32(omnidirDepthMapFbo.Height))
for j := 0; j < len(projViewMats); j++ {
omnidirDepthMapMat.SetUnifMat4("cubemapProjViewMats["+strconv.Itoa(j)+"]", &projViewMats[j])
}
g.RenderScene(omnidirDepthMapMat)
}
omnidirDepthMapFbo.UnBindWithViewport(uint32(g.WinWidth), uint32(g.WinHeight))
}
func (g *Game) renderDemoFob() {
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)
window.Rend.DrawVertexArray(screenQuadMat, &screenQuadVao, 0, 6)
}
func (g *Game) RenderScene(overrideMat *materials.Material) {
tempModelMatrix := cubeModelMat.Clone()
// See if we need overrides
sunMat := palleteMat
chairMat := palleteMat
cubeMat := containerMat
if overrideMat != nil {
sunMat = overrideMat
chairMat = overrideMat
cubeMat = overrideMat
}
// Draw dir light
window.Rend.DrawMesh(sphereMesh, gglm.NewTrMatId().Translate(gglm.NewVec3(0, 10, 0)).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), sunMat)
// Draw point lights
for i := 0; i < len(pointLights); i++ {
pl := &pointLights[i]
window.Rend.DrawMesh(cubeMesh, gglm.NewTrMatId().Translate(&pl.Pos).Scale(gglm.NewVec3(0.1, 0.1, 0.1)), sunMat)
}
// Chair
window.Rend.DrawMesh(chairMesh, tempModelMatrix, chairMat)
// Ground
window.Rend.DrawMesh(cubeMesh, gglm.NewTrMatId().Translate(gglm.NewVec3(0, -3, 0)).Scale(gglm.NewVec3(20, 1, 20)), cubeMat)
// Cubes
tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
window.Rend.DrawMesh(cubeMesh, tempModelMatrix, cubeMat)
tempModelMatrix.Translate(gglm.NewVec3(0, -1, -4))
window.Rend.DrawMesh(cubeMesh, tempModelMatrix, cubeMat)
// Rotating cubes
window.Rend.DrawMesh(cubeMesh, &rotatingCubeTrMat1, cubeMat)
window.Rend.DrawMesh(cubeMesh, &rotatingCubeTrMat2, cubeMat)
// Cubes generator
// rowSize := 1
// for y := 0; y < rowSize; y++ {
// for x := 0; x < rowSize; x++ {
// tempModelMatrix.Translate(gglm.NewVec3(-6, 0, 0))
// window.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)
window.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)
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))
}