fix semi-transparent (water) rendering
This commit is contained in:
parent
fea09c5012
commit
444697b205
@ -6,7 +6,9 @@ import (
|
|||||||
"time"
|
"time"
|
||||||
|
|
||||||
"edgaru089.ml/go/gl01/internal/game"
|
"edgaru089.ml/go/gl01/internal/game"
|
||||||
|
gio "edgaru089.ml/go/gl01/internal/io"
|
||||||
_ "edgaru089.ml/go/gl01/internal/render/gpu_preference"
|
_ "edgaru089.ml/go/gl01/internal/render/gpu_preference"
|
||||||
|
"edgaru089.ml/go/gl01/internal/util/itype"
|
||||||
"github.com/go-gl/gl/all-core/gl"
|
"github.com/go-gl/gl/all-core/gl"
|
||||||
"github.com/go-gl/glfw/v3.3/glfw"
|
"github.com/go-gl/glfw/v3.3/glfw"
|
||||||
)
|
)
|
||||||
@ -50,6 +52,7 @@ func main() {
|
|||||||
game := game.NewGame()
|
game := game.NewGame()
|
||||||
game.Init(win)
|
game.Init(win)
|
||||||
|
|
||||||
|
gio.ClearColor = itype.Vec3f{0.6, 0.8, 1.0}
|
||||||
gl.ClearColor(0.6, 0.8, 1.0, 1)
|
gl.ClearColor(0.6, 0.8, 1.0, 1)
|
||||||
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
|
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
|
||||||
win.SwapBuffers()
|
win.SwapBuffers()
|
||||||
|
@ -3,10 +3,6 @@ package asset
|
|||||||
import _ "embed"
|
import _ "embed"
|
||||||
|
|
||||||
var (
|
var (
|
||||||
//go:embed shader/world/output.frag
|
|
||||||
WorldShaderFrag string
|
|
||||||
//go:embed shader/world/output.vert
|
|
||||||
WorldShaderVert string
|
|
||||||
|
|
||||||
//go:embed shader/world/shadowmap.frag
|
//go:embed shader/world/shadowmap.frag
|
||||||
WorldShaderShadowmapFrag string
|
WorldShaderShadowmapFrag string
|
||||||
@ -18,10 +14,20 @@ var (
|
|||||||
//go:embed shader/world/geometry.vert
|
//go:embed shader/world/geometry.vert
|
||||||
WorldShaderGeometryVert string
|
WorldShaderGeometryVert string
|
||||||
|
|
||||||
|
//go:embed shader/world/lighting.frag
|
||||||
|
WorldShaderLightingFrag string
|
||||||
|
//go:embed shader/world/lighting.vert
|
||||||
|
WorldShaderLightingVert string
|
||||||
|
|
||||||
//go:embed shader/world/water.frag
|
//go:embed shader/world/water.frag
|
||||||
WorldShaderWaterFrag string
|
WorldShaderWaterFrag string
|
||||||
//go:embed shader/world/water.vert
|
//go:embed shader/world/water.vert
|
||||||
WorldShaderWaterVert string
|
WorldShaderWaterVert string
|
||||||
|
|
||||||
|
//go:embed shader/world/output.frag
|
||||||
|
WorldShaderOutputFrag string
|
||||||
|
//go:embed shader/world/output.vert
|
||||||
|
WorldShaderOutputVert string
|
||||||
)
|
)
|
||||||
|
|
||||||
//go:embed shader/framewire.frag
|
//go:embed shader/framewire.frag
|
||||||
|
@ -4,6 +4,7 @@ uniform sampler2D tex;
|
|||||||
|
|
||||||
in vec3 fragPosWorld;
|
in vec3 fragPosWorld;
|
||||||
in float fragPosLightspaceZ;
|
in float fragPosLightspaceZ;
|
||||||
|
in float fragDepthNDC;
|
||||||
in vec2 fragTexCoord;
|
in vec2 fragTexCoord;
|
||||||
in vec3 fragNormal;
|
in vec3 fragNormal;
|
||||||
in float fragLight;
|
in float fragLight;
|
||||||
@ -20,6 +21,7 @@ void main() {
|
|||||||
outputPosition.xyz = fragPosWorld;
|
outputPosition.xyz = fragPosWorld;
|
||||||
outputPosition.w = fragPosLightspaceZ;
|
outputPosition.w = fragPosLightspaceZ;
|
||||||
outputNormal.xyz = fragNormal;
|
outputNormal.xyz = fragNormal;
|
||||||
|
outputNormal.w = fragDepthNDC;
|
||||||
outputColor = texture(tex, fragTexCoord);
|
outputColor = texture(tex, fragTexCoord);
|
||||||
outputColor = vec4(pow(outputColor.rgb, vec3(gamma)), outputColor.a);
|
outputColor = vec4(pow(outputColor.rgb, vec3(gamma)), outputColor.a);
|
||||||
}
|
}
|
||||||
|
@ -14,6 +14,7 @@ layout (location = 3) in float light;
|
|||||||
|
|
||||||
out vec3 fragPosWorld;
|
out vec3 fragPosWorld;
|
||||||
out float fragPosLightspaceZ;
|
out float fragPosLightspaceZ;
|
||||||
|
out float fragDepthNDC;
|
||||||
out vec2 fragTexCoord;
|
out vec2 fragTexCoord;
|
||||||
out vec3 fragNormal;
|
out vec3 fragNormal;
|
||||||
out float fragLight;
|
out float fragLight;
|
||||||
@ -25,6 +26,7 @@ void main() {
|
|||||||
fragLight = light;
|
fragLight = light;
|
||||||
|
|
||||||
gl_Position = projection * view * model * vec4(vert, 1);
|
gl_Position = projection * view * model * vec4(vert, 1);
|
||||||
|
fragDepthNDC = gl_Position.z / gl_Position.w;
|
||||||
|
|
||||||
vec4 pos4 = model * vec4(vert, 1);
|
vec4 pos4 = model * vec4(vert, 1);
|
||||||
fragPosWorld = pos4.xyz / pos4.w;
|
fragPosWorld = pos4.xyz / pos4.w;
|
||||||
|
109
internal/asset/shader/world/lighting.frag
Normal file
109
internal/asset/shader/world/lighting.frag
Normal file
@ -0,0 +1,109 @@
|
|||||||
|
#version 330
|
||||||
|
|
||||||
|
uniform sampler2D shadowmap;
|
||||||
|
uniform mat4 lightspace;
|
||||||
|
uniform vec3 viewPos;
|
||||||
|
uniform vec3 sun;
|
||||||
|
uniform vec4 fogColor;
|
||||||
|
|
||||||
|
// G-Buffers
|
||||||
|
uniform sampler2D gPos;
|
||||||
|
uniform sampler2D gNorm;
|
||||||
|
uniform sampler2D gColor;
|
||||||
|
// Fragment information from G-Buffers
|
||||||
|
vec4 fragPos;
|
||||||
|
vec4 fragPosLightspace;
|
||||||
|
float fragPosLightspaceZ;
|
||||||
|
vec3 fragNormal;
|
||||||
|
vec4 fragColor;
|
||||||
|
|
||||||
|
in vec2 fragPosScreen;
|
||||||
|
|
||||||
|
out vec4 outputColor;
|
||||||
|
|
||||||
|
|
||||||
|
const float gamma = 2.2;
|
||||||
|
|
||||||
|
const float ambient = 0.3, specularStrength = 0.08, specularShininess = 8;
|
||||||
|
const float fogDensity = .00003;
|
||||||
|
|
||||||
|
|
||||||
|
float light;
|
||||||
|
vec4 texpixel, color;
|
||||||
|
void lightSun();
|
||||||
|
float lightSunShadow();
|
||||||
|
void lightPoint(int i);
|
||||||
|
|
||||||
|
|
||||||
|
void loadGBuffer() {
|
||||||
|
vec4 fragGNormal = texture(gNorm, fragPosScreen);
|
||||||
|
fragNormal = fragGNormal.xyz;
|
||||||
|
if (fragNormal == vec3(0.0f, 0.0f, 0.0f))
|
||||||
|
discard;
|
||||||
|
|
||||||
|
gl_FragDepth = fragGNormal.w * 0.5 + 0.5;
|
||||||
|
|
||||||
|
vec4 fragGPos = texture(gPos, fragPosScreen);
|
||||||
|
fragPos = vec4(fragGPos.xyz + viewPos, 1.0f);
|
||||||
|
fragPosLightspaceZ = fragGPos.w;
|
||||||
|
fragColor = texture(gColor, fragPosScreen);
|
||||||
|
|
||||||
|
fragPosLightspace = lightspace * fragPos;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
|
||||||
|
loadGBuffer();
|
||||||
|
|
||||||
|
light = ambient;
|
||||||
|
|
||||||
|
lightSun();
|
||||||
|
|
||||||
|
color += vec4(fragColor.rgb * light, 0.0f);
|
||||||
|
color.a = fragColor.a;
|
||||||
|
color.rgb = pow(color.rgb, vec3(1.0/gamma));
|
||||||
|
|
||||||
|
float z = gl_FragCoord.z / gl_FragCoord.w;
|
||||||
|
float fog = clamp(exp(-fogDensity * z * z), 0.2, 1);
|
||||||
|
|
||||||
|
outputColor = mix(fogColor, color, fog);
|
||||||
|
}
|
||||||
|
|
||||||
|
void lightSun() {
|
||||||
|
/* Diffuse */
|
||||||
|
vec3 lightDir = sun;
|
||||||
|
float diffuse = max(dot(fragNormal, lightDir), 0.0f);
|
||||||
|
|
||||||
|
/* Specular */
|
||||||
|
vec3 viewDir = normalize(viewPos - fragPos.xyz);
|
||||||
|
vec3 reflectDir = reflect(-lightDir, fragNormal);
|
||||||
|
float specular = specularStrength * pow(max(dot(viewDir, reflectDir), 0.0), specularShininess);
|
||||||
|
|
||||||
|
float shadow = lightSunShadow();
|
||||||
|
light += diffuse * shadow;
|
||||||
|
color += vec4(vec3(specular), 0.0f) * shadow;
|
||||||
|
}
|
||||||
|
|
||||||
|
float lightSunShadow() {
|
||||||
|
/* Shadow */
|
||||||
|
float bias = max(0.0013 * (1.0 - dot(fragNormal, sun)), 0.0001);
|
||||||
|
vec3 projCoords = fragPosLightspace.xyz / fragPosLightspace.w;
|
||||||
|
projCoords = projCoords*0.5 + 0.5;
|
||||||
|
float closestDepth = texture(shadowmap, projCoords.xy).r;
|
||||||
|
//float currentDepth = projCoords.z;
|
||||||
|
float currentDepth = fragPosLightspaceZ;
|
||||||
|
float shadow = 0;
|
||||||
|
|
||||||
|
if (currentDepth > 1.0f || currentDepth < 0.0f)
|
||||||
|
return 1.0f;
|
||||||
|
|
||||||
|
//vec2 texelSize = clamp((currentDepth+bias-closestDepth)*100.0f, 0.05f, 1.5f) / textureSize(shadowmap, 0);
|
||||||
|
vec2 texelSize = 0.4 / textureSize(shadowmap, 0);
|
||||||
|
for (int x=-4; x<=4; ++x)
|
||||||
|
for (int y=-4; y<=4; ++y) {
|
||||||
|
float pcfDepth = texture(shadowmap, projCoords.xy + vec2(x,y)*texelSize).r;
|
||||||
|
shadow += currentDepth-bias < pcfDepth ? 1.0f : 0.0f;
|
||||||
|
}
|
||||||
|
return min(shadow/81.0f, 1.0f);
|
||||||
|
}
|
12
internal/asset/shader/world/lighting.vert
Normal file
12
internal/asset/shader/world/lighting.vert
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
#version 330
|
||||||
|
|
||||||
|
layout (location = 0) in vec2 vert;
|
||||||
|
layout (location = 1) in vec2 texCoord;
|
||||||
|
|
||||||
|
out vec2 fragPosScreen;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
gl_Position = vec4(vert, 0.0f, 1);
|
||||||
|
fragPosScreen = texCoord;
|
||||||
|
}
|
||||||
|
|
@ -1,106 +1,10 @@
|
|||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
uniform sampler2D shadowmap;
|
uniform sampler2D tex;
|
||||||
uniform mat4 lightspace;
|
|
||||||
uniform vec3 viewPos;
|
|
||||||
uniform vec3 sun;
|
|
||||||
uniform vec4 fogColor;
|
|
||||||
|
|
||||||
// G-Buffers
|
|
||||||
uniform sampler2D gPos;
|
|
||||||
uniform sampler2D gNorm;
|
|
||||||
uniform sampler2D gColor;
|
|
||||||
// Fragment information from G-Buffers
|
|
||||||
vec4 fragPos;
|
|
||||||
vec4 fragPosLightspace;
|
|
||||||
float fragPosLightspaceZ;
|
|
||||||
vec3 fragNormal;
|
|
||||||
vec4 fragColor;
|
|
||||||
|
|
||||||
in vec2 fragPosScreen;
|
in vec2 fragPosScreen;
|
||||||
|
|
||||||
out vec4 outputColor;
|
out vec4 outputColor;
|
||||||
|
|
||||||
|
|
||||||
const float gamma = 2.2;
|
|
||||||
|
|
||||||
const float ambient = 0.3, specularStrength = 0.08, specularShininess = 8;
|
|
||||||
const float fogDensity = .00003;
|
|
||||||
|
|
||||||
|
|
||||||
float light;
|
|
||||||
vec4 texpixel, color;
|
|
||||||
void lightSun();
|
|
||||||
float lightSunShadow();
|
|
||||||
void lightPoint(int i);
|
|
||||||
|
|
||||||
|
|
||||||
void loadGBuffer() {
|
|
||||||
fragNormal = texture(gNorm, fragPosScreen).xyz;
|
|
||||||
if (fragNormal == vec3(0.0f, 0.0f, 0.0f))
|
|
||||||
discard;
|
|
||||||
|
|
||||||
vec4 fragGPos = texture(gPos, fragPosScreen);
|
|
||||||
fragPos = vec4(fragGPos.xyz + viewPos, 1.0f);
|
|
||||||
fragPosLightspaceZ = fragGPos.w;
|
|
||||||
fragColor = texture(gColor, fragPosScreen);
|
|
||||||
|
|
||||||
fragPosLightspace = lightspace * fragPos;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
|
outputColor = texture(tex, fragPosScreen);
|
||||||
loadGBuffer();
|
|
||||||
|
|
||||||
light = ambient;
|
|
||||||
|
|
||||||
lightSun();
|
|
||||||
|
|
||||||
color += vec4(fragColor.rgb * light, 0.0f);
|
|
||||||
color.a = fragColor.a;
|
|
||||||
color.rgb = pow(color.rgb, vec3(1.0/gamma));
|
|
||||||
|
|
||||||
float z = gl_FragCoord.z / gl_FragCoord.w;
|
|
||||||
float fog = clamp(exp(-fogDensity * z * z), 0.2, 1);
|
|
||||||
|
|
||||||
outputColor = mix(fogColor, color, fog);
|
|
||||||
}
|
|
||||||
|
|
||||||
void lightSun() {
|
|
||||||
/* Diffuse */
|
|
||||||
vec3 lightDir = sun;
|
|
||||||
float diffuse = max(dot(fragNormal, lightDir), 0.0f);
|
|
||||||
|
|
||||||
/* Specular */
|
|
||||||
vec3 viewDir = normalize(viewPos - fragPos.xyz);
|
|
||||||
vec3 reflectDir = reflect(-lightDir, fragNormal);
|
|
||||||
float specular = specularStrength * pow(max(dot(viewDir, reflectDir), 0.0), specularShininess);
|
|
||||||
|
|
||||||
float shadow = lightSunShadow();
|
|
||||||
light += diffuse * shadow;
|
|
||||||
color += vec4(vec3(specular), 0.0f) * shadow;
|
|
||||||
}
|
|
||||||
|
|
||||||
float lightSunShadow() {
|
|
||||||
/* Shadow */
|
|
||||||
float bias = max(0.0013 * (1.0 - dot(fragNormal, sun)), 0.0001);
|
|
||||||
vec3 projCoords = fragPosLightspace.xyz / fragPosLightspace.w;
|
|
||||||
projCoords = projCoords*0.5 + 0.5;
|
|
||||||
float closestDepth = texture(shadowmap, projCoords.xy).r;
|
|
||||||
//float currentDepth = projCoords.z;
|
|
||||||
float currentDepth = fragPosLightspaceZ;
|
|
||||||
float shadow = 0;
|
|
||||||
|
|
||||||
if (currentDepth > 1.0f || currentDepth < 0.0f)
|
|
||||||
return 1.0f;
|
|
||||||
|
|
||||||
//vec2 texelSize = clamp((currentDepth+bias-closestDepth)*100.0f, 0.05f, 1.5f) / textureSize(shadowmap, 0);
|
|
||||||
vec2 texelSize = 0.4 / textureSize(shadowmap, 0);
|
|
||||||
for (int x=-4; x<=4; ++x)
|
|
||||||
for (int y=-4; y<=4; ++y) {
|
|
||||||
float pcfDepth = texture(shadowmap, projCoords.xy + vec2(x,y)*texelSize).r;
|
|
||||||
shadow += currentDepth-bias < pcfDepth ? 1.0f : 0.0f;
|
|
||||||
}
|
|
||||||
return min(shadow/81.0f, 1.0f);
|
|
||||||
}
|
}
|
||||||
|
@ -60,13 +60,14 @@ void lightSun() {
|
|||||||
vec3 viewDir = normalize(viewPos - fragPos.xyz);
|
vec3 viewDir = normalize(viewPos - fragPos.xyz);
|
||||||
vec3 reflectDir = reflect(-lightDir, fragNormal);
|
vec3 reflectDir = reflect(-lightDir, fragNormal);
|
||||||
float specular = specularStrength * pow(max(dot(viewDir, reflectDir), 0.0), specularShininess);
|
float specular = specularStrength * pow(max(dot(viewDir, reflectDir), 0.0), specularShininess);
|
||||||
if (specular > 1.0f) {
|
|
||||||
finalpha = min(finalpha + specular - 1.0f, 1.0f);
|
|
||||||
}
|
|
||||||
|
|
||||||
float shadow = lightSunShadow();
|
float shadow = lightSunShadow();
|
||||||
light += diffuse * shadow;
|
light += diffuse * shadow;
|
||||||
color += vec4(vec3(specular), 0.0f) * shadow;
|
color += vec4(vec3(specular), 0.0f) * shadow;
|
||||||
|
|
||||||
|
if (specular*shadow > 1.0f) {
|
||||||
|
finalpha = min(finalpha + specular - 1.0f, 1.0f);
|
||||||
|
}
|
||||||
finalpha = min(finalpha + 0.1f * shadow, 1.0f);
|
finalpha = min(finalpha + 0.1f * shadow, 1.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -5,6 +5,8 @@ import "edgaru089.ml/go/gl01/internal/util/itype"
|
|||||||
var (
|
var (
|
||||||
DisplaySize itype.Vec2i // Size of the window viewport in pixels.
|
DisplaySize itype.Vec2i // Size of the window viewport in pixels.
|
||||||
|
|
||||||
|
ClearColor itype.Vec3f // Clear color of the renderer.
|
||||||
|
|
||||||
// Directions are not always normalized.
|
// Directions are not always normalized.
|
||||||
ViewPos, ViewDir itype.Vec3d // Position and Direction of the player view.
|
ViewPos, ViewDir itype.Vec3d // Position and Direction of the player view.
|
||||||
RenderPos, RenderDir itype.Vec3d // Position and Direction of view for the current render pass. Might be different for e.g. lighting passes
|
RenderPos, RenderDir itype.Vec3d // Position and Direction of view for the current render pass. Might be different for e.g. lighting passes
|
||||||
|
@ -19,26 +19,40 @@ var (
|
|||||||
type WorldRenderer struct {
|
type WorldRenderer struct {
|
||||||
lastDisplaySize itype.Vec2i
|
lastDisplaySize itype.Vec2i
|
||||||
|
|
||||||
|
// Depth mapping pass
|
||||||
depthmap struct {
|
depthmap struct {
|
||||||
fbo, tex uint32 // Framebuffer Object and Texture.
|
fbo, tex uint32 // Framebuffer Object and Texture.
|
||||||
shader *Shader // Shader.
|
shader *Shader // Shader.
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Geometry pass
|
||||||
gbuffer struct {
|
gbuffer struct {
|
||||||
fbo uint32 // The Framebuffer object.
|
fbo uint32 // The Framebuffer object.
|
||||||
|
|
||||||
// Textures. Position/Lightspace Depth; Normal/Specular Intensity; Diffuse Color.
|
// Textures. Position/Lightspace Depth; Normal/Depth; Diffuse Color/Specular Intensity.
|
||||||
pos, norm, color uint32
|
pos, norm, color uint32
|
||||||
depth uint32
|
depth uint32
|
||||||
shader *Shader // Geometry pass shaders.
|
shader *Shader // Geometry pass shaders.
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Deferred lighting pass
|
||||||
|
lighting struct {
|
||||||
|
shader *Shader // Deferred lighting pass shaders
|
||||||
|
}
|
||||||
|
|
||||||
|
// Semi-transparent pass
|
||||||
water struct {
|
water struct {
|
||||||
fbo uint32
|
|
||||||
shader *Shader
|
shader *Shader
|
||||||
}
|
}
|
||||||
|
|
||||||
shader *Shader // Deffered lighting pass shaders
|
// Output pass
|
||||||
|
output struct {
|
||||||
|
fbo uint32 // Output framebuffer object.
|
||||||
|
tex uint32 // Output texture, rendered to the back buffer at the end.
|
||||||
|
//depth uint32 // Output depth renderbuffer, use gbuffer.depth
|
||||||
|
shader *Shader // Shader used to copy output.tex to back buffer.
|
||||||
|
}
|
||||||
|
|
||||||
texture *Texture // World texture atlas
|
texture *Texture // World texture atlas
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -48,10 +62,6 @@ var DefaultWorldRenderer WorldRenderer
|
|||||||
// Init initializes the WorldRenderer.
|
// Init initializes the WorldRenderer.
|
||||||
func (r *WorldRenderer) Init(w *world.World) (err error) {
|
func (r *WorldRenderer) Init(w *world.World) (err error) {
|
||||||
|
|
||||||
r.shader, err = NewShader(asset.WorldShaderVert, asset.WorldShaderFrag)
|
|
||||||
if err != nil {
|
|
||||||
return err
|
|
||||||
}
|
|
||||||
r.depthmap.shader, err = NewShader(asset.WorldShaderShadowmapVert, asset.WorldShaderShadowmapFrag)
|
r.depthmap.shader, err = NewShader(asset.WorldShaderShadowmapVert, asset.WorldShaderShadowmapFrag)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return err
|
return err
|
||||||
@ -60,10 +70,18 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
|
|||||||
if err != nil {
|
if err != nil {
|
||||||
return err
|
return err
|
||||||
}
|
}
|
||||||
|
r.lighting.shader, err = NewShader(asset.WorldShaderLightingVert, asset.WorldShaderLightingFrag)
|
||||||
|
if err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
r.water.shader, err = NewShader(asset.WorldShaderWaterVert, asset.WorldShaderWaterFrag)
|
r.water.shader, err = NewShader(asset.WorldShaderWaterVert, asset.WorldShaderWaterFrag)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return err
|
return err
|
||||||
}
|
}
|
||||||
|
r.output.shader, err = NewShader(asset.WorldShaderOutputVert, asset.WorldShaderOutputFrag)
|
||||||
|
if err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
|
||||||
asset.InitWorldTextureAtlas()
|
asset.InitWorldTextureAtlas()
|
||||||
r.texture = NewTextureRGBA(asset.WorldTextureAtlas.Image)
|
r.texture = NewTextureRGBA(asset.WorldTextureAtlas.Image)
|
||||||
@ -75,8 +93,9 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
|
|||||||
r.gbuffer.shader.SetUniformMat4("model", mgl32.Ident4())
|
r.gbuffer.shader.SetUniformMat4("model", mgl32.Ident4())
|
||||||
r.water.shader.SetUniformMat4("model", mgl32.Ident4())
|
r.water.shader.SetUniformMat4("model", mgl32.Ident4())
|
||||||
// and view and projection uniforms not yet set
|
// and view and projection uniforms not yet set
|
||||||
gl.BindFragDataLocation(r.shader.Handle(), 0, gl.Str("outputColor\x00"))
|
gl.BindFragDataLocation(r.lighting.shader.Handle(), 0, gl.Str("outputColor\x00"))
|
||||||
gl.BindFragDataLocation(r.water.shader.Handle(), 0, gl.Str("outputColor\x00"))
|
gl.BindFragDataLocation(r.water.shader.Handle(), 0, gl.Str("outputColor\x00"))
|
||||||
|
gl.BindFragDataLocation(r.output.shader.Handle(), 0, gl.Str("outputColor\x00"))
|
||||||
|
|
||||||
// generate the depthmap and depthmap FBO
|
// generate the depthmap and depthmap FBO
|
||||||
gl.GenFramebuffers(1, &r.depthmap.fbo)
|
gl.GenFramebuffers(1, &r.depthmap.fbo)
|
||||||
@ -95,7 +114,7 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
|
|||||||
gl.DrawBuffer(gl.NONE)
|
gl.DrawBuffer(gl.NONE)
|
||||||
gl.ReadBuffer(gl.NONE)
|
gl.ReadBuffer(gl.NONE)
|
||||||
// attach the shadowmap to the shader
|
// attach the shadowmap to the shader
|
||||||
r.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex)
|
r.lighting.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex)
|
||||||
r.water.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex)
|
r.water.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex)
|
||||||
|
|
||||||
// generate G-buffer and friends
|
// generate G-buffer and friends
|
||||||
@ -131,16 +150,24 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
|
|||||||
attachments := [...]uint32{gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2}
|
attachments := [...]uint32{gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2}
|
||||||
gl.DrawBuffers(int32(len(attachments)), &attachments[0])
|
gl.DrawBuffers(int32(len(attachments)), &attachments[0])
|
||||||
// attach the textures
|
// attach the textures
|
||||||
r.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
|
r.lighting.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
|
||||||
r.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
|
r.lighting.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
|
||||||
r.shader.SetUniformTextureHandle("gColor", r.gbuffer.color)
|
r.lighting.shader.SetUniformTextureHandle("gColor", r.gbuffer.color)
|
||||||
|
|
||||||
// generate FBO for water rendering
|
// generate the output texture and friends
|
||||||
gl.GenFramebuffers(1, &r.water.fbo)
|
gl.GenFramebuffers(1, &r.output.fbo)
|
||||||
gl.BindFramebuffer(gl.FRAMEBUFFER, r.water.fbo)
|
gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo)
|
||||||
|
// output
|
||||||
|
gl.GenTextures(1, &r.output.tex)
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, r.output.tex)
|
||||||
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
|
||||||
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
|
||||||
|
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.output.tex, 0)
|
||||||
|
// depth
|
||||||
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, r.gbuffer.depth)
|
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, r.gbuffer.depth)
|
||||||
gl.DrawBuffer(gl.BACK)
|
// attach textures
|
||||||
gl.ReadBuffer(gl.BACK)
|
r.output.shader.SetUniformTextureHandle("tex", r.output.tex)
|
||||||
|
|
||||||
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
|
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
|
||||||
r.lastDisplaySize = io.DisplaySize
|
r.lastDisplaySize = io.DisplaySize
|
||||||
@ -172,6 +199,8 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
|
|||||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
|
||||||
gl.BindRenderbuffer(gl.RENDERBUFFER, r.gbuffer.depth)
|
gl.BindRenderbuffer(gl.RENDERBUFFER, r.gbuffer.depth)
|
||||||
gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
|
gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
|
||||||
|
gl.BindTexture(gl.TEXTURE_2D, r.output.tex)
|
||||||
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
|
||||||
r.lastDisplaySize = io.DisplaySize
|
r.lastDisplaySize = io.DisplaySize
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -221,16 +250,17 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
|
|||||||
|
|
||||||
world.Render()
|
world.Render()
|
||||||
|
|
||||||
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
|
|
||||||
|
|
||||||
// 3. Render the actual output with deferred lighting
|
// 3. Render the actual output with deferred lighting
|
||||||
|
gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo)
|
||||||
|
gl.ClearColor(io.ClearColor[0], io.ClearColor[1], io.ClearColor[2], 1)
|
||||||
|
gl.Clear(gl.COLOR_BUFFER_BIT)
|
||||||
gl.Disable(gl.DEPTH_TEST)
|
gl.Disable(gl.DEPTH_TEST)
|
||||||
r.shader.UseProgram()
|
r.lighting.shader.UseProgram()
|
||||||
r.shader.BindTextures()
|
r.lighting.shader.BindTextures()
|
||||||
r.shader.SetUniformMat4("lightspace", lightspace)
|
r.lighting.shader.SetUniformMat4("lightspace", lightspace)
|
||||||
r.shader.SetUniformVec3f("viewPos", view.EyePos)
|
r.lighting.shader.SetUniformVec3f("viewPos", view.EyePos)
|
||||||
r.shader.SetUniformVec4f("fogColor", itype.Vec4f{0.6, 0.8, 1.0, 1.0})
|
r.lighting.shader.SetUniformVec4f("fogColor", itype.Vec4f{0.6, 0.8, 1.0, 1.0})
|
||||||
r.shader.SetUniformVec3f("sun", normalSun)
|
r.lighting.shader.SetUniformVec3f("sun", normalSun)
|
||||||
|
|
||||||
DrawScreenQuad()
|
DrawScreenQuad()
|
||||||
|
|
||||||
@ -241,7 +271,6 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
|
|||||||
gl.Enable(gl.BLEND)
|
gl.Enable(gl.BLEND)
|
||||||
gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
|
gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
|
||||||
gl.BlendEquation(gl.FUNC_ADD)
|
gl.BlendEquation(gl.FUNC_ADD)
|
||||||
gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, r.gbuffer.depth)
|
|
||||||
r.water.shader.UseProgram()
|
r.water.shader.UseProgram()
|
||||||
r.water.shader.BindTextures()
|
r.water.shader.BindTextures()
|
||||||
|
|
||||||
@ -249,11 +278,21 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
|
|||||||
r.water.shader.SetUniformMat4("view", view.View())
|
r.water.shader.SetUniformMat4("view", view.View())
|
||||||
r.water.shader.SetUniformMat4("projection", view.Perspective())
|
r.water.shader.SetUniformMat4("projection", view.Perspective())
|
||||||
r.water.shader.SetUniformVec3f("viewPos", view.EyePos)
|
r.water.shader.SetUniformVec3f("viewPos", view.EyePos)
|
||||||
|
r.water.shader.SetUniformVec4f("fogColor", itype.Vec4f{0.6, 0.8, 1.0, 1.0})
|
||||||
r.water.shader.SetUniformVec3f("sun", normalSun)
|
r.water.shader.SetUniformVec3f("sun", normalSun)
|
||||||
r.water.shader.SetUniformFloat("alpha", alpha)
|
r.water.shader.SetUniformFloat("alpha", alpha)
|
||||||
|
|
||||||
world.RenderWater()
|
world.RenderWater()
|
||||||
|
|
||||||
|
// Finally. Copy the output texture to the back buffer
|
||||||
|
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
|
||||||
|
gl.Disable(gl.DEPTH_TEST)
|
||||||
|
gl.Disable(gl.BLEND)
|
||||||
|
r.output.shader.UseProgram()
|
||||||
|
r.output.shader.BindTextures()
|
||||||
|
|
||||||
|
DrawScreenQuad()
|
||||||
|
|
||||||
// Show G-buffers?
|
// Show G-buffers?
|
||||||
/*if io.ShowDebugInfo {
|
/*if io.ShowDebugInfo {
|
||||||
DrawTexture(r.gbuffer.pos, itype.Rectf{0.5, 0.5, 0.5, 0.5}, DrawTextureChannels_R|DrawTextureChannels_G|DrawTextureChannels_B, 0, 32)
|
DrawTexture(r.gbuffer.pos, itype.Rectf{0.5, 0.5, 0.5, 0.5}, DrawTextureChannels_R|DrawTextureChannels_G|DrawTextureChannels_B, 0, 32)
|
||||||
|
@ -7,7 +7,7 @@ import (
|
|||||||
// Vec2i is a two-element int vector
|
// Vec2i is a two-element int vector
|
||||||
type Vec2i [2]int
|
type Vec2i [2]int
|
||||||
|
|
||||||
func Vec2iToFloat32(v Vec2i) Vec2f { return Vec2f{float32(v[0]), float32(v[1])} }
|
func (v Vec2i) ToFloat32() Vec2f { return Vec2f{float32(v[0]), float32(v[1])} }
|
||||||
|
|
||||||
func (v Vec2i) Add(add Vec2i) Vec2i { return Vec2i{v[0] + add[0], v[1] + add[1]} }
|
func (v Vec2i) Add(add Vec2i) Vec2i { return Vec2i{v[0] + add[0], v[1] + add[1]} }
|
||||||
func (v Vec2i) MultiplyInt(mult int) Vec2i { return Vec2i{v[0] * mult, v[1] * mult} }
|
func (v Vec2i) MultiplyInt(mult int) Vec2i { return Vec2i{v[0] * mult, v[1] * mult} }
|
||||||
|
Loading…
Reference in New Issue
Block a user