This commit is contained in:
2025-12-19 13:08:51 +08:00
parent fb0276bc4e
commit 56f2f02afe
24 changed files with 6 additions and 3179 deletions

View File

@@ -3,30 +3,12 @@ package game
import (
"time"
"edgaru089.ink/go/gl01/internal/entity"
"edgaru089.ink/go/gl01/internal/render"
"edgaru089.ink/go/gl01/internal/util/itype"
"edgaru089.ink/go/gl01/internal/world"
"github.com/inkyblackness/imgui-go/v4"
_ "edgaru089.ink/go/gl01/internal/entity/entities"
)
// Game holds a game scene.
type Game struct {
world *world.World
player *entity.Entity
view *render.View
render renderData
prevCursorPos itype.Vec2d
cameraPos itype.Vec3d
rotY itype.Angle
rotZ float32 // Degrees in range (-90, 90)
fbSize itype.Vec2i
fullscreen bool
lastPos, lastSize itype.Vec2i // Window size before entering fullscreen
@@ -39,17 +21,5 @@ type Game struct {
// NewGame creates a new, empty Game.
func NewGame() (g *Game) {
return &Game{
world: world.NewWorld(),
player: entity.NewEntity("player", itype.Vec3d{18, 80, 18}),
cameraPos: itype.Vec3d{18, 80, 18},
rotY: 0,
rotZ: 0,
}
}
// LoadGameFromPath loads a saved game from a filesystem folder in a read-write fashion.
func LoadGameFromPath(path string) (g *Game, err error) {
return
return &Game{}
}

View File

@@ -3,8 +3,6 @@ package game
import (
"image/color"
"log"
"math"
"os"
"runtime"
"edgaru089.ink/go/gl01/internal/asset"
@@ -12,8 +10,6 @@ import (
"edgaru089.ink/go/gl01/internal/igwrap/backend"
"edgaru089.ink/go/gl01/internal/io"
"edgaru089.ink/go/gl01/internal/util"
"edgaru089.ink/go/gl01/internal/util/itype"
"edgaru089.ink/go/gl01/internal/world"
"github.com/go-gl/glfw/v3.3/glfw"
"github.com/inkyblackness/imgui-go/v4"
)
@@ -73,13 +69,6 @@ func (g *Game) imgui() {
igwrap.TextBackground("CgoCalls:%d (%d lastframe), Goroutines:%d", g.gui.lastframeCgoCalls, io.Diagnostics.CgoCalls, runtime.NumGoroutine())
igwrap.TextBlank()
pos := g.player.Position()
igwrap.TextBackground("Player: (%.3f, %.5f, %.3f) (Y%.2f, Z%.2f)", pos[0], pos[1], pos[2], g.rotY.Degrees(), g.rotZ)
if ok, bc, face, _, _ := g.world.CastViewRay(io.ViewPos, io.ViewDir.Normalize(), 10); ok {
igwrap.TextBackground("Looking At: (%d %d %d) facing %s", bc[0], bc[1], bc[2], itype.DirectionName[face])
}
imgui.End()
}
}
@@ -87,14 +76,6 @@ func (g *Game) imgui() {
if g.paused {
imgui.ShowDemoWindow(nil)
if imgui.BeginV("Player", nil, imgui.WindowFlagsAlwaysAutoResize) {
pos := g.player.Position()
vel := g.player.Speed()
igwrap.Text("Pos: (%.5f, %.5f, %.5f), Vel: (%.5f, %.5f, %.5f)", pos[0], pos[1], pos[2], vel[0], vel[1], vel[2])
igwrap.Text("VelXZ=%.5f, VelXYZ=%.5f", math.Sqrt(vel[0]*vel[0]+vel[2]*vel[2]), vel.Length())
}
imgui.End()
if igwrap.Begin("Logs", &g.gui.showLog, imgui.WindowFlagsMenuBar) {
if imgui.BeginMenuBar() {
if imgui.Button("Clear") {
@@ -118,76 +99,9 @@ func (g *Game) imgui() {
imgui.End()
}
if imgui.Begin("Actions") {
imgui.Text("Chunks")
imgui.Separator()
imgui.InputText("Load Filename", &g.gui.loadChunkFile)
imgui.SliderInt2("Load ID", &g.gui.loadChunkID, -10, 10)
if imgui.ButtonV("Load", imgui.Vec2{X: -2, Y: 0}) {
c := &world.Chunk{}
f, err := os.Open(g.gui.loadChunkFile)
if err != nil {
log.Print("LoadChunk: ", err)
} else {
c.LoadFromGobIndexed(f, int(g.gui.loadChunkID[0]), int(g.gui.loadChunkID[1]))
g.world.SetChunk(int(g.gui.loadChunkID[0]), int(g.gui.loadChunkID[1]), c)
}
}
imgui.Separator()
imgui.InputText("Save Filename", &g.gui.saveChunkFile)
imgui.SliderInt2("Save ID", &g.gui.saveChunkID, -10, 10)
if imgui.ButtonV("Save", imgui.Vec2{X: -2, Y: 0}) {
c := g.world.Chunks[itype.Vec2i{int(g.gui.saveChunkID[0]), int(g.gui.saveChunkID[1])}]
f, _ := os.Create(g.gui.saveChunkFile)
c.WriteToGob(f)
f.Close()
}
imgui.Separator()
}
imgui.End()
}
imgui.BackgroundDrawList().AddRectFilledV(imgui.Vec2{X: float32(io.DisplaySize[0]/2 - 12), Y: float32(io.DisplaySize[1]/2 - 1)}, imgui.Vec2{X: float32(io.DisplaySize[0]/2 + 12), Y: float32(io.DisplaySize[1]/2 + 1)}, imgui.Packed(color.White), 0, 0)
imgui.BackgroundDrawList().AddRectFilledV(imgui.Vec2{X: float32(io.DisplaySize[0]/2 - 1), Y: float32(io.DisplaySize[1]/2 - 12)}, imgui.Vec2{X: float32(io.DisplaySize[0]/2 + 1), Y: float32(io.DisplaySize[1]/2 + 12)}, imgui.Packed(color.White), 0, 0)
imgui.SetNextWindowPosV(imgui.Vec2{float32(io.DisplaySize[0] / 2), float32(io.DisplaySize[1]) + 1}, imgui.ConditionAlways, imgui.Vec2{0.5, 1})
if igwrap.Begin("InventoryBar", nil, imgui.WindowFlagsAlwaysAutoResize|imgui.WindowFlagsNoNavFocus|imgui.WindowFlagsNoNavInputs|imgui.WindowFlagsNoDecoration|imgui.WindowFlagsNoBringToFrontOnFocus|imgui.WindowFlagsNoSavedSettings|imgui.WindowFlagsNoFocusOnAppearing) {
imgui.PushStyleColor(imgui.StyleColorBorder, imgui.Vec4{0.8, 0.8, 0.8, 1})
for i, id := range placeId {
if i != 0 {
imgui.SameLineV(0, 1)
}
if i == placei {
imgui.PushStyleVarFloat(imgui.StyleVarFrameBorderSize, 2)
}
app := world.GetBlockBehaviour(id).Appearance(itype.Vec3i{}, 0, nil, g.world)
var name string
switch app.RenderType {
case world.OneTexture:
name = app.Name + ".png"
case world.ThreeTexture:
name = app.Name + "_top.png"
case world.SixTexture:
name = app.Name + "_y+.png"
}
igwrap.ImageButtonV(
g.render.texture.Handle(),
itype.Vec2f{32, 32},
asset.WorldTextureAtlas.RectNormalized(name),
0, itype.Vec4f{}, itype.Vec4f{1, 1, 1, 1},
)
if i == placei {
imgui.PopStyleVar()
}
}
imgui.PopStyleColor()
imgui.End()
}
}

View File

@@ -1,21 +1,15 @@
package game
import (
"image/color"
"log"
"os"
"time"
"edgaru089.ink/go/gl01/internal/igwrap/backend"
"edgaru089.ink/go/gl01/internal/io"
"edgaru089.ink/go/gl01/internal/render"
"edgaru089.ink/go/gl01/internal/util"
"edgaru089.ink/go/gl01/internal/util/itype"
"edgaru089.ink/go/gl01/internal/world"
"edgaru089.ink/go/gl01/internal/world/blocks"
"edgaru089.ink/go/gl01/internal/world/worldgen"
"github.com/go-gl/glfw/v3.3/glfw"
"github.com/go-gl/mathgl/mgl64"
)
const (
@@ -23,10 +17,6 @@ const (
PlayerPlaceCooldown = 200 * time.Millisecond
)
var placeId = [10]int{blocks.Stone, blocks.Slab, blocks.Grass, blocks.LogOak, blocks.PlanksOak, blocks.LeavesOak, blocks.Glass, blocks.DebugDir, blocks.Bedrock, blocks.Water}
var placeAux = [10]int{0, blocks.PlanksOak, 0, 0, 0, 0, 0, 0, 0, 0}
var placei = 0
var logs string
type logger struct{}
@@ -44,51 +34,14 @@ func init() {
// Init initializes the game.
func (g *Game) Init(win *glfw.Window) {
g.world = world.NewWorld()
g.view = &render.View{}
err := g.initRender()
if err != nil {
panic(err)
}
g.player.SetDatasetI("LastBreak", 0)
g.player.SetDatasetI("LastPlace", 0)
var seed int64 = time.Now().Unix()
gensync := make(chan struct{})
gensynccnt := 0
for i := -4; i <= 4; i++ {
for j := -4; j <= 4; j++ {
c := &world.Chunk{}
g.world.SetChunk(i, j, c)
go func() {
worldgen.Chunk(c, g.world, seed)
gensync <- struct{}{}
}()
gensynccnt++
}
}
for i := 0; i < gensynccnt; i++ {
<-gensync
}
width, height := win.GetSize()
g.view.Aspect(float32(width)/float32(height)).FovY(itype.Degrees(60)).LookAt(g.cameraPos.ToFloat32(), g.rotY, itype.Degrees(g.rotZ))
io.DisplaySize[0], io.DisplaySize[1] = win.GetFramebufferSize()
win.SetSizeCallback(func(w *glfw.Window, width, height int) {
//win.SetCursorPos(float64(width)/2, float64(height)/2)
g.view.Aspect(float32(width) / float32(height))
io.DisplaySize = itype.Vec2i{width, height}
})
err = render.Framewire.Init()
if err != nil {
panic(err)
}
g.initImgui(win)
win.SetCursorPos(float64(width)/2, float64(height)/2)
@@ -102,15 +55,8 @@ func (g *Game) Init(win *glfw.Window) {
width, height := w.GetSize()
centerX, centerY := float64(width)/2, float64(height)/2
deltaX, deltaY := xpos-centerX, ypos-centerY
g.rotY -= itype.Degrees(float32(deltaX) / 10)
g.rotZ -= float32(deltaY) / 10
if g.rotZ > 89.99 {
g.rotZ = 89.99
}
if g.rotZ < -89.99 {
g.rotZ = -89.99
}
//deltaX, deltaY := xpos-centerX, ypos-centerY
_, _ = xpos-centerX, ypos-centerY
win.SetCursorPos(centerX, centerY)
})
@@ -125,21 +71,6 @@ func (g *Game) Init(win *glfw.Window) {
backend.KeyCallback(key, action)
}
if action == glfw.Press {
if g.paused {
if key == glfw.KeyEscape && !g.io.WantCaptureKeyboard() {
g.paused = false
win.SetInputMode(glfw.CursorMode, glfw.CursorDisabled)
width, height := w.GetSize()
win.SetCursorPos(float64(width)/2, float64(height)/2)
}
} else {
if key == glfw.KeyEscape {
g.paused = true
win.SetInputMode(glfw.CursorMode, glfw.CursorNormal)
width, height := w.GetSize()
win.SetCursorPos(float64(width)/2, float64(height)/2)
}
}
if key == glfw.KeyF11 {
if g.fullscreen {
@@ -175,18 +106,6 @@ func (g *Game) Init(win *glfw.Window) {
win.SetScrollCallback(func(w *glfw.Window, xpos, ypos float64) {
if g.paused {
backend.MouseScrollCallback(xpos, ypos)
} else {
if ypos > 0 {
placei--
} else if ypos < 0 {
placei++
}
if placei < 0 {
placei += len(placeId)
}
if placei >= len(placeId) {
placei -= len(placeId)
}
}
})
@@ -201,114 +120,6 @@ func (g *Game) Update(win *glfw.Window, delta time.Duration) {
clock := util.NewClock()
if !g.paused {
if win.GetKey(glfw.KeyLeft) == glfw.Press {
g.rotY += itype.Degrees(float32(delta.Seconds()) * 100)
}
if win.GetKey(glfw.KeyRight) == glfw.Press {
g.rotY -= itype.Degrees(float32(delta.Seconds()) * 100)
}
if win.GetKey(glfw.KeyUp) == glfw.Press {
g.rotZ += float32(delta.Seconds()) * 100
if g.rotZ > 89.99 {
g.rotZ = 89.99
}
}
if win.GetKey(glfw.KeyDown) == glfw.Press {
g.rotZ -= float32(delta.Seconds()) * 100
if g.rotZ < -89.99 {
g.rotZ = -89.99
}
}
//forward := itype.Vec3f(mgl32.Rotate3DY(mgl32.DegToRad(g.rotY)).Mul3(mgl32.Rotate3DZ(mgl32.DegToRad(g.rotZ))).Mul3x1(mgl32.Vec3{1, 0, 0})).ToFloat64().Multiply(delta.Seconds()*8)
var walkaccel float64
if g.player.OnGround() {
walkaccel = 48
} else {
walkaccel = 16
}
forward := itype.Vec3d(mgl64.Rotate3DY(float64(g.rotY.Radians())).Mul3x1(mgl64.Vec3{1, 0, 0}))
right := forward.Cross(itype.Vec3d{0, 1, 0})
accel := itype.Vec3d{0, 0, 0}
if win.GetKey(glfw.KeyW) == glfw.Press {
accel = accel.Add(forward.Multiply(walkaccel * delta.Seconds()))
}
if win.GetKey(glfw.KeyS) == glfw.Press {
accel = accel.Add(forward.Multiply(walkaccel * delta.Seconds()).Negative())
}
if win.GetKey(glfw.KeyD) == glfw.Press {
accel = accel.Add(right.Multiply(walkaccel * delta.Seconds()))
}
if win.GetKey(glfw.KeyA) == glfw.Press {
accel = accel.Add(right.Multiply(walkaccel * delta.Seconds()).Negative())
}
if win.GetKey(glfw.KeySpace) == glfw.Press && g.player.OnGround() {
//log.Print("Jump!")
accel = accel.Addv(0, 8, 0)
}
g.player.Accelerate(accel[0], accel[1], accel[2])
}
g.player.Update(g.world, delta)
g.view.LookAt(g.player.EyePosition().ToFloat32(), g.rotY, itype.Degrees(g.rotZ))
io.ViewPos = g.player.EyePosition()
io.ViewDir = itype.Vec3d(mgl64.Rotate3DY(float64(g.rotY.Radians())).Mul3(mgl64.Rotate3DZ(float64(itype.Degrees(g.rotZ)))).Mul3x1(mgl64.Vec3{1, 0, 0}))
render.Framewire.PushBox(g.player.WorldHitbox()[0].ToFloat32(), color.White)
if g.player.Position()[1] < -100 {
g.player.SetPosition(itype.Vec3d{18, 80, 18})
g.player.SetSpeed(itype.Vec3d{})
}
if ok, bc, dir, _, _ := g.world.CastViewRay(io.ViewPos, io.ViewDir.Normalize(), 6); ok {
ba := g.world.Block(bc).Appearance(bc)
for _, r := range ba.Lookbox {
render.Framewire.PushBox(r.GrowEven(itype.Vec3d{0.03125, 0.03125, 0.03125}).Offset(bc.ToFloat64()).ToFloat32(), color.White)
}
if !g.paused {
// Break/Place block
if win.GetMouseButton(glfw.MouseButtonLeft) == glfw.Press && g.runtime-time.Duration(g.player.DatasetI("LastBreak")) >= PlayerBreakCooldown {
// Break
g.world.Break(bc)
g.player.SetDatasetI("LastBreak", int64(g.runtime))
} else if win.GetMouseButton(glfw.MouseButtonRight) == glfw.Press && g.runtime-time.Duration(g.player.DatasetI("LastPlace")) >= PlayerBreakCooldown {
// Place
// Check hitbox
tobehit := world.GetBlockBehaviour(placeId[placei]).Appearance(bc.Add(itype.DirectionVeci[dir]), 0, nil, g.world).Hitbox
if len(tobehit) == 0 {
tobehit = []itype.Boxd{{OffX: 0, OffY: 0, OffZ: 0, SizeX: 1, SizeY: 1, SizeZ: 1}}
}
canplace := true
outer:
for _, pb := range g.player.WorldHitbox() {
for _, b := range tobehit {
if ok, _ := b.Offset(bc.Add(itype.DirectionVeci[dir]).ToFloat64()).Intersect(pb); ok {
canplace = false
break outer
}
}
}
if canplace {
aux := placeAux[placei]
if win.GetKey(glfw.KeyLeftShift) == glfw.Press {
aux = -aux
}
g.world.SetBlock(bc.Add(itype.DirectionVeci[dir]), placeId[placei], aux, nil)
g.player.SetDatasetI("LastPlace", int64(g.runtime))
}
}
}
}
io.Diagnostics.Times.Logic = clock.Restart()
g.imgui()

View File

@@ -1,488 +1,19 @@
package game
import (
"errors"
"math/rand"
"time"
"unsafe"
"edgaru089.ink/go/gl01/internal/asset"
"edgaru089.ink/go/gl01/internal/igwrap"
"edgaru089.ink/go/gl01/internal/igwrap/backend"
"edgaru089.ink/go/gl01/internal/io"
"edgaru089.ink/go/gl01/internal/render"
"edgaru089.ink/go/gl01/internal/util"
"edgaru089.ink/go/gl01/internal/util/itype"
"github.com/go-gl/gl/all-core/gl"
"github.com/go-gl/glfw/v3.3/glfw"
"github.com/go-gl/mathgl/mgl32"
"github.com/inkyblackness/imgui-go/v4"
)
const (
SSAOSampleCount = 32 // Number of samples in the SSAO pass. Must stay the same with ssao.frag
)
var (
ShadowmapSize = itype.Vec2i{6144, 6144} // Size of the shadow mapping
RandomSize = itype.Vec2i{32, 32} // Size of the random mapping
)
// renderData holds OpenGL state used by the game renderer.
type renderData struct {
lastDisplaySize itype.Vec2i
startTime time.Time
texRand uint32 // random texture mapping, RGBA8 (0~1)
// Depth mapping pass
depthmap struct {
fbo, tex uint32 // Framebuffer Object and Texture.
shader *render.Shader // Shader.
}
// Geometry pass
gbuffer struct {
fbo uint32 // The Framebuffer object.
// Textures. Position/Depth(View Space); Normal/Lightspace Depth; Diffuse Color/Specular Intensity.
pos, norm, color uint32
depth uint32 // Depth renderbuffer.
shader *render.Shader // Geometry pass shaders.
}
// Screen-Space Ambient Occlusion (SSAO) pass
ssao struct {
fbo uint32 // Framebuffer
ambient uint32 // Ambient strength output texture [0,1] (Red channel)
uboSamples uint32 // Uniform Buffer Object pointing to the array of samples
shader *render.Shader // SSAO pass shader
// SSAO blur pass
blur struct {
fbo uint32
output uint32
shader *render.Shader
}
}
// Deferred lighting pass
lighting struct {
shader *render.Shader // Deferred lighting pass shaders
}
// Semi-transparent pass
water struct {
shader *render.Shader
}
// Output pass
output struct {
fbo uint32 // Output framebuffer object, rendering to the output texture.
tex uint32 // Output texture, rendered to the back buffer at the end.
//depth uint32 // Output depth renderbuffer, use gbuffer.depth
shader *render.Shader // Shader used to copy output.tex to back buffer.
}
texture *render.Texture // World texture atlas
}
func (g *Game) initRender() (err error) {
r := &g.render
r.depthmap.shader, err = render.NewShader(asset.WorldShaderShadowmapVert, asset.WorldShaderShadowmapFrag)
if err != nil {
return errors.New("depthmap: " + err.Error())
}
r.gbuffer.shader, err = render.NewShader(asset.WorldShaderGeometryVert, asset.WorldShaderGeometryFrag)
if err != nil {
return errors.New("gbuffer: " + err.Error())
}
r.ssao.shader, err = render.NewShader(asset.WorldShaderSSAOVert, asset.WorldShaderSSAOFrag)
if err != nil {
return errors.New("ssao: " + err.Error())
}
r.ssao.blur.shader, err = render.NewShader(asset.WorldShaderSSAOBlurVert, asset.WorldShaderSSAOBlurFrag)
if err != nil {
return errors.New("ssao_blur: " + err.Error())
}
r.lighting.shader, err = render.NewShader(asset.WorldShaderLightingVert, asset.WorldShaderLightingFrag)
if err != nil {
return errors.New("lighting: " + err.Error())
}
r.water.shader, err = render.NewShader(asset.WorldShaderWaterVert, asset.WorldShaderWaterFrag)
if err != nil {
return errors.New("water: " + err.Error())
}
r.output.shader, err = render.NewShader(asset.WorldShaderOutputVert, asset.WorldShaderOutputFrag)
if err != nil {
return errors.New("output: " + err.Error())
}
// get the maximum anisotropic filtering level
var maxaf float32
gl.GetFloatv(gl.MAX_TEXTURE_MAX_ANISOTROPY, &maxaf)
asset.InitWorldTextureAtlas()
r.texture = render.NewTexture()
r.texture.UpdatesRGB(asset.WorldTextureAtlas.Image)
r.texture.GenerateMipMap()
gl.BindTexture(gl.TEXTURE_2D, r.texture.Handle())
gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAX_ANISOTROPY, maxaf)
r.depthmap.shader.SetUniformTexture("tex", r.texture)
r.gbuffer.shader.SetUniformTexture("tex", r.texture)
r.water.shader.SetUniformTexture("tex", r.texture)
igwrap.SetTextureFlag(r.texture.Handle(), igwrap.TextureFlag_Linear, igwrap.TextureFlag_FlipY)
r.depthmap.shader.SetUniformMat4("model", mgl32.Ident4())
r.gbuffer.shader.SetUniformMat4("model", mgl32.Ident4())
r.water.shader.SetUniformMat4("model", mgl32.Ident4())
// and view and projection uniforms not yet set
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.output.shader.Handle(), 0, gl.Str("outputColor\x00"))
// generate random mapping
{
data := make([]uint32, RandomSize[0]*RandomSize[1])
for i := range data {
data[i] = rand.Uint32()
}
gl.GenTextures(1, &r.texRand)
gl.BindTexture(gl.TEXTURE_2D, r.texRand)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(RandomSize[0]), int32(RandomSize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, util.Ptr(data))
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
}
r.ssao.shader.SetUniformTextureHandle("rand", r.texRand)
r.ssao.shader.SetUniformVec2f("randSize", RandomSize.ToFloat32())
// generate the depthmap and depthmap FBO
gl.GenFramebuffers(1, &r.depthmap.fbo)
gl.GenTextures(1, &r.depthmap.tex)
gl.BindTexture(gl.TEXTURE_2D, r.depthmap.tex)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, int32(ShadowmapSize[0]), int32(ShadowmapSize[1]), 0, gl.DEPTH_COMPONENT, gl.FLOAT, nil)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
borderColor := []float32{1, 1, 1, 1}
gl.TexParameterfv(gl.TEXTURE_2D, gl.TEXTURE_BORDER_COLOR, &borderColor[0])
// attach depth texture as FBO's depth buffer
gl.BindFramebuffer(gl.FRAMEBUFFER, r.depthmap.fbo)
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, r.depthmap.tex, 0)
gl.DrawBuffer(gl.NONE)
gl.ReadBuffer(gl.NONE)
// attach the shadowmap to the shader
r.lighting.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex)
r.water.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex)
// generate G-buffer and friends
gl.GenFramebuffers(1, &r.gbuffer.fbo)
gl.BindFramebuffer(gl.FRAMEBUFFER, r.gbuffer.fbo)
// position
gl.GenTextures(1, &r.gbuffer.pos)
gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.pos)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
borderColor = []float32{1, 1, 1, 1}
gl.TexParameterfv(gl.TEXTURE_2D, gl.TEXTURE_BORDER_COLOR, &borderColor[0])
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.gbuffer.pos, 0)
// normal
gl.GenTextures(1, &r.gbuffer.norm)
gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.norm)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, 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_ATTACHMENT1, gl.TEXTURE_2D, r.gbuffer.norm, 0)
// diffuse color
gl.GenTextures(1, &r.gbuffer.color)
gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.color)
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_ATTACHMENT2, gl.TEXTURE_2D, r.gbuffer.color, 0)
// depth
gl.GenRenderbuffers(1, &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.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, r.gbuffer.depth)
// tell OpenGL which color attachments we'll use (of this framebuffer)
attachments := [...]uint32{gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2}
gl.DrawBuffers(int32(len(attachments)), &attachments[0])
// attach the textures
r.lighting.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
r.lighting.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
r.lighting.shader.SetUniformTextureHandle("gColor", r.gbuffer.color)
r.ssao.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
r.ssao.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
r.water.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
// generate SSAO friends
gl.GenFramebuffers(1, &r.ssao.fbo)
gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.fbo)
// ambient strength texture
gl.GenTextures(1, &r.ssao.ambient)
gl.BindTexture(gl.TEXTURE_2D, r.ssao.ambient)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, 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.ssao.ambient, 0)
r.ssao.blur.shader.SetUniformTextureHandle("tex", r.ssao.ambient)
// uniform buffer object for samples
ssaoSamples := make([]itype.Vec4f, SSAOSampleCount)
for i := range ssaoSamples {
sample := itype.Vec3d{rand.Float64()*2 - 1, rand.Float64()*2 - 1, rand.Float64() + 0.05}
sample = sample.Normalize().Multiply(rand.Float64()).Multiply(rand.Float64())
ssaoSamples[i] = itype.Vec4f{
float32(sample[0]),
float32(sample[1]),
float32(sample[2]),
0,
}
}
gl.GenBuffers(1, &r.ssao.uboSamples)
gl.BindBuffer(gl.UNIFORM_BUFFER, r.ssao.uboSamples)
gl.BufferData(gl.UNIFORM_BUFFER, int(unsafe.Sizeof(float32(0))*4*SSAOSampleCount), util.Ptr(ssaoSamples), gl.STATIC_DRAW)
// bind UBO (onto binding 0 for now)
gl.BindBufferBase(gl.UNIFORM_BUFFER, 0, r.ssao.uboSamples)
gl.UniformBlockBinding(r.ssao.shader.Handle(), gl.GetUniformBlockIndex(r.ssao.shader.Handle(), gl.Str("uboSamples\x00")), 0)
// SSAO blur pass
gl.GenFramebuffers(1, &r.ssao.blur.fbo)
gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.blur.fbo)
gl.GenTextures(1, &r.ssao.blur.output)
gl.BindTexture(gl.TEXTURE_2D, r.ssao.blur.output)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, 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.ssao.blur.output, 0)
r.lighting.shader.SetUniformTextureHandle("ssaoAmbient", r.ssao.blur.output)
// generate the output texture and friends
gl.GenFramebuffers(1, &r.output.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.RGBA16F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, 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)
// attach textures
r.output.shader.SetUniformTextureHandle("tex", r.output.tex)
// set the texture flags for ImGUI
igwrap.SetTextureFlag(r.gbuffer.color, igwrap.TextureFlag_Linear)
igwrap.SetTextureFlag(r.ssao.ambient, igwrap.TextureFlag_Red)
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
r.lastDisplaySize = io.DisplaySize
r.startTime = time.Now()
return nil
}
// ResizeDisplay resizes the size of the internal buffers dependent on the window size.
// It is called automatically most of the time.
func (g *Game) ResizeDisplay(newSize itype.Vec2i) {
gl.BindTexture(gl.TEXTURE_2D, g.render.gbuffer.pos) // G-Buffer, Position
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil)
gl.BindTexture(gl.TEXTURE_2D, g.render.gbuffer.norm) // G-Buffer, Normal
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil)
gl.BindTexture(gl.TEXTURE_2D, g.render.gbuffer.color) // G-Buffer, Albedo Color
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, g.render.gbuffer.depth) // G-Buffer, Depth (Renderbuffer)
gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
gl.BindTexture(gl.TEXTURE_2D, g.render.ssao.ambient) // SSAO Output Ambient Strength
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, gl.UNSIGNED_BYTE, nil)
gl.BindTexture(gl.TEXTURE_2D, g.render.ssao.blur.output) // SSAO Blurred Output
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, gl.UNSIGNED_BYTE, nil)
gl.BindTexture(gl.TEXTURE_2D, g.render.output.tex) // Output Texture
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
g.render.lastDisplaySize = newSize
}
var (
sun = [3]float32{0.2, 0.4, 0.3}
alpha = float32(0.55)
gamma = float32(2.2)
exposure = float32(1)
atlasScale = float32(1)
)
// Render, called with a OpenGL context, renders the game.
func (g *Game) Render(win *glfw.Window) {
gl.Viewport(0, 0, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
matv, matp := g.view.View(), g.view.Perspective()
matvp := matp.Mul4(matv)
allclock := util.NewClock()
lastclock := util.NewClock()
io.RenderPos = io.ViewPos
io.RenderDir = io.ViewDir
// re-generate the G-buffers if the display size changed
if g.render.lastDisplaySize != io.DisplaySize {
g.ResizeDisplay(io.DisplaySize)
}
if g.paused {
imgui.SliderFloat3("Sun", &sun, -1, 1)
imgui.SliderFloat("Water Alpha", &alpha, 0, 1)
imgui.SliderFloat("Gamma", &gamma, 1.6, 2.8)
imgui.SliderFloat("Exposure", &exposure, 0, 2)
}
normalSun := itype.Vec3f(sun).Normalize()
gl.Enable(gl.CULL_FACE)
gl.Enable(gl.DEPTH_TEST)
gl.DepthFunc(gl.LESS)
lastclock.Restart()
// 1. Render to depth map
gl.Viewport(0, 0, int32(ShadowmapSize[0]), int32(ShadowmapSize[1]))
gl.BindFramebuffer(gl.FRAMEBUFFER, g.render.depthmap.fbo)
gl.Clear(gl.DEPTH_BUFFER_BIT)
gl.Disable(gl.CULL_FACE)
lightPos := g.view.EyePos.Add(normalSun.Multiply(50))
lightView := mgl32.LookAt(lightPos[0], lightPos[1], lightPos[2], g.view.EyePos[0], g.view.EyePos[1], g.view.EyePos[2], 0, 1, 0)
lightProjection := mgl32.Ortho(-50, 50, -50, 50, 1, 100)
lightspace := lightProjection.Mul4(lightView)
io.RenderPos = lightPos.ToFloat64()
io.RenderDir = g.view.EyePos.Add(lightPos.Negative()).ToFloat64()
g.render.depthmap.shader.UseProgram()
g.render.depthmap.shader.BindTextures()
g.render.depthmap.shader.SetUniformMat4("lightspace", lightspace)
g.world.Render()
g.world.RenderWater()
gl.Flush()
io.Diagnostics.Times.RenderPasses.Depthmap = lastclock.Restart()
// 2. Geometry pass, render to G-buffer
io.RenderPos = io.ViewPos
io.RenderDir = io.ViewDir
gl.Viewport(0, 0, int32(g.render.lastDisplaySize[0]), int32(g.render.lastDisplaySize[1]))
gl.BindFramebuffer(gl.FRAMEBUFFER, g.render.gbuffer.fbo)
gl.ClearColor(0, 0, 0, 1)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.Enable(gl.CULL_FACE)
gl.Disable(gl.BLEND)
g.render.gbuffer.shader.UseProgram()
g.render.gbuffer.shader.BindTextures()
g.render.gbuffer.shader.SetUniformMat4("lightspace", lightspace)
g.render.gbuffer.shader.SetUniformMat4("view", matv)
g.render.gbuffer.shader.SetUniformMat4("projection", matp)
g.render.gbuffer.shader.SetUniformMat4("mvp", matvp)
g.render.gbuffer.shader.SetUniformVec3f("viewPos", g.view.EyePos)
g.world.Render()
gl.Flush()
io.Diagnostics.Times.RenderPasses.Geometry = lastclock.Restart()
// 3/1. SSAO pass
gl.BindFramebuffer(gl.FRAMEBUFFER, g.render.ssao.fbo)
gl.ClearColor(1, 1, 1, 1)
gl.Clear(gl.COLOR_BUFFER_BIT)
g.render.ssao.shader.UseProgram()
g.render.ssao.shader.BindTextures()
g.render.ssao.shader.SetUniformMat4("view", matv)
g.render.ssao.shader.SetUniformMat4("projection", matp)
g.render.ssao.shader.SetUniformVec3f("viewPos", g.view.EyePos)
render.DrawScreenQuad()
// 3/2. SSAO blur pass
gl.BindFramebuffer(gl.FRAMEBUFFER, g.render.ssao.blur.fbo)
g.render.ssao.blur.shader.UseProgram()
g.render.ssao.blur.shader.BindTextures()
g.render.ssao.blur.shader.SetUniformVec2f("screenSize", g.render.lastDisplaySize.ToFloat32())
render.DrawScreenQuad()
gl.Flush()
io.Diagnostics.Times.RenderPasses.SSAO = lastclock.Restart()
// 4. Render the actual output with deferred lighting
gl.BindFramebuffer(gl.FRAMEBUFFER, g.render.output.fbo)
gl.ClearColor(0, 0, 0, 0)
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.Disable(gl.DEPTH_TEST)
g.render.lighting.shader.UseProgram()
g.render.lighting.shader.BindTextures()
g.render.lighting.shader.SetUniformMat4("lightspace", lightspace)
g.render.lighting.shader.SetUniformVec3f("viewPos", g.view.EyePos)
g.render.lighting.shader.SetUniformVec4f("fogColor", io.FogColor)
g.render.lighting.shader.SetUniformVec3f("sun", normalSun)
render.DrawScreenQuad()
gl.Flush()
io.Diagnostics.Times.RenderPasses.Lighting = lastclock.Restart()
// 5. Render water
gl.Enable(gl.DEPTH_TEST)
gl.DepthFunc(gl.LESS)
gl.Enable(gl.CULL_FACE)
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
gl.BlendEquation(gl.FUNC_ADD)
g.render.water.shader.UseProgram()
g.render.water.shader.BindTextures()
g.render.water.shader.SetUniformMat4("lightspace", lightspace)
g.render.water.shader.SetUniformMat4("view", matv)
g.render.water.shader.SetUniformMat4("projection", matp)
g.render.water.shader.SetUniformVec3f("viewPos", g.view.EyePos)
g.render.water.shader.SetUniformVec4f("fogColor", io.FogColor)
g.render.water.shader.SetUniformVec3f("sun", normalSun)
g.render.water.shader.SetUniformFloat("alpha", alpha)
g.render.water.shader.SetUniformVec2f("screenSize", g.render.lastDisplaySize.ToFloat32())
g.world.RenderWater()
// And render framewires
render.Framewire.Render(g.view)
// Finally. Copy the output texture to the back buffer
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
gl.ClearColor(io.ClearColor[0], io.ClearColor[1], io.ClearColor[2], io.ClearColor[3])
gl.Clear(gl.COLOR_BUFFER_BIT)
gl.Disable(gl.DEPTH_TEST)
gl.Disable(gl.BLEND)
g.render.output.shader.UseProgram()
g.render.output.shader.BindTextures()
g.render.output.shader.SetUniformFloat("gamma", gamma)
g.render.output.shader.SetUniformFloat("exposure", exposure)
render.DrawScreenQuad()
gl.Flush()
io.Diagnostics.Times.RenderPasses.Postfx = lastclock.Restart()
io.Diagnostics.Times.Render = allclock.Elapsed()
// Show Information?
if io.ShowDebugInfo {
g.renderDebugInfo()
}
backend.Render(win)

View File

@@ -1,116 +0,0 @@
package game
import (
"math"
"time"
"edgaru089.ink/go/gl01/internal/asset"
"edgaru089.ink/go/gl01/internal/igwrap"
"edgaru089.ink/go/gl01/internal/io"
"edgaru089.ink/go/gl01/internal/util"
"edgaru089.ink/go/gl01/internal/util/itype"
"github.com/inkyblackness/imgui-go/v4"
)
const (
timebarN = 700
)
var (
colorset = [...]imgui.PackedColor{4289753676, 4283598045, 4285048917, 4283584196, 4289950337, 4284512403, 4291005402, 4287401100, 4285839820, 4291671396}
timebars [timebarN][]int // height of each bar set
timebari int
timebarScale int = 64
)
func (g *Game) renderDebugInfo() {
// Render information
if igwrap.Begin("F3", nil, 0) {
igwrap.TextBlank()
igwrap.TextBackground("WorldRender: lastframe %.3fms", float64(io.Diagnostics.Times.Render.Nanoseconds())/float64(time.Millisecond))
igwrap.TextBackground("TimeBars:")
pad := igwrap.Vec2f(imgui.CurrentStyle().ItemSpacing())
imgui.SameLine()
igwrap.TextBackgroundV(colorset[0], pad, "Depthmap")
imgui.SameLine()
igwrap.TextBackgroundV(colorset[1], pad, "Geometry")
imgui.SameLine()
igwrap.TextBackgroundV(colorset[2], pad, "SSAO")
imgui.SameLine()
igwrap.TextBackgroundV(colorset[3], pad, "Lighting")
imgui.SameLine()
igwrap.TextBackgroundV(colorset[4], pad, "Postfx")
imgui.SameLine()
igwrap.TextBackground("[Hover]")
if imgui.IsItemHoveredV(imgui.HoveredFlagsAllowWhenDisabled) {
_, wheely := imgui.CurrentIO().MouseWheel()
if math.Abs(float64(wheely)) > 1e-3 {
if wheely > 0 {
timebarScale = util.Mini(timebarScale*2, 128)
} else { // < 0
timebarScale = util.Maxi(timebarScale/2, 1)
}
}
}
isize := asset.WorldTextureAtlas.ImageSize
igwrap.TextBackground("Texture Atlas Size: (%dx%d)", isize[0], isize[1])
imgui.SameLine()
igwrap.TextBackground("[Scroll]")
if imgui.IsItemHoveredV(imgui.HoveredFlagsAllowWhenDisabled) {
_, wheely := imgui.CurrentIO().MouseWheel()
if math.Abs(float64(wheely)) > 1e-3 {
atlasScale = util.Maxf(1, atlasScale+wheely)
}
imgui.BeginTooltip()
igwrap.Image(g.render.texture.Handle(), isize.ToFloat32().Multiply(atlasScale), itype.Rectf{0, 0, 1, 1})
imgui.EndTooltip()
}
imgui.End()
}
// Draw Textures
imgui.SetNextWindowPosV(imgui.Vec2{X: float32(g.render.lastDisplaySize[0]), Y: 0}, imgui.ConditionAlways, imgui.Vec2{X: 1, Y: 0})
if igwrap.Begin("Renderer Textures/Outputs", nil, igwrap.WindowFlagsOverlay) {
imgui.PushStyleVarVec2(imgui.StyleVarItemSpacing, imgui.Vec2{})
imageSize := g.render.lastDisplaySize.ToFloat32().Multiply(0.25)
imageSize[1] -= imgui.CurrentStyle().WindowPadding().Y / 2
imageSize[0] = imageSize[1] / float32(g.render.lastDisplaySize[1]) * float32(g.render.lastDisplaySize[0])
igwrap.Image(g.render.gbuffer.pos, imageSize, itype.Rectf{0, 0, 1, 1})
igwrap.Image(g.render.gbuffer.norm, imageSize, itype.Rectf{0, 0, 1, 1})
igwrap.Image(g.render.gbuffer.color, imageSize, itype.Rectf{0, 0, 1, 1})
igwrap.Image(g.render.ssao.ambient, imageSize, itype.Rectf{0, 0, 1, 1})
imgui.PopStyleVar()
imgui.End()
}
// Push the next bar
timebars[timebari] = []int{
int(io.Diagnostics.Times.RenderPasses.Depthmap.Nanoseconds()),
int(io.Diagnostics.Times.RenderPasses.Geometry.Nanoseconds()),
int(io.Diagnostics.Times.RenderPasses.SSAO.Nanoseconds()),
int(io.Diagnostics.Times.RenderPasses.Lighting.Nanoseconds()),
int(io.Diagnostics.Times.RenderPasses.Postfx.Nanoseconds()),
}
timebari++
if timebari >= len(timebars) {
timebari = 0
}
// Draw time bars
size := g.render.lastDisplaySize
dl := imgui.BackgroundDrawList()
for i, l := range timebars {
ex := 0
for j, d := range l {
d = d * timebarScale / 1024 / 1024
dl.AddLine(imgui.Vec2{X: float32(i), Y: float32(size[1] - ex)}, imgui.Vec2{X: float32(i), Y: float32(size[1] - ex - d)}, colorset[j])
ex += d
}
}
}