move WorldRenderer to game package
This commit is contained in:
parent
1ec4f9d281
commit
9195dd7c3f
@ -16,8 +16,8 @@ type Game struct {
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player *entity.Entity
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view *render.View
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worldrender *render.WorldRenderer
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view *render.View
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render renderData
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prevCursorPos itype.Vec2d
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cameraPos itype.Vec3d
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@ -36,12 +36,11 @@ type Game struct {
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// NewGame creates a new, empty Game.
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func NewGame() (g *Game) {
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return &Game{
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world: world.NewWorld(),
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player: entity.NewEntity("player", itype.Vec3d{18, 80, 18}),
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worldrender: &render.WorldRenderer{},
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cameraPos: itype.Vec3d{18, 80, 18},
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rotY: 0,
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rotZ: 0,
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world: world.NewWorld(),
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player: entity.NewEntity("player", itype.Vec3d{18, 80, 18}),
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cameraPos: itype.Vec3d{18, 80, 18},
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rotY: 0,
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rotZ: 0,
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}
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}
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@ -6,7 +6,6 @@ import (
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"os"
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"time"
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"edgaru089.ml/go/gl01/internal/igwrap"
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"edgaru089.ml/go/gl01/internal/igwrap/backend"
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"edgaru089.ml/go/gl01/internal/io"
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"edgaru089.ml/go/gl01/internal/render"
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@ -14,7 +13,6 @@ import (
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"edgaru089.ml/go/gl01/internal/util/itype"
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"edgaru089.ml/go/gl01/internal/world"
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"edgaru089.ml/go/gl01/internal/world/worldgen"
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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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"github.com/go-gl/mathgl/mgl64"
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"github.com/inkyblackness/imgui-go/v4"
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@ -39,9 +37,8 @@ func (g *Game) Init(win *glfw.Window) {
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g.world = world.NewWorld()
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g.view = &render.View{}
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g.worldrender = &render.WorldRenderer{}
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err := g.worldrender.Init(g.world)
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err := g.initRender()
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if err != nil {
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panic(err)
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}
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@ -249,19 +246,5 @@ func (g *Game) Update(win *glfw.Window, delta time.Duration) {
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imgui.ShowDemoWindow(nil)
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g.imgui()
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if ok, bc, face, _, _ := g.world.CastViewRay(io.ViewPos, io.ViewDir.Normalize(), 10); ok {
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igwrap.TextBackground("Looking At: (%d %d %d) facing %s", bc[0], bc[1], bc[2], itype.DirectionName[face])
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}
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io.Diagnostics.Times.GUI = clock.Restart()
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}
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// Render, called with a OpenGL context, renders the game.
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func (g *Game) Render(win *glfw.Window) {
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gl.Viewport(0, 0, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
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g.worldrender.Render(g.world, g.view)
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render.Framewire.Render(g.view)
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backend.Render(win)
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}
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@ -1,4 +1,4 @@
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package render
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package game
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import (
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"errors"
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@ -8,11 +8,13 @@ import (
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"edgaru089.ml/go/gl01/internal/asset"
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"edgaru089.ml/go/gl01/internal/igwrap"
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"edgaru089.ml/go/gl01/internal/igwrap/backend"
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"edgaru089.ml/go/gl01/internal/io"
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"edgaru089.ml/go/gl01/internal/render"
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"edgaru089.ml/go/gl01/internal/util"
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"edgaru089.ml/go/gl01/internal/util/itype"
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"edgaru089.ml/go/gl01/internal/world"
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"github.com/go-gl/gl/all-core/gl"
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"github.com/go-gl/glfw/v3.3/glfw"
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"github.com/go-gl/mathgl/mgl32"
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"github.com/inkyblackness/imgui-go/v4"
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)
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@ -26,9 +28,8 @@ var (
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RandomSize = itype.Vec2i{32, 32} // Size of the random mapping
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)
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// WorldRenderer holds texture/shader resource and viewport
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// information for world rendering.
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type WorldRenderer struct {
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// renderData holds OpenGL state used by the game renderer.
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type renderData struct {
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lastDisplaySize itype.Vec2i
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startTime time.Time
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@ -36,8 +37,8 @@ type WorldRenderer struct {
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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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fbo, tex uint32 // Framebuffer Object and Texture.
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shader *render.Shader // Shader.
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}
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// Geometry pass
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@ -46,33 +47,33 @@ type WorldRenderer struct {
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// Textures. Position/Depth(View Space); Normal/Lightspace Depth; Diffuse Color/Specular Intensity.
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pos, norm, color uint32
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depth uint32 // Depth renderbuffer.
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shader *Shader // Geometry pass shaders.
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depth uint32 // Depth renderbuffer.
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shader *render.Shader // Geometry pass shaders.
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}
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// Screen-Space Ambient Occlusion (SSAO) pass
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ssao struct {
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fbo uint32 // Framebuffer
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ambient uint32 // Ambient strength output texture [0,1] (Red channel)
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uboSamples uint32 // Uniform Buffer Object pointing to the array of samples
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shader *Shader // SSAO pass shader
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fbo uint32 // Framebuffer
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ambient uint32 // Ambient strength output texture [0,1] (Red channel)
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uboSamples uint32 // Uniform Buffer Object pointing to the array of samples
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shader *render.Shader // SSAO pass shader
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// SSAO blur pass
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blur struct {
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fbo uint32
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output uint32
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shader *Shader
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shader *render.Shader
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}
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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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shader *render.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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shader *Shader
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shader *render.Shader
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}
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// Output pass
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@ -80,43 +81,40 @@ type WorldRenderer struct {
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fbo uint32 // Output framebuffer object, rendering to the output texture.
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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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shader *render.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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texture *render.Texture // World texture atlas
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}
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// The default WorldRenderer.
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var DefaultWorldRenderer WorldRenderer
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func (g *Game) initRender() (err error) {
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r := &g.render
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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.depthmap.shader, err = NewShader(asset.WorldShaderShadowmapVert, asset.WorldShaderShadowmapFrag)
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r.depthmap.shader, err = render.NewShader(asset.WorldShaderShadowmapVert, asset.WorldShaderShadowmapFrag)
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if err != nil {
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return errors.New("depthmap: " + err.Error())
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}
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r.gbuffer.shader, err = NewShader(asset.WorldShaderGeometryVert, asset.WorldShaderGeometryFrag)
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r.gbuffer.shader, err = render.NewShader(asset.WorldShaderGeometryVert, asset.WorldShaderGeometryFrag)
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if err != nil {
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return errors.New("gbuffer: " + err.Error())
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}
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r.ssao.shader, err = NewShader(asset.WorldShaderSSAOVert, asset.WorldShaderSSAOFrag)
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r.ssao.shader, err = render.NewShader(asset.WorldShaderSSAOVert, asset.WorldShaderSSAOFrag)
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if err != nil {
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return errors.New("ssao: " + err.Error())
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}
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r.ssao.blur.shader, err = NewShader(asset.WorldShaderSSAOBlurVert, asset.WorldShaderSSAOBlurFrag)
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r.ssao.blur.shader, err = render.NewShader(asset.WorldShaderSSAOBlurVert, asset.WorldShaderSSAOBlurFrag)
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if err != nil {
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return errors.New("ssao_blur: " + err.Error())
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}
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r.lighting.shader, err = NewShader(asset.WorldShaderLightingVert, asset.WorldShaderLightingFrag)
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r.lighting.shader, err = render.NewShader(asset.WorldShaderLightingVert, asset.WorldShaderLightingFrag)
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if err != nil {
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return errors.New("lighting: " + err.Error())
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}
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r.water.shader, err = NewShader(asset.WorldShaderWaterVert, asset.WorldShaderWaterFrag)
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r.water.shader, err = render.NewShader(asset.WorldShaderWaterVert, asset.WorldShaderWaterFrag)
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if err != nil {
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return errors.New("water: " + err.Error())
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}
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r.output.shader, err = NewShader(asset.WorldShaderOutputVert, asset.WorldShaderOutputFrag)
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r.output.shader, err = render.NewShader(asset.WorldShaderOutputVert, asset.WorldShaderOutputFrag)
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if err != nil {
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return errors.New("output: " + err.Error())
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}
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@ -126,14 +124,14 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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gl.GetFloatv(gl.MAX_TEXTURE_MAX_ANISOTROPY, &maxaf)
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asset.InitWorldTextureAtlas()
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r.texture = NewTexture()
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r.texture = render.NewTexture()
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r.texture.UpdatesRGB(asset.WorldTextureAtlas.Image)
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r.texture.GenerateMipMap()
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gl.BindTexture(gl.TEXTURE_2D, r.texture.Handle())
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gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAX_ANISOTROPY, maxaf)
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r.gbuffer.shader.SetUniformTexture("tex", r.texture)
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r.water.shader.SetUniformTexture("tex", r.texture)
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igwrap.SetTextureFlag(r.texture.Handle(), igwrap.TextureFlag_RGBA, igwrap.TextureFlag_FlipY)
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igwrap.SetTextureFlag(r.texture.Handle(), igwrap.TextureFlag_Linear, igwrap.TextureFlag_FlipY)
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r.depthmap.shader.SetUniformMat4("model", mgl32.Ident4())
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r.gbuffer.shader.SetUniformMat4("model", mgl32.Ident4())
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@ -287,29 +285,28 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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r.lastDisplaySize = io.DisplaySize
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r.startTime = time.Now()
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initScreenQuad()
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return nil
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}
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// ResizeDisplay resizes the size of the internal buffers dependent on the window size.
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// It is called automatically most of the time.
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func (r *WorldRenderer) ResizeDisplay(newSize itype.Vec2i) {
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gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.pos) // G-Buffer, Position
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func (g *Game) ResizeDisplay(newSize itype.Vec2i) {
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gl.BindTexture(gl.TEXTURE_2D, g.render.gbuffer.pos) // G-Buffer, Position
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil)
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gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.norm) // G-Buffer, Normal
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gl.BindTexture(gl.TEXTURE_2D, g.render.gbuffer.norm) // G-Buffer, Normal
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil)
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gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.color) // G-Buffer, Albedo Color
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gl.BindTexture(gl.TEXTURE_2D, g.render.gbuffer.color) // G-Buffer, Albedo Color
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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)
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gl.BindRenderbuffer(gl.RENDERBUFFER, r.gbuffer.depth) // G-Buffer, Depth (Renderbuffer)
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gl.BindRenderbuffer(gl.RENDERBUFFER, g.render.gbuffer.depth) // G-Buffer, Depth (Renderbuffer)
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gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
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gl.BindTexture(gl.TEXTURE_2D, r.ssao.ambient) // SSAO Output Ambient Strength
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gl.BindTexture(gl.TEXTURE_2D, g.render.ssao.ambient) // SSAO Output Ambient Strength
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, gl.UNSIGNED_BYTE, nil)
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gl.BindTexture(gl.TEXTURE_2D, r.ssao.blur.output) // SSAO Blurred Output
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gl.BindTexture(gl.TEXTURE_2D, g.render.ssao.blur.output) // SSAO Blurred Output
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, gl.UNSIGNED_BYTE, nil)
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gl.BindTexture(gl.TEXTURE_2D, r.output.tex) // Output Texture
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gl.BindTexture(gl.TEXTURE_2D, g.render.output.tex) // Output Texture
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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)
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r.lastDisplaySize = newSize
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g.render.lastDisplaySize = newSize
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}
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var (
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@ -320,7 +317,12 @@ var (
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atlasScale = float32(1)
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)
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func (r *WorldRenderer) Render(world *world.World, view *View) {
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// Render, called with a OpenGL context, renders the game.
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func (g *Game) Render(win *glfw.Window) {
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gl.Viewport(0, 0, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
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matv, matp := g.view.View(), g.view.Perspective()
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matvp := matp.Mul4(matv)
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allclock := util.NewClock()
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lastclock := util.NewClock()
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@ -328,8 +330,8 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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io.RenderDir = io.ViewDir
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// re-generate the G-buffers if the display size changed
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if r.lastDisplaySize != io.DisplaySize {
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r.ResizeDisplay(io.DisplaySize)
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if g.render.lastDisplaySize != io.DisplaySize {
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g.ResizeDisplay(io.DisplaySize)
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}
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imgui.SliderFloat3("Sun", &sun, -1, 1)
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@ -346,84 +348,88 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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// 1. Render to depth map
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gl.Viewport(0, 0, int32(ShadowmapSize[0]), int32(ShadowmapSize[1]))
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.depthmap.fbo)
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gl.BindFramebuffer(gl.FRAMEBUFFER, g.render.depthmap.fbo)
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gl.Clear(gl.DEPTH_BUFFER_BIT)
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lightPos := view.EyePos.Add(normalSun.Multiply(50))
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lightView := mgl32.LookAt(lightPos[0], lightPos[1], lightPos[2], view.EyePos[0], view.EyePos[1], view.EyePos[2], 0, 1, 0)
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lightPos := g.view.EyePos.Add(normalSun.Multiply(50))
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lightView := mgl32.LookAt(lightPos[0], lightPos[1], lightPos[2], g.view.EyePos[0], g.view.EyePos[1], g.view.EyePos[2], 0, 1, 0)
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lightProjection := mgl32.Ortho(-50, 50, -50, 50, 1, 100)
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lightspace := lightProjection.Mul4(lightView)
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io.RenderPos = lightPos.ToFloat64()
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io.RenderDir = view.EyePos.Add(lightPos.Negative()).ToFloat64()
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io.RenderDir = g.view.EyePos.Add(lightPos.Negative()).ToFloat64()
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r.depthmap.shader.UseProgram()
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r.depthmap.shader.SetUniformMat4("lightspace", lightspace)
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g.render.depthmap.shader.UseProgram()
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g.render.depthmap.shader.SetUniformMat4("lightspace", lightspace)
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world.Render()
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world.RenderWater()
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g.world.Render()
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g.world.RenderWater()
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gl.Flush()
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io.Diagnostics.Times.RenderPasses.Depthmap = lastclock.Restart()
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// 2. Geometry pass, render to G-buffer
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io.RenderPos = io.ViewPos
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io.RenderDir = io.ViewDir
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gl.Viewport(0, 0, int32(r.lastDisplaySize[0]), int32(r.lastDisplaySize[1]))
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.gbuffer.fbo)
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gl.Viewport(0, 0, int32(g.render.lastDisplaySize[0]), int32(g.render.lastDisplaySize[1]))
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gl.BindFramebuffer(gl.FRAMEBUFFER, g.render.gbuffer.fbo)
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gl.ClearColor(0, 0, 0, 1)
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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gl.Disable(gl.BLEND)
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r.gbuffer.shader.UseProgram()
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r.gbuffer.shader.BindTextures()
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r.gbuffer.shader.SetUniformMat4("lightspace", lightspace)
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r.gbuffer.shader.SetUniformMat4("view", view.View())
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r.gbuffer.shader.SetUniformMat4("projection", view.Perspective())
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r.gbuffer.shader.SetUniformMat4("mvp", view.Perspective().Mul4(view.View()))
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r.gbuffer.shader.SetUniformVec3f("viewPos", view.EyePos)
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g.render.gbuffer.shader.UseProgram()
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g.render.gbuffer.shader.BindTextures()
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g.render.gbuffer.shader.SetUniformMat4("lightspace", lightspace)
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g.render.gbuffer.shader.SetUniformMat4("view", matv)
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g.render.gbuffer.shader.SetUniformMat4("projection", matp)
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g.render.gbuffer.shader.SetUniformMat4("mvp", matvp)
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g.render.gbuffer.shader.SetUniformVec3f("viewPos", g.view.EyePos)
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world.Render()
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g.world.Render()
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gl.Flush()
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io.Diagnostics.Times.RenderPasses.Geometry = lastclock.Restart()
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// 3/1. SSAO pass
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.fbo)
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gl.BindFramebuffer(gl.FRAMEBUFFER, g.render.ssao.fbo)
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gl.ClearColor(1, 1, 1, 1)
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gl.Clear(gl.COLOR_BUFFER_BIT)
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r.ssao.shader.UseProgram()
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r.ssao.shader.BindTextures()
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r.ssao.shader.SetUniformMat4("view", view.View())
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r.ssao.shader.SetUniformMat4("projection", view.Perspective())
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r.ssao.shader.SetUniformVec3f("viewPos", view.EyePos)
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g.render.ssao.shader.UseProgram()
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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)
|
||||
|
||||
DrawScreenQuad()
|
||||
render.DrawScreenQuad()
|
||||
|
||||
// 3/2. SSAO blur pass (TODO)
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.blur.fbo)
|
||||
r.ssao.blur.shader.UseProgram()
|
||||
r.ssao.blur.shader.BindTextures()
|
||||
r.ssao.blur.shader.SetUniformVec2f("screenSize", r.lastDisplaySize.ToFloat32())
|
||||
// 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())
|
||||
|
||||
DrawScreenQuad()
|
||||
render.DrawScreenQuad()
|
||||
|
||||
gl.Flush()
|
||||
io.Diagnostics.Times.RenderPasses.SSAO = lastclock.Restart()
|
||||
|
||||
// 4. Render the actual output with deferred lighting
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo)
|
||||
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)
|
||||
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", io.FogColor)
|
||||
r.lighting.shader.SetUniformVec3f("sun", normalSun)
|
||||
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)
|
||||
|
||||
DrawScreenQuad()
|
||||
render.DrawScreenQuad()
|
||||
|
||||
gl.Flush()
|
||||
io.Diagnostics.Times.RenderPasses.Lighting = lastclock.Restart()
|
||||
|
||||
// 5. Render water
|
||||
@ -433,19 +439,22 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
|
||||
gl.Enable(gl.BLEND)
|
||||
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
|
||||
gl.BlendEquation(gl.FUNC_ADD)
|
||||
r.water.shader.UseProgram()
|
||||
r.water.shader.BindTextures()
|
||||
g.render.water.shader.UseProgram()
|
||||
g.render.water.shader.BindTextures()
|
||||
|
||||
r.water.shader.SetUniformMat4("lightspace", lightspace)
|
||||
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", io.FogColor)
|
||||
r.water.shader.SetUniformVec3f("sun", normalSun)
|
||||
r.water.shader.SetUniformFloat("alpha", alpha)
|
||||
r.water.shader.SetUniformVec2f("screenSize", r.lastDisplaySize.ToFloat32())
|
||||
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())
|
||||
|
||||
world.RenderWater()
|
||||
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)
|
||||
@ -453,18 +462,21 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT)
|
||||
gl.Disable(gl.DEPTH_TEST)
|
||||
gl.Disable(gl.BLEND)
|
||||
r.output.shader.UseProgram()
|
||||
r.output.shader.BindTextures()
|
||||
r.output.shader.SetUniformFloat("gamma", gamma)
|
||||
r.output.shader.SetUniformFloat("exposure", exposure)
|
||||
g.render.output.shader.UseProgram()
|
||||
g.render.output.shader.BindTextures()
|
||||
g.render.output.shader.SetUniformFloat("gamma", gamma)
|
||||
g.render.output.shader.SetUniformFloat("exposure", exposure)
|
||||
|
||||
DrawScreenQuad()
|
||||
render.DrawScreenQuad()
|
||||
|
||||
gl.Flush()
|
||||
io.Diagnostics.Times.RenderPasses.Postfx = lastclock.Restart()
|
||||
io.Diagnostics.Times.Render = allclock.Elapsed()
|
||||
|
||||
// Show Information?
|
||||
if io.ShowDebugInfo {
|
||||
r.renderDebugInfo()
|
||||
g.renderDebugInfo()
|
||||
}
|
||||
|
||||
backend.Render(win)
|
||||
}
|
@ -1,4 +1,4 @@
|
||||
package render
|
||||
package game
|
||||
|
||||
import (
|
||||
"math"
|
||||
@ -14,7 +14,7 @@ import (
|
||||
|
||||
const (
|
||||
timebarN = 700
|
||||
timebarScale = 160
|
||||
timebarScale = 256
|
||||
)
|
||||
|
||||
var (
|
||||
@ -23,7 +23,7 @@ var (
|
||||
timebari int
|
||||
)
|
||||
|
||||
func (r *WorldRenderer) renderDebugInfo() {
|
||||
func (g *Game) renderDebugInfo() {
|
||||
// Render information
|
||||
if igwrap.Begin("F3", nil, 0) {
|
||||
igwrap.TextBlank()
|
||||
@ -52,7 +52,7 @@ func (r *WorldRenderer) renderDebugInfo() {
|
||||
atlasScale = util.Maxf(1, atlasScale+wheely)
|
||||
}
|
||||
imgui.BeginTooltip()
|
||||
igwrap.Image(r.texture.Handle(), isize.ToFloat32().Multiply(atlasScale), itype.Rectf{0, 0, 1, 1})
|
||||
igwrap.Image(g.render.texture.Handle(), isize.ToFloat32().Multiply(atlasScale), itype.Rectf{0, 0, 1, 1})
|
||||
imgui.EndTooltip()
|
||||
}
|
||||
|
||||
@ -60,18 +60,18 @@ func (r *WorldRenderer) renderDebugInfo() {
|
||||
}
|
||||
|
||||
// Draw Textures
|
||||
imgui.SetNextWindowPosV(imgui.Vec2{X: float32(r.lastDisplaySize[0]), Y: 0}, imgui.ConditionAlways, imgui.Vec2{X: 1, Y: 0})
|
||||
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 := r.lastDisplaySize.ToFloat32().Multiply(0.25)
|
||||
imageSize := g.render.lastDisplaySize.ToFloat32().Multiply(0.25)
|
||||
imageSize[1] -= imgui.CurrentStyle().WindowPadding().Y / 2
|
||||
imageSize[0] = imageSize[1] / float32(r.lastDisplaySize[1]) * float32(r.lastDisplaySize[0])
|
||||
imageSize[0] = imageSize[1] / float32(g.render.lastDisplaySize[1]) * float32(g.render.lastDisplaySize[0])
|
||||
|
||||
igwrap.Image(r.gbuffer.pos, imageSize, itype.Rectf{0, 0, 1, 1})
|
||||
igwrap.Image(r.gbuffer.norm, imageSize, itype.Rectf{0, 0, 1, 1})
|
||||
igwrap.Image(r.gbuffer.color, imageSize, itype.Rectf{0, 0, 1, 1})
|
||||
igwrap.Image(r.ssao.ambient, imageSize, itype.Rectf{0, 0, 1, 1})
|
||||
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()
|
||||
@ -79,11 +79,11 @@ func (r *WorldRenderer) renderDebugInfo() {
|
||||
|
||||
// Push the next bar
|
||||
timebars[timebari] = []int{
|
||||
int(io.Diagnostics.Times.RenderPasses.Depthmap.Nanoseconds() * timebarScale / 1000 / 1000),
|
||||
int(io.Diagnostics.Times.RenderPasses.Geometry.Nanoseconds() * timebarScale / 1000 / 1000),
|
||||
int(io.Diagnostics.Times.RenderPasses.SSAO.Nanoseconds() * timebarScale / 1000 / 1000),
|
||||
int(io.Diagnostics.Times.RenderPasses.Lighting.Nanoseconds() * timebarScale / 1000 / 1000),
|
||||
int(io.Diagnostics.Times.RenderPasses.Postfx.Nanoseconds() * timebarScale / 1000 / 1000),
|
||||
int(io.Diagnostics.Times.RenderPasses.Depthmap.Nanoseconds() * timebarScale / 1024 / 1024),
|
||||
int(io.Diagnostics.Times.RenderPasses.Geometry.Nanoseconds() * timebarScale / 1024 / 1024),
|
||||
int(io.Diagnostics.Times.RenderPasses.SSAO.Nanoseconds() * timebarScale / 1024 / 1024),
|
||||
int(io.Diagnostics.Times.RenderPasses.Lighting.Nanoseconds() * timebarScale / 1024 / 1024),
|
||||
int(io.Diagnostics.Times.RenderPasses.Postfx.Nanoseconds() * timebarScale / 1024 / 1024),
|
||||
}
|
||||
timebari++
|
||||
if timebari >= len(timebars) {
|
||||
@ -91,12 +91,12 @@ func (r *WorldRenderer) renderDebugInfo() {
|
||||
}
|
||||
|
||||
// Draw time bars
|
||||
size := r.lastDisplaySize
|
||||
size := g.render.lastDisplaySize
|
||||
dl := imgui.BackgroundDrawList()
|
||||
for i, l := range timebars {
|
||||
ex := 0
|
||||
for j, d := range l {
|
||||
dl.AddLine(imgui.Vec2{X: float32(i), Y: float32(size[1] - ex - 1)}, imgui.Vec2{X: float32(i), Y: float32(size[1] - ex - d)}, colorset[j])
|
||||
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
|
||||
}
|
||||
}
|
@ -1,119 +0,0 @@
|
||||
package render
|
||||
|
||||
import (
|
||||
"time"
|
||||
"unsafe"
|
||||
|
||||
"github.com/Edgaru089/gl01/internal/asset"
|
||||
"github.com/Edgaru089/gl01/internal/util/itype"
|
||||
"github.com/Edgaru089/gl01/internal/world"
|
||||
"github.com/go-gl/gl/all-core/gl"
|
||||
"github.com/go-gl/mathgl/mgl32"
|
||||
)
|
||||
|
||||
// WorldRenderer holds texture/shader resource and viewport
|
||||
// information for world rendering.
|
||||
type WorldRenderer struct {
|
||||
shader *Shader
|
||||
texture *Texture
|
||||
|
||||
vao, vbo uint32
|
||||
vbolen int
|
||||
vertex []world.Vertex
|
||||
|
||||
// for testing!
|
||||
initTime time.Time
|
||||
}
|
||||
|
||||
// The default WorldRenderer.
|
||||
var DefaultWorldRenderer WorldRenderer
|
||||
|
||||
// Init initializes the WorldRenderer.
|
||||
func (r *WorldRenderer) Init(w *world.World) (err error) {
|
||||
|
||||
r.shader, err = NewShader(asset.WorldShaderVert, asset.WorldShaderFrag)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
asset.InitWorldTextureAtlas()
|
||||
r.texture = NewTextureRGBA(asset.WorldTextureAtlas.Image)
|
||||
r.shader.SetUniformTexture("tex", r.texture)
|
||||
|
||||
r.shader.SetUniformMat4("model", mgl32.Ident4())
|
||||
// and view and projection uniforms not yet set
|
||||
gl.BindFragDataLocation(r.shader.Handle(), 0, gl.Str("outputColor\x00"))
|
||||
|
||||
gl.GenVertexArrays(1, &r.vao)
|
||||
gl.BindVertexArray(r.vao)
|
||||
gl.GenBuffers(1, &r.vbo)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, r.vbo)
|
||||
|
||||
gensync := make(chan []world.Vertex, len(w.Chunks))
|
||||
for _, c := range w.Chunks {
|
||||
chunk := c
|
||||
go func() {
|
||||
arr := chunk.AppendVertex([]world.Vertex{})
|
||||
gensync <- arr
|
||||
}()
|
||||
}
|
||||
for range w.Chunks {
|
||||
r.vertex = append(r.vertex, (<-gensync)...)
|
||||
}
|
||||
close(gensync)
|
||||
|
||||
gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(world.Vertex{}))*len(r.vertex), gl.Ptr(r.vertex), gl.DYNAMIC_DRAW)
|
||||
|
||||
vertAttrib := uint32(gl.GetAttribLocation(r.shader.Handle(), gl.Str("vert\x00")))
|
||||
gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, int32(unsafe.Sizeof(world.Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(world.Vertex{}.World))))
|
||||
|
||||
normalAttrib := uint32(gl.GetAttribLocation(r.shader.Handle(), gl.Str("normal\x00")))
|
||||
gl.VertexAttribPointer(normalAttrib, 3, gl.FLOAT, false, int32(unsafe.Sizeof(world.Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(world.Vertex{}.Normal))))
|
||||
|
||||
texCoordAttrib := uint32(gl.GetAttribLocation(r.shader.Handle(), gl.Str("vertTexCoord\x00")))
|
||||
gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, false, int32(unsafe.Sizeof(world.Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(world.Vertex{}.Texture))))
|
||||
|
||||
lightAttrib := uint32(gl.GetAttribLocation(r.shader.Handle(), gl.Str("light\x00")))
|
||||
gl.VertexAttribPointer(lightAttrib, 1, gl.FLOAT, false, int32(unsafe.Sizeof(world.Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(world.Vertex{}.Light))))
|
||||
|
||||
gl.EnableVertexAttribArray(vertAttrib)
|
||||
gl.EnableVertexAttribArray(normalAttrib)
|
||||
gl.EnableVertexAttribArray(texCoordAttrib)
|
||||
gl.EnableVertexAttribArray(lightAttrib)
|
||||
|
||||
w.EnableVertexArrayAttrib(vertAttrib)
|
||||
w.EnableVertexArrayAttrib(normalAttrib)
|
||||
w.EnableVertexArrayAttrib(texCoordAttrib)
|
||||
w.EnableVertexArrayAttrib(lightAttrib)
|
||||
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
gl.Enable(gl.DEPTH_TEST)
|
||||
gl.DepthFunc(gl.LESS)
|
||||
|
||||
r.initTime = time.Now()
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (r *WorldRenderer) Render(world *world.World, view *View) {
|
||||
|
||||
r.shader.UseProgram()
|
||||
r.shader.BindTextures()
|
||||
|
||||
r.shader.SetUniformMat4("view", view.view)
|
||||
r.shader.SetUniformMat4("projection", mgl32.Perspective(view.fovy, view.aspect, 0.1, 200))
|
||||
r.shader.SetUniformVec3f("sun", itype.Vec3f{-0.2, 1, 0.8}.Normalize())
|
||||
|
||||
// for testing!
|
||||
//model := mgl32.HomogRotate3D(float32(time.Since(r.initTime).Seconds()), mgl32.Vec3{0, 1, 0})
|
||||
//r.shader.SetUniformMat4("model", model)
|
||||
|
||||
//r.shader.SetUniformMat4("view", r.view)
|
||||
|
||||
gl.BindVertexArray(r.vao)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, r.vbo)
|
||||
gl.DrawArrays(gl.TRIANGLES, 0, int32(len(r.vertex)))
|
||||
|
||||
world.Render()
|
||||
//world.Chunk(0, 0).Render()
|
||||
}
|
Loading…
Reference in New Issue
Block a user