mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 05:18:21 +00:00
1126 lines
35 KiB
Go
Executable File
1126 lines
35 KiB
Go
Executable File
package main
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import (
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"fmt"
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"runtime"
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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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- HDR
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- Cascaded shadow mapping
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- Skeletal animations
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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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- Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing) ✅
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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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- Proper Asset loading
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- Frustum culling
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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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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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)
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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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projMat := gglm.Ortho(-size, size, -size, size, nearClip, farClip).Mat4
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viewMat := gglm.LookAtRH(pos, pos.Clone().Add(d.Dir.Clone().Scale(10)), gglm.NewVec3(0, 1, 0)).Mat4
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return *projMat.Mul(&viewMat)
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}
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// Check https://wiki.ogre3d.org/tiki-index.php?page=-Point+Light+Attenuation for values
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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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// @TODO
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Radius float32
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Constant float32
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Linear float32
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Quadratic float32
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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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)
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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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projViewMats := [6]gglm.Mat4{
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*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(1, 0, 0).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
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*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(-1, 0, 0).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
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*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, 1, 0).Add(&p.Pos), gglm.NewVec3(0, 0, 1)).Mat4),
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*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, -1, 0).Add(&p.Pos), gglm.NewVec3(0, 0, -1)).Mat4),
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*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, 0, 1).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).Mat4),
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*projMat.Clone().Mul(&gglm.LookAtRH(&p.Pos, gglm.NewVec3(0, 0, -1).Add(&p.Pos), gglm.NewVec3(0, -1, 0)).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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InnerCutoff float32
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OuterCutoff float32
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}
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// SetCutoffs properly sets the cosine values of the cutoffs using the passed
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// degrees.
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//
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// The light has full intensity within the inner cutoff, falloff between
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// inner-outer cutoff, and zero light beyond the outer cutoff.
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//
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// The inner cuttoff degree must be *smaller* than the outer cutoff
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func (s *SpotLight) SetCutoffs(innerCutoffAngleDeg, outerCutoffAngleDeg float32) {
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s.InnerCutoff = gglm.Cos32(innerCutoffAngleDeg * gglm.Deg2Rad)
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s.OuterCutoff = gglm.Cos32(outerCutoffAngleDeg * gglm.Deg2Rad)
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}
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const (
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camSpeed = 15
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mouseSensitivity = 0.5
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unscaledWindowWidth = 1280
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unscaledWindowHeight = 720
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)
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var (
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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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// Demo fbo
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renderToDemoFbo = true
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renderToBackBuffer = true
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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 = true
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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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omnidirDepthMapFbo 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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palleteMat *materials.Material
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skyboxMat *materials.Material
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dirLightDepthMapMat *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 bool
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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(0, 0, 0)
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// Lights
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dirLight = DirLight{
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Dir: *gglm.NewVec3(0, -0.5, -0.8).Normalize(),
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DiffuseColor: *gglm.NewVec3(1, 1, 1),
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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, 2, -2),
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DiffuseColor: *gglm.NewVec3(1, 0, 0),
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SpecularColor: *gglm.NewVec3(1, 1, 1),
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// These values are for 50m range
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Constant: 1.0,
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Linear: 0.09,
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Quadratic: 0.032,
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FarPlane: 25,
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},
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{
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Pos: *gglm.NewVec3(0, -5, 0),
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DiffuseColor: *gglm.NewVec3(0, 1, 0),
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SpecularColor: *gglm.NewVec3(1, 1, 1),
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Constant: 1.0,
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Linear: 0.09,
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Quadratic: 0.032,
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FarPlane: 25,
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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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Constant: 1.0,
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Linear: 0.09,
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Quadratic: 0.032,
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FarPlane: 25,
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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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Constant: 1.0,
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Linear: 0.09,
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Quadratic: 0.032,
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FarPlane: 25,
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},
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}
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spotLights = [...]SpotLight{
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{
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Pos: *gglm.NewVec3(2, 5, 5),
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Dir: *gglm.NewVec3(0, -1, 0),
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DiffuseColor: *gglm.NewVec3(0, 1, 1),
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SpecularColor: *gglm.NewVec3(1, 1, 1),
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// These must be cosine values
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InnerCutoff: gglm.Cos32(15 * gglm.Deg2Rad),
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OuterCutoff: gglm.Cos32(20 * gglm.Deg2Rad),
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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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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(unscaledWindowWidth, unscaledWindowHeight)
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window, err = engine.CreateOpenGLWindowCentered("nMage", int32(unscaledWindowWidth*dpiScaling), int32(unscaledWindowHeight*dpiScaling), engine.WindowFlags_RESIZABLE, rend3dgl.NewRend3DGL())
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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(unscaledWindowWidth * dpiScaling),
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WinHeight: int32(unscaledWindowHeight * dpiScaling),
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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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engine.Run(game, window, game.ImGUIInfo)
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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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// Great read on DPI here: https://nlguillemot.wordpress.com/2016/12/11/high-dpi-rendering/
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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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fmt.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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fmt.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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func (g *Game) Init() {
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var err error
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// Camera
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winWidth, winHeight := g.Win.SDLWin.GetSize()
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cam = camera.NewPerspective(
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gglm.NewVec3(0, 0, 10),
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gglm.NewVec3(0, 0, -1),
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gglm.NewVec3(0, 1, 0),
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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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}
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sphereMesh, err = meshes.NewMesh("Sphere", "./res/models/sphere.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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}
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chairMesh, err = meshes.NewMesh("Chair", "./res/models/chair.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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}
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skyboxMesh, err = meshes.NewMesh("Skybox", "./res/models/skybox-cube.obj", 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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}
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//Load textures
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whiteTex, err := assets.LoadTexturePNG("./res/textures/white.png", &assets.TextureLoadOptions{})
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
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}
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blackTex, err := assets.LoadTexturePNG("./res/textures/black.png", &assets.TextureLoadOptions{})
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
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}
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containerDiffuseTex, err := assets.LoadTexturePNG("./res/textures/container-diffuse.png", &assets.TextureLoadOptions{})
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
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}
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containerSpecularTex, err := assets.LoadTexturePNG("./res/textures/container-specular.png", &assets.TextureLoadOptions{})
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
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}
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palleteTex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", &assets.TextureLoadOptions{})
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
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}
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skyboxCmap, err = assets.LoadCubemapTextures(
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"./res/textures/sb-right.jpg", "./res/textures/sb-left.jpg",
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"./res/textures/sb-top.jpg", "./res/textures/sb-bottom.jpg",
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"./res/textures/sb-front.jpg", "./res/textures/sb-back.jpg",
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&assets.TextureLoadOptions{},
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)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
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}
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//
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// Create materials and assign any unused texture slots to black
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//
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screenQuadMat = materials.NewMaterial("Screen Quad Mat", "./res/shaders/screen-quad.glsl")
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screenQuadMat.SetUnifVec2("scale", demoFboScale)
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screenQuadMat.SetUnifVec2("offset", demoFboOffset)
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screenQuadMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
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unlitMat = materials.NewMaterial("Unlit mat", "./res/shaders/simple-unlit.glsl")
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unlitMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
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whiteMat = materials.NewMaterial("White mat", "./res/shaders/simple.glsl")
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whiteMat.Shininess = 64
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whiteMat.DiffuseTex = whiteTex.TexID
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whiteMat.SpecularTex = blackTex.TexID
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whiteMat.NormalTex = blackTex.TexID
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whiteMat.EmissionTex = blackTex.TexID
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whiteMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
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whiteMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
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// whiteMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
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whiteMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
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whiteMat.SetUnifVec3("ambientColor", ambientColor)
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whiteMat.SetUnifFloat32("material.shininess", whiteMat.Shininess)
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whiteMat.SetUnifVec3("dirLight.dir", &dirLight.Dir)
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whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
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whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
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whiteMat.SetUnifInt32("dirLight.shadowMap", int32(materials.TextureSlot_ShadowMap))
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whiteMat.SetUnifInt32("pointLightCubeShadowMaps", int32(materials.TextureSlot_Cubemap_Array))
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containerMat = materials.NewMaterial("Container mat", "./res/shaders/simple.glsl")
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containerMat.Shininess = 64
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containerMat.DiffuseTex = containerDiffuseTex.TexID
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containerMat.SpecularTex = containerSpecularTex.TexID
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containerMat.NormalTex = blackTex.TexID
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containerMat.EmissionTex = blackTex.TexID
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containerMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
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containerMat.SetUnifInt32("material.specular", int32(materials.TextureSlot_Specular))
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// containerMat.SetUnifInt32("material.normal", int32(materials.TextureSlot_Normal))
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containerMat.SetUnifInt32("material.emission", int32(materials.TextureSlot_Emission))
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containerMat.SetUnifVec3("ambientColor", ambientColor)
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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))
|
|
}
|