render: SSAO
This commit is contained in:
@ -1,8 +1,14 @@
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package render
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import (
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"errors"
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"math/rand"
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"time"
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"unsafe"
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"edgaru089.ml/go/gl01/internal/asset"
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"edgaru089.ml/go/gl01/internal/io"
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"edgaru089.ml/go/gl01/internal/util"
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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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@ -10,14 +16,22 @@ import (
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"github.com/inkyblackness/imgui-go/v4"
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)
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const (
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SSAOSampleCount = 32 // Number of samples in the SSAO pass. Must stay the same with ssao.frag
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)
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var (
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ShadowmapSize = itype.Vec2i{6144, 6144} // Size of the shadow mapping
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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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lastDisplaySize itype.Vec2i
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startTime time.Time
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texRand uint32 // random texture mapping, RGBA8 (0~1)
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// Depth mapping pass
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depthmap struct {
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@ -29,12 +43,27 @@ type WorldRenderer struct {
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gbuffer struct {
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fbo uint32 // The Framebuffer object.
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// Textures. Position/Lightspace Depth; Normal/Depth; Diffuse Color/Specular Intensity.
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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
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depth uint32 // Depth renderbuffer.
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shader *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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// 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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}
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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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@ -47,7 +76,7 @@ type WorldRenderer struct {
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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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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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@ -64,23 +93,31 @@ 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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if err != nil {
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return err
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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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if err != nil {
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return err
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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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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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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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if err != nil {
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return err
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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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if err != nil {
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return err
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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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if err != nil {
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return err
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return errors.New("output: " + err.Error())
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}
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asset.InitWorldTextureAtlas()
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@ -97,6 +134,23 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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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 random mapping
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{
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data := make([]uint32, RandomSize[0]*RandomSize[1])
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for i := range data {
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data[i] = rand.Uint32()
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}
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gl.GenTextures(1, &r.texRand)
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gl.BindTexture(gl.TEXTURE_2D, r.texRand)
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(RandomSize[0]), int32(RandomSize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, util.Ptr(data))
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
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}
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r.ssao.shader.SetUniformTextureHandle("rand", r.texRand)
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r.ssao.shader.SetUniformVec2f("randSize", RandomSize.ToFloat32())
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// generate the depthmap and depthmap FBO
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gl.GenFramebuffers(1, &r.depthmap.fbo)
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gl.GenTextures(1, &r.depthmap.tex)
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@ -126,6 +180,10 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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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.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
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borderColor = []float32{1, 1, 1, 1}
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gl.TexParameterfv(gl.TEXTURE_2D, gl.TEXTURE_BORDER_COLOR, &borderColor[0])
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.gbuffer.pos, 0)
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// normal
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gl.GenTextures(1, &r.gbuffer.norm)
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@ -153,6 +211,48 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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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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r.ssao.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
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r.ssao.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
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// generate SSAO friends
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gl.GenFramebuffers(1, &r.ssao.fbo)
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.fbo)
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// ambient strength texture
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gl.GenTextures(1, &r.ssao.ambient)
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gl.BindTexture(gl.TEXTURE_2D, r.ssao.ambient)
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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.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.ssao.ambient, 0)
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r.ssao.blur.shader.SetUniformTextureHandle("input", r.ssao.ambient)
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// uniform buffer object for samples
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ssaoSamples := make([]itype.Vec4f, SSAOSampleCount)
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for i := range ssaoSamples {
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sample := itype.Vec3d{rand.Float64()*2 - 1, rand.Float64()*2 - 1, rand.Float64() + 0.05}
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sample = sample.Normalize().Multiply(rand.Float64()).Multiply(rand.Float64())
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ssaoSamples[i] = itype.Vec4f{
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float32(sample[0]),
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float32(sample[1]),
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float32(sample[2]),
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0,
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}
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}
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gl.GenBuffers(1, &r.ssao.uboSamples)
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gl.BindBuffer(gl.UNIFORM_BUFFER, r.ssao.uboSamples)
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gl.BufferData(gl.UNIFORM_BUFFER, int(unsafe.Sizeof(float32(0))*4*SSAOSampleCount), util.Ptr(ssaoSamples), gl.STATIC_DRAW)
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// bind UBO (onto binding 0 for now)
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gl.BindBufferBase(gl.UNIFORM_BUFFER, 0, r.ssao.uboSamples)
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gl.UniformBlockBinding(r.ssao.shader.Handle(), gl.GetUniformBlockIndex(r.ssao.shader.Handle(), gl.Str("uboSamples\x00")), 0)
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// SSAO blur pass
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gl.GenFramebuffers(1, &r.ssao.blur.fbo)
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.blur.fbo)
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gl.GenTextures(1, &r.ssao.blur.output)
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gl.BindTexture(gl.TEXTURE_2D, r.ssao.blur.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.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.ssao.blur.output, 0)
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r.lighting.shader.SetUniformTextureHandle("ssaoAmbient", r.ssao.blur.output)
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// generate the output texture and friends
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gl.GenFramebuffers(1, &r.output.fbo)
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@ -171,6 +271,7 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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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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@ -191,15 +292,19 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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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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gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.pos)
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gl.BindTexture(gl.TEXTURE_2D, r.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.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.norm)
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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)
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gl.BindTexture(gl.TEXTURE_2D, r.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)
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gl.BindRenderbuffer(gl.RENDERBUFFER, r.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.output.tex)
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gl.BindTexture(gl.TEXTURE_2D, r.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.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.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 = io.DisplaySize
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}
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@ -250,7 +355,29 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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world.Render()
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// 3. Render the actual output with deferred lighting
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// 3/1. SSAO pass
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.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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r.ssao.shader.SetUniformFloat("time", float32(time.Since(r.startTime).Seconds()))
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DrawScreenQuad()
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// 3/2. SSAO blur pass (TODO)
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.blur.fbo)
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r.ssao.blur.shader.UseProgram()
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r.ssao.blur.shader.BindTextures()
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r.ssao.blur.shader.SetUniformVec2f("screenSize", r.lastDisplaySize.ToFloat32())
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DrawScreenQuad()
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// 4. Render the actual output with deferred lighting
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo)
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gl.ClearColor(io.ClearColor[0], io.ClearColor[1], io.ClearColor[2], io.ClearColor[3])
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gl.Clear(gl.COLOR_BUFFER_BIT)
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@ -264,7 +391,7 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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DrawScreenQuad()
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// 4. Render water
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// 5. Render water
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gl.Enable(gl.DEPTH_TEST)
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gl.DepthFunc(gl.LESS)
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gl.Enable(gl.CULL_FACE)
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