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