2022-01-20 21:58:50 +08:00
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package render
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import (
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"unsafe"
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"edgaru089.ml/go/gl01/internal/asset"
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"edgaru089.ml/go/gl01/internal/io"
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"edgaru089.ml/go/gl01/internal/util/itype"
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"edgaru089.ml/go/gl01/internal/world"
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"github.com/go-gl/gl/all-core/gl"
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"github.com/go-gl/mathgl/mgl32"
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"github.com/inkyblackness/imgui-go/v4"
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)
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var (
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ShadowmapSize = itype.Vec2i{3072, 3072} // Size of the shadow mapping
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)
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// WorldRenderer holds texture/shader resource and viewport
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// information for world rendering.
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type WorldRenderer struct {
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shader *Shader
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texture *Texture
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depthmapFBO, depthmap uint32
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depthmapShader *Shader
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}
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// The default WorldRenderer.
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var DefaultWorldRenderer WorldRenderer
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// Init initializes the WorldRenderer.
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func (r *WorldRenderer) Init(w *world.World) (err error) {
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r.shader, err = NewShader(asset.WorldShaderVert, asset.WorldShaderFrag)
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if err != nil {
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return err
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}
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r.depthmapShader, err = NewShader(asset.WorldShaderShadowmapVert, asset.WorldShaderShadowmapFrag)
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if err != nil {
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return err
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}
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asset.InitWorldTextureAtlas()
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r.texture = NewTextureRGBA(asset.WorldTextureAtlas.Image)
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2022-01-21 21:08:12 +08:00
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r.texture.GenerateMipMap()
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2022-01-20 21:58:50 +08:00
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r.shader.SetUniformTexture("tex", r.texture)
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r.shader.SetUniformMat4("model", mgl32.Ident4())
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r.depthmapShader.SetUniformMat4("model", mgl32.Ident4())
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// and view and projection uniforms not yet set
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gl.BindFragDataLocation(r.shader.Handle(), 0, gl.Str("outputColor\x00"))
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// Set the pointers for attributions
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vertAttrib := r.shader.GetAttribLocation("vert")
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gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, int32(unsafe.Sizeof(world.Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(world.Vertex{}.World))))
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normalAttrib := r.shader.GetAttribLocation("normal")
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gl.VertexAttribPointer(normalAttrib, 3, gl.FLOAT, false, int32(unsafe.Sizeof(world.Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(world.Vertex{}.Normal))))
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texCoordAttrib := r.shader.GetAttribLocation("vertTexCoord")
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gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, false, int32(unsafe.Sizeof(world.Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(world.Vertex{}.Texture))))
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lightAttrib := r.shader.GetAttribLocation("light")
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gl.VertexAttribPointer(lightAttrib, 1, gl.FLOAT, false, int32(unsafe.Sizeof(world.Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(world.Vertex{}.Light))))
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// generate the depthmap and depthmap FBO
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gl.GenFramebuffers(1, &r.depthmapFBO)
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gl.GenTextures(1, &r.depthmap)
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gl.BindTexture(gl.TEXTURE_2D, r.depthmap)
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, int32(ShadowmapSize[0]), int32(ShadowmapSize[1]), 0, gl.DEPTH_COMPONENT, gl.FLOAT, nil)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
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borderColor := []float32{1, 1, 1, 1}
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gl.TexParameterfv(gl.TEXTURE_2D, gl.TEXTURE_BORDER_COLOR, &borderColor[0])
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// attach depth texture as FBO's depth buffer
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.depthmapFBO)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, r.depthmap, 0)
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gl.DrawBuffer(gl.NONE)
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gl.ReadBuffer(gl.NONE)
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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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r.shader.SetUniformTextureHandle("shadowmap", r.depthmap)
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gl.Enable(gl.CULL_FACE)
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gl.Enable(gl.DEPTH_TEST)
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gl.DepthFunc(gl.LESS)
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return nil
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}
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var sun = [3]float32{0.2, 0.4, 0.3}
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func (r *WorldRenderer) Render(world *world.World, view *View) {
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imgui.SliderFloat3("Sun", &sun, -1, 1)
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normalSun := itype.Vec3f(sun).Normalize()
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// 1. Render to depth map
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gl.Viewport(0, 0, int32(ShadowmapSize[0]), int32(ShadowmapSize[1]))
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.depthmapFBO)
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gl.Clear(gl.DEPTH_BUFFER_BIT)
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lightPos := view.EyePos.Add(normalSun.Multiply(20))
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lightView := mgl32.LookAt(lightPos[0], lightPos[1], lightPos[2], view.EyePos[0], view.EyePos[1], view.EyePos[2], 0, 1, 0)
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lightProjection := mgl32.Ortho(-50, 50, -50, 50, 1, 50)
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lightspace := lightProjection.Mul4(lightView)
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r.depthmapShader.UseProgram()
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r.depthmapShader.SetUniformMat4("lightspace", lightspace)
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world.Render()
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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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// 2. Render the scene
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gl.Viewport(0, 0, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
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gl.Clear(gl.DEPTH_BUFFER_BIT)
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r.shader.UseProgram()
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r.shader.BindTextures()
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r.shader.SetUniformMat4("lightspace", lightspace)
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r.shader.SetUniformMat4("view", view.View())
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r.shader.SetUniformMat4("projection", view.Perspective())
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r.shader.SetUniformVec3f("viewPos", view.EyePos)
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r.shader.SetUniformVec4f("fogColor", itype.Vec4f{0.6, 0.8, 1.0, 1.0})
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r.shader.SetUniformVec3f("sun", normalSun)
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world.Render()
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}
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