Files
nmage/main.go

1348 lines
42 KiB
Go
Executable File

package main
import (
"fmt"
"os"
"runtime"
"runtime/pprof"
"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 ✅
- Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing) ✅
- Normals maps
- UBO support
- HDR
- Cascaded shadow mapping
- Skeletal animations
- In some cases we DO want input even when captured by UI. We need two systems within input package, one filtered and one not✅
- Proper model loading (i.e. load model by reading all its meshes, textures, and so on together)
- Renderer batching
- Scene graph
- Separate engine loop from rendering loop? or leave it to the user?
- Abstract keys enum away from sdl?
- Frustum culling
- Proper Asset loading system
- 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
up := gglm.NewVec3(0, 1, 0)
projMat := gglm.Ortho(-size, size, -size, size, nearClip, farClip).Mat4
viewMat := gglm.LookAtRH(&pos, pos.Clone().Add(&d.Dir), &up).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
// If this changes update the array depth map shader
MaxSpotLights = 4
)
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)
targetPos0 := gglm.NewVec3(1+p.Pos.X(), p.Pos.Y(), p.Pos.Z())
targetPos1 := gglm.NewVec3(-1+p.Pos.X(), p.Pos.Y(), p.Pos.Z())
targetPos2 := gglm.NewVec3(p.Pos.X(), 1+p.Pos.Y(), p.Pos.Z())
targetPos3 := gglm.NewVec3(p.Pos.X(), -1+p.Pos.Y(), p.Pos.Z())
targetPos4 := gglm.NewVec3(p.Pos.X(), p.Pos.Y(), 1+p.Pos.Z())
targetPos5 := gglm.NewVec3(p.Pos.X(), p.Pos.Y(), -1+p.Pos.Z())
worldUp0 := gglm.NewVec3(0, -1, 0)
worldUp1 := gglm.NewVec3(0, -1, 0)
worldUp2 := gglm.NewVec3(0, 0, 1)
worldUp3 := gglm.NewVec3(0, 0, -1)
worldUp4 := gglm.NewVec3(0, -1, 0)
worldUp5 := gglm.NewVec3(0, -1, 0)
lookAt0 := gglm.LookAtRH(&p.Pos, &targetPos0, &worldUp0)
lookAt1 := gglm.LookAtRH(&p.Pos, &targetPos1, &worldUp1)
lookAt2 := gglm.LookAtRH(&p.Pos, &targetPos2, &worldUp2)
lookAt3 := gglm.LookAtRH(&p.Pos, &targetPos3, &worldUp3)
lookAt4 := gglm.LookAtRH(&p.Pos, &targetPos4, &worldUp4)
lookAt5 := gglm.LookAtRH(&p.Pos, &targetPos5, &worldUp5)
projViewMats := [6]gglm.Mat4{
*projMat.Clone().Mul(&lookAt0.Mat4),
*projMat.Clone().Mul(&lookAt1.Mat4),
*projMat.Clone().Mul(&lookAt2.Mat4),
*projMat.Clone().Mul(&lookAt3.Mat4),
*projMat.Clone().Mul(&lookAt4.Mat4),
*projMat.Clone().Mul(&lookAt5.Mat4),
}
return projViewMats
}
type SpotLight struct {
Pos gglm.Vec3
Dir gglm.Vec3
DiffuseColor gglm.Vec3
SpecularColor gglm.Vec3
InnerCutoffRad float32
OuterCutoffRad float32
// Near plane like 0.x (or anything too small) causes shadows to not work properly.
// Needs adjusting as the distance of light to object increases
NearPlane float32
FarPlane float32
}
func (s *SpotLight) GetProjViewMat() gglm.Mat4 {
projMat := gglm.Perspective(s.OuterCutoffRad*2, 1, s.NearPlane, s.FarPlane)
// Adjust up vector if lightDir is parallel or nearly parallel to upVector
// as lookat view matrix breaks if up and look at are parallel
up := gglm.NewVec3(0, 1, 0)
if gglm.Abs32(gglm.DotVec3(&s.Dir, &up)) > 0.99 {
up.SetXY(1, 0)
}
viewMat := gglm.LookAtRH(&s.Pos, s.Pos.Clone().Add(&s.Dir), &up).Mat4
return *projMat.Mul(&viewMat)
}
func (s *SpotLight) InnerCutoffCos() float32 {
return gglm.Cos32(s.InnerCutoffRad)
}
func (s *SpotLight) OuterCutoffCos() float32 {
return gglm.Cos32(s.OuterCutoffRad)
}
const (
camSpeed = 15
mouseSensitivity = 0.5
unscaledWindowWidth = 1280
unscaledWindowHeight = 720
PROFILE_CPU = true
)
var (
window engine.Window
pitch float32 = 0
yaw float32 = -1.5
cam camera.Camera
// Demo fbo
renderToDemoFbo = false
renderToBackBuffer = true
demoFboScale = gglm.NewVec2(0.25, 0.25)
demoFboOffset = gglm.NewVec2(0.75, -0.75)
demoFbo buffers.Framebuffer
// Dir light fbo
showDirLightDepthMapFbo = false
dirLightDepthMapFboScale = gglm.NewVec2(0.25, 0.25)
dirLightDepthMapFboOffset = gglm.NewVec2(0.75, -0.2)
dirLightDepthMapFbo buffers.Framebuffer
// Point light fbo
pointLightDepthMapFbo buffers.Framebuffer
// Spot light fbo
spotLightDepthMapFbo buffers.Framebuffer
screenQuadVao buffers.VertexArray
screenQuadMat materials.Material
unlitMat materials.Material
whiteMat materials.Material
containerMat materials.Material
groundMat materials.Material
palleteMat materials.Material
skyboxMat materials.Material
depthMapMat materials.Material
arrayDepthMapMat 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)
dirLightDir = gglm.NewVec3(0, -0.5, -0.8)
// Lights
dirLight = DirLight{
Dir: *dirLightDir.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,
},
}
spotLightDir0 = gglm.NewVec3(1.5, -0.9, 0)
spotLights = [...]SpotLight{
{
Pos: gglm.NewVec3(-4, 7, 5),
Dir: *spotLightDir0.Normalize(),
DiffuseColor: gglm.NewVec3(1, 0, 1),
SpecularColor: gglm.NewVec3(1, 1, 1),
// These must be cosine values
InnerCutoffRad: 15 * gglm.Deg2Rad,
OuterCutoffRad: 20 * gglm.Deg2Rad,
NearPlane: 2,
FarPlane: 50,
},
}
)
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)
if PROFILE_CPU {
pf, err := os.Create("cpu.pprof")
if err == nil {
defer pf.Close()
pprof.StartCPUProfile(pf)
} else {
logging.ErrLog.Printf("Creating cpu.pprof file failed. CPU profiling will not run. Err=%v\n", err)
}
}
engine.Run(game, &window, game.ImGUIInfo)
if PROFILE_CPU {
pprof.StopCPUProfile()
heapProfile, err := os.Create("heap.pprof")
if err == nil {
err = pprof.WriteHeapProfile(heapProfile)
if err != nil {
logging.ErrLog.Printf("Writing heap profile to heap.pprof failed. Err=%v\n", err)
}
heapProfile.Close()
} else {
logging.ErrLog.Printf("Creating heap.pprof file failed. Err=%v\n", err)
}
}
}
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()
camPos := gglm.NewVec3(0, 0, 10)
camForward := gglm.NewVec3(0, 0, -1)
camWorldUp := gglm.NewVec3(0, 1, 0)
cam = camera.NewPerspective(
&camPos,
&camForward,
&camWorldUp,
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
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))
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)
}
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(2048, 2048)
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(512, 512)
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(512, 512)
spotLightDepthMapFbo.SetNoColorBuffer()
spotLightDepthMapFbo.NewDepthTextureArrayAttachment(
buffers.FramebufferAttachmentDataFormat_DepthF32,
MaxSpotLights,
)
assert.T(spotLightDepthMapFbo.IsComplete(), "Spot light depth map 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) + "]"
whiteMat.SetUnifVec3(indexString+".pos", &p.Pos)
containerMat.SetUnifVec3(indexString+".pos", &p.Pos)
groundMat.SetUnifVec3(indexString+".pos", &p.Pos)
palleteMat.SetUnifVec3(indexString+".pos", &p.Pos)
whiteMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
containerMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
groundMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
palleteMat.SetUnifVec3(indexString+".diffuseColor", &p.DiffuseColor)
whiteMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
containerMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
groundMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
palleteMat.SetUnifVec3(indexString+".specularColor", &p.SpecularColor)
whiteMat.SetUnifFloat32(indexString+".constant", p.Constant)
containerMat.SetUnifFloat32(indexString+".constant", p.Constant)
groundMat.SetUnifFloat32(indexString+".constant", p.Constant)
palleteMat.SetUnifFloat32(indexString+".constant", p.Constant)
whiteMat.SetUnifFloat32(indexString+".linear", p.Linear)
containerMat.SetUnifFloat32(indexString+".linear", p.Linear)
groundMat.SetUnifFloat32(indexString+".linear", p.Linear)
palleteMat.SetUnifFloat32(indexString+".linear", p.Linear)
whiteMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
containerMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
groundMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
palleteMat.SetUnifFloat32(indexString+".quadratic", p.Quadratic)
whiteMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
containerMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
groundMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
palleteMat.SetUnifFloat32(indexString+".farPlane", p.FarPlane)
}
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()
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)
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.DragFloat3("Diffuse Color", &dirLight.DiffuseColor.Data) {
whiteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
containerMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
groundMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
palleteMat.SetUnifVec3("dirLight.diffuseColor", &dirLight.DiffuseColor)
}
if imgui.DragFloat3("Specular Color", &dirLight.SpecularColor.Data) {
whiteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
containerMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
groundMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
palleteMat.SetUnifVec3("dirLight.specularColor", &dirLight.SpecularColor)
}
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) {
whiteMat.SetUnifVec3(indexString+".pos", &pl.Pos)
containerMat.SetUnifVec3(indexString+".pos", &pl.Pos)
groundMat.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)
groundMat.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)
groundMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
palleteMat.SetUnifVec3(indexString+".specularColor", &pl.SpecularColor)
}
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.DragFloat3("Diffuse Color", &l.DiffuseColor.Data) {
whiteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
containerMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
groundMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
palleteMat.SetUnifVec3(indexString+".diffuseColor", &l.DiffuseColor)
}
if imgui.DragFloat3("Specular Color", &l.SpecularColor.Data) {
whiteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
containerMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
groundMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
palleteMat.SetUnifVec3(indexString+".specularColor", &l.SpecularColor)
}
if imgui.DragFloat("Inner Cutoff Radians", &l.InnerCutoffRad) {
cos := l.InnerCutoffCos()
whiteMat.SetUnifFloat32(indexString+".innerCutoff", cos)
containerMat.SetUnifFloat32(indexString+".innerCutoff", cos)
groundMat.SetUnifFloat32(indexString+".innerCutoff", cos)
palleteMat.SetUnifFloat32(indexString+".innerCutoff", cos)
}
if imgui.DragFloat("Outer Cutoff Radians", &l.OuterCutoffRad) {
cos := l.OuterCutoffCos()
whiteMat.SetUnifFloat32(indexString+".outerCutoff", cos)
containerMat.SetUnifFloat32(indexString+".outerCutoff", cos)
groundMat.SetUnifFloat32(indexString+".outerCutoff", cos)
palleteMat.SetUnifFloat32(indexString+".outerCutoff", cos)
}
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
}
// 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) {
cross := gglm.Cross(&cam.Forward, &cam.WorldUp)
cam.Pos.Add(cross.Normalize().Scale(camSpeed * camSpeedScale * timing.DT()))
update = true
} else if input.KeyDown(sdl.K_a) {
cross := gglm.Cross(&cam.Forward, &cam.WorldUp)
cam.Pos.Add(cross.Normalize().Scale(-camSpeed * camSpeedScale * timing.DT()))
update = true
}
if update {
cam.Update()
updateAllProjViewMats(cam.ProjMat, cam.ViewMat)
}
}
var (
renderDirLightShadows = false
renderPointLightShadows = false
renderSpotLightShadows = true
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 {
g.RenderScene(nil)
}
}
if renderSkybox {
g.DrawSkybox()
}
if renderToDemoFbo {
g.renderDemoFob()
}
}
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()
window.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) 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
groundMat := &groundMat
if overrideMat != nil {
sunMat = overrideMat
chairMat = overrideMat
cubeMat = overrideMat
groundMat = overrideMat
}
// Draw dir light
dirLightTrMat := gglm.NewTrMatId()
window.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()
window.Rend.DrawMesh(&cubeMesh, plTrMat.TranslateVec(&pl.Pos).Scale(0.1, 0.1, 0.1), sunMat)
}
// Chair
window.Rend.DrawMesh(&chairMesh, tempModelMatrix, chairMat)
// Ground
groundTrMat := gglm.NewTrMatId()
window.Rend.DrawMesh(&cubeMesh, groundTrMat.Translate(0, -3, 0).Scale(20, 1, 20), groundMat)
// Cubes
tempModelMatrix.Translate(-6, 0, 0)
window.Rend.DrawMesh(&cubeMesh, tempModelMatrix, cubeMat)
tempModelMatrix.Translate(0, -1, -4)
window.Rend.DrawMesh(&cubeMesh, tempModelMatrix, cubeMat)
// Rotating cubes
window.Rend.DrawMesh(&cubeMesh, &rotatingCubeTrMat1, cubeMat)
window.Rend.DrawMesh(&cubeMesh, &rotatingCubeTrMat2, cubeMat)
window.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))
// 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)
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))
}