render: SSAO
This commit is contained in:
		@@ -9,6 +9,16 @@ var (
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	//go:embed shader/world/shadowmap.vert
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						//go:embed shader/world/shadowmap.vert
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	WorldShaderShadowmapVert string
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						WorldShaderShadowmapVert string
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						//go:embed shader/world/ssao.frag
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						WorldShaderSSAOFrag string
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						//go:embed shader/world/ssao.vert
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						WorldShaderSSAOVert string
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						//go:embed shader/world/ssao_blur.frag
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						WorldShaderSSAOBlurFrag string
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						//go:embed shader/world/ssao_blur.vert
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						WorldShaderSSAOBlurVert string
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	//go:embed shader/world/geometry.frag
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						//go:embed shader/world/geometry.frag
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	WorldShaderGeometryFrag string
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						WorldShaderGeometryFrag string
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	//go:embed shader/world/geometry.vert
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						//go:embed shader/world/geometry.vert
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@@ -4,7 +4,7 @@ uniform sampler2D tex;
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in vec3 fragPosWorld;
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					in vec3 fragPosWorld;
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in float fragPosLightspaceZ;
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					in float fragPosLightspaceZ;
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in float fragDepthNDC;
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					in float fragDepthView;
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in vec2 fragTexCoord;
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					in vec2 fragTexCoord;
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in vec3 fragNormal;
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					in vec3 fragNormal;
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in float fragLight;
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					in float fragLight;
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@@ -19,9 +19,9 @@ const float gamma = 2.2;
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void main() {
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					void main() {
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	outputPosition.xyz = fragPosWorld;
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						outputPosition.xyz = fragPosWorld;
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	outputPosition.w = fragPosLightspaceZ;
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						outputPosition.w = fragDepthView;
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	outputNormal.xyz = fragNormal;
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						outputNormal.xyz = fragNormal;
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	outputNormal.w = fragDepthNDC;
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						outputNormal.w = fragPosLightspaceZ;
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	outputColor = texture(tex, fragTexCoord);
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						outputColor = texture(tex, fragTexCoord);
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	outputColor = vec4(pow(outputColor.rgb, vec3(gamma)), outputColor.a);
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						outputColor = vec4(pow(outputColor.rgb, vec3(gamma)), outputColor.a);
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}
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					}
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@@ -14,7 +14,7 @@ layout (location = 3) in float light;
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out vec3 fragPosWorld;
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					out vec3 fragPosWorld;
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out float fragPosLightspaceZ;
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					out float fragPosLightspaceZ;
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out float fragDepthNDC;
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					out float fragDepthView;
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out vec2 fragTexCoord;
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					out vec2 fragTexCoord;
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out vec3 fragNormal;
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					out vec3 fragNormal;
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out float fragLight;
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					out float fragLight;
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@@ -25,14 +25,16 @@ void main() {
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	fragNormal = normalize(normal);
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						fragNormal = normalize(normal);
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	fragLight = light;
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						fragLight = light;
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    gl_Position = projection * view * model * vec4(vert, 1);
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	fragDepthNDC = gl_Position.z / gl_Position.w;
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	vec4 pos4 = model * vec4(vert, 1);
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						vec4 pos4 = model * vec4(vert, 1);
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	fragPosWorld = pos4.xyz / pos4.w;
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						fragPosWorld = pos4.xyz / pos4.w;
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	vec4 fragPosLightspace = lightspace * vec4(fragPosWorld, 1.0f);
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						vec4 fragPosLightspace = lightspace * vec4(fragPosWorld, 1.0f);
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	fragPosLightspaceZ = fragPosLightspace.z / fragPosLightspace.w *0.5f + 0.5f;
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						fragPosLightspaceZ = fragPosLightspace.z / fragPosLightspace.w *0.5f + 0.5f;
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						vec4 posView  = view * pos4;
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						fragDepthView = posView.z;
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					    gl_Position = projection * posView;
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	fragPosWorld -= viewPos;
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						fragPosWorld -= viewPos;
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}
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					}
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@@ -6,6 +6,8 @@ uniform vec3 viewPos;
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uniform vec3 sun;
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					uniform vec3 sun;
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uniform vec4 fogColor;
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					uniform vec4 fogColor;
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					uniform sampler2D ssaoAmbient; // Ambient strength from SSAO pass
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// G-Buffers
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					// G-Buffers
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uniform sampler2D gPos;
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					uniform sampler2D gPos;
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uniform sampler2D gNorm;
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					uniform sampler2D gNorm;
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@@ -40,12 +42,12 @@ void loadGBuffer() {
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	fragNormal = fragGNormal.xyz;
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						fragNormal = fragGNormal.xyz;
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	if (fragNormal == vec3(0.0f, 0.0f, 0.0f))
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						if (fragNormal == vec3(0.0f, 0.0f, 0.0f))
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		discard;
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							discard;
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						fragPosLightspaceZ = fragGNormal.w;
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	gl_FragDepth = fragGNormal.w * 0.5 + 0.5;
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	vec4 fragGPos = texture(gPos, fragPosScreen);
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						vec4 fragGPos = texture(gPos, fragPosScreen);
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	fragPos = vec4(fragGPos.xyz + viewPos, 1.0f);
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						fragPos = vec4(fragGPos.xyz + viewPos, 1.0f);
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	fragPosLightspaceZ = fragGPos.w;
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	fragColor = texture(gColor, fragPosScreen);
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						fragColor = texture(gColor, fragPosScreen);
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	fragPosLightspace = lightspace * fragPos;
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						fragPosLightspace = lightspace * fragPos;
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@@ -56,7 +58,7 @@ void main() {
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	loadGBuffer();
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						loadGBuffer();
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	light = ambient;
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						light = ambient * texture(ssaoAmbient, fragPosScreen).r;
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	lightSun();
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						lightSun();
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										78
									
								
								internal/asset/shader/world/ssao.frag
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										78
									
								
								internal/asset/shader/world/ssao.frag
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,78 @@
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					#version 330
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					#define SSAO_SAMPLE_COUNT 32
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					const float radius = 0.5, bias = 0;
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					uniform vec3 viewPos;
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					uniform mat4 view, projection;
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					uniform float time; // current time in seconds, for extra noise
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					uniform sampler2D rand;
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					uniform vec2      randSize; // in pixels
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					// SSAO samples (normalized, in tangent space)
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					layout (std140) uniform uboSamples {
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						vec3 samples[SSAO_SAMPLE_COUNT];
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					};
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					// G-Buffers
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					uniform sampler2D gPos;
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					uniform sampler2D gNorm;
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					// Fragment information from G-Buffers
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					vec3 fragPos; // World position
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					vec3 fragNormal; // World normal
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					float fragDepthView;
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					in vec2 fragPosScreen;
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					layout (location = 0) out float output;
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					// A random number generator from the web.
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					// https://stackoverflow.com/questions/12964279/whats-the-origin-of-this-glsl-rand-one-liner
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					float whatever(vec2 co){
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					  return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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					}
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					void loadGBuffer() {
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						vec4 fragGNormal = texture(gNorm, fragPosScreen);
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						fragNormal = fragGNormal.xyz;
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						if (fragNormal == vec3(0.0f, 0.0f, 0.0f))
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							discard;
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						vec4 fragGPos = texture(gPos, fragPosScreen);
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						fragPos = fragGPos.xyz + viewPos;
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						fragDepthView = fragGPos.w;
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						gl_FragDepth = fragGPos.w * 0.5 + 0.5;
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					}
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					void main() {
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						loadGBuffer();
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						vec4 randval = texture(rand, gl_FragCoord.xy / randSize);
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						vec3 tangent   = normalize(randval.xyz - fragNormal*dot(randval.xyz, fragNormal));
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						vec3 bitangent = cross(fragNormal, tangent);
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						mat3 TBN       = mat3(tangent, bitangent, fragNormal);
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						float occlusion = 0;
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						for (int i = 0; i < SSAO_SAMPLE_COUNT; i++) {
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							vec3 samplePos = TBN * samples[i];
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							samplePos = fragPos + samplePos * radius;
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							vec4 viewpos = view * vec4(samplePos, 1.0);
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							vec4 ndcpos = projection * viewpos;
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							ndcpos.xyz /= ndcpos.w;
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							float sampleDepth = texture(gPos, ndcpos.xy*0.5 + 0.5).w;
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							float rangeCheck = smoothstep(0.0, 1.0, radius / abs(fragDepthView - sampleDepth));
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							occlusion       += (sampleDepth >= viewpos.z/viewpos.w + bias ? 1.0 : 0.0) * rangeCheck; 
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						}
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						output = 1.0 - (occlusion / SSAO_SAMPLE_COUNT);
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					}
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										12
									
								
								internal/asset/shader/world/ssao.vert
									
									
									
									
									
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										12
									
								
								internal/asset/shader/world/ssao.vert
									
									
									
									
									
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							@@ -0,0 +1,12 @@
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					#version 330
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					layout (location = 0) in vec2 vert;
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					layout (location = 1) in vec2 texCoord;
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					out vec2 fragPosScreen;
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					void main() {
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					    gl_Position = vec4(vert, 0.0f, 1);
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						fragPosScreen = texCoord;
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					}
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										20
									
								
								internal/asset/shader/world/ssao_blur.frag
									
									
									
									
									
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										20
									
								
								internal/asset/shader/world/ssao_blur.frag
									
									
									
									
									
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							@@ -0,0 +1,20 @@
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					#version 330
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					uniform sampler2D input;
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					uniform vec2 screenSize;
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					in vec2 fragPosScreen;
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					layout (location = 0) out float output;
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					void main() {
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						output = 0;
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						for (int i = -3; i <= 3; i++)
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							for (int j = -3; j <= 3; j++)
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								output += texture(input, fragPosScreen + vec2(i, j) / screenSize).r;
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						output /= 49.0;
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					}
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										12
									
								
								internal/asset/shader/world/ssao_blur.vert
									
									
									
									
									
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										12
									
								
								internal/asset/shader/world/ssao_blur.vert
									
									
									
									
									
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							@@ -0,0 +1,12 @@
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					#version 330
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					layout (location = 0) in vec2 vert;
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					layout (location = 1) in vec2 texCoord;
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					out vec2 fragPosScreen;
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					void main() {
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					    gl_Position = vec4(vert, 0.0f, 1);
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						fragPosScreen = texCoord;
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					}
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@@ -1,8 +1,14 @@
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package render
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					package render
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import (
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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/asset"
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	"edgaru089.ml/go/gl01/internal/io"
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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/util/itype"
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	"edgaru089.ml/go/gl01/internal/world"
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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/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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						"github.com/inkyblackness/imgui-go/v4"
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)
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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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					var (
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	ShadowmapSize = itype.Vec2i{6144, 6144} // Size of the shadow mapping
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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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					)
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// WorldRenderer holds texture/shader resource and viewport
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					// WorldRenderer holds texture/shader resource and viewport
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// information for world rendering.
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					// information for world rendering.
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type WorldRenderer struct {
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					type WorldRenderer struct {
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	lastDisplaySize itype.Vec2i
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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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						// Depth mapping pass
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	depthmap struct {
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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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						gbuffer struct {
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		fbo uint32 // The Framebuffer object.
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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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							pos, norm, color uint32
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		depth            uint32
 | 
							depth            uint32  // Depth renderbuffer.
 | 
				
			||||||
		shader           *Shader // Geometry pass shaders.
 | 
							shader           *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     *Shader // SSAO pass shader
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							// SSAO blur pass
 | 
				
			||||||
 | 
							blur struct {
 | 
				
			||||||
 | 
								fbo    uint32
 | 
				
			||||||
 | 
								output uint32
 | 
				
			||||||
 | 
								shader *Shader
 | 
				
			||||||
 | 
							}
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	// Deferred lighting pass
 | 
						// Deferred lighting pass
 | 
				
			||||||
	lighting struct {
 | 
						lighting struct {
 | 
				
			||||||
		shader *Shader // Deferred lighting pass shaders
 | 
							shader *Shader // Deferred lighting pass shaders
 | 
				
			||||||
@@ -47,7 +76,7 @@ type WorldRenderer struct {
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
	// Output pass
 | 
						// Output pass
 | 
				
			||||||
	output struct {
 | 
						output struct {
 | 
				
			||||||
		fbo uint32 // Output framebuffer object.
 | 
							fbo uint32 // Output framebuffer object, rendering to the output texture.
 | 
				
			||||||
		tex uint32 // Output texture, rendered to the back buffer at the end.
 | 
							tex uint32 // Output texture, rendered to the back buffer at the end.
 | 
				
			||||||
		//depth uint32  // Output depth renderbuffer, use gbuffer.depth
 | 
							//depth uint32  // Output depth renderbuffer, use gbuffer.depth
 | 
				
			||||||
		shader *Shader // Shader used to copy output.tex to back buffer.
 | 
							shader *Shader // Shader used to copy output.tex to back buffer.
 | 
				
			||||||
@@ -64,23 +93,31 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
	r.depthmap.shader, err = NewShader(asset.WorldShaderShadowmapVert, asset.WorldShaderShadowmapFrag)
 | 
						r.depthmap.shader, err = NewShader(asset.WorldShaderShadowmapVert, asset.WorldShaderShadowmapFrag)
 | 
				
			||||||
	if err != nil {
 | 
						if err != nil {
 | 
				
			||||||
		return err
 | 
							return errors.New("depthmap: " + err.Error())
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
	r.gbuffer.shader, err = NewShader(asset.WorldShaderGeometryVert, asset.WorldShaderGeometryFrag)
 | 
						r.gbuffer.shader, err = NewShader(asset.WorldShaderGeometryVert, asset.WorldShaderGeometryFrag)
 | 
				
			||||||
	if err != nil {
 | 
						if err != nil {
 | 
				
			||||||
		return err
 | 
							return errors.New("gbuffer: " + err.Error())
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
						r.ssao.shader, err = NewShader(asset.WorldShaderSSAOVert, asset.WorldShaderSSAOFrag)
 | 
				
			||||||
 | 
						if err != nil {
 | 
				
			||||||
 | 
							return errors.New("ssao: " + err.Error())
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
						r.ssao.blur.shader, err = NewShader(asset.WorldShaderSSAOBlurVert, asset.WorldShaderSSAOBlurFrag)
 | 
				
			||||||
 | 
						if err != nil {
 | 
				
			||||||
 | 
							return errors.New("ssao_blur: " + err.Error())
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
	r.lighting.shader, err = NewShader(asset.WorldShaderLightingVert, asset.WorldShaderLightingFrag)
 | 
						r.lighting.shader, err = NewShader(asset.WorldShaderLightingVert, asset.WorldShaderLightingFrag)
 | 
				
			||||||
	if err != nil {
 | 
						if err != nil {
 | 
				
			||||||
		return err
 | 
							return errors.New("lighting: " + err.Error())
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
	r.water.shader, err = NewShader(asset.WorldShaderWaterVert, asset.WorldShaderWaterFrag)
 | 
						r.water.shader, err = NewShader(asset.WorldShaderWaterVert, asset.WorldShaderWaterFrag)
 | 
				
			||||||
	if err != nil {
 | 
						if err != nil {
 | 
				
			||||||
		return err
 | 
							return errors.New("water: " + err.Error())
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
	r.output.shader, err = NewShader(asset.WorldShaderOutputVert, asset.WorldShaderOutputFrag)
 | 
						r.output.shader, err = NewShader(asset.WorldShaderOutputVert, asset.WorldShaderOutputFrag)
 | 
				
			||||||
	if err != nil {
 | 
						if err != nil {
 | 
				
			||||||
		return err
 | 
							return errors.New("output: " + err.Error())
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	asset.InitWorldTextureAtlas()
 | 
						asset.InitWorldTextureAtlas()
 | 
				
			||||||
@@ -97,6 +134,23 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
 | 
				
			|||||||
	gl.BindFragDataLocation(r.water.shader.Handle(), 0, gl.Str("outputColor\x00"))
 | 
						gl.BindFragDataLocation(r.water.shader.Handle(), 0, gl.Str("outputColor\x00"))
 | 
				
			||||||
	gl.BindFragDataLocation(r.output.shader.Handle(), 0, gl.Str("outputColor\x00"))
 | 
						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
 | 
						// generate the depthmap and depthmap FBO
 | 
				
			||||||
	gl.GenFramebuffers(1, &r.depthmap.fbo)
 | 
						gl.GenFramebuffers(1, &r.depthmap.fbo)
 | 
				
			||||||
	gl.GenTextures(1, &r.depthmap.tex)
 | 
						gl.GenTextures(1, &r.depthmap.tex)
 | 
				
			||||||
@@ -126,6 +180,10 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
 | 
				
			|||||||
	gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil)
 | 
						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_MIN_FILTER, gl.NEAREST)
 | 
				
			||||||
	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_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)
 | 
						gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.gbuffer.pos, 0)
 | 
				
			||||||
	// normal
 | 
						// normal
 | 
				
			||||||
	gl.GenTextures(1, &r.gbuffer.norm)
 | 
						gl.GenTextures(1, &r.gbuffer.norm)
 | 
				
			||||||
@@ -153,6 +211,48 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
 | 
				
			|||||||
	r.lighting.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
 | 
						r.lighting.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
 | 
				
			||||||
	r.lighting.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
 | 
						r.lighting.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
 | 
				
			||||||
	r.lighting.shader.SetUniformTextureHandle("gColor", r.gbuffer.color)
 | 
						r.lighting.shader.SetUniformTextureHandle("gColor", r.gbuffer.color)
 | 
				
			||||||
 | 
						r.ssao.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
 | 
				
			||||||
 | 
						r.ssao.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						// 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("input", 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
 | 
						// generate the output texture and friends
 | 
				
			||||||
	gl.GenFramebuffers(1, &r.output.fbo)
 | 
						gl.GenFramebuffers(1, &r.output.fbo)
 | 
				
			||||||
@@ -171,6 +271,7 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
	gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
 | 
						gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
 | 
				
			||||||
	r.lastDisplaySize = io.DisplaySize
 | 
						r.lastDisplaySize = io.DisplaySize
 | 
				
			||||||
 | 
						r.startTime = time.Now()
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	initScreenQuad()
 | 
						initScreenQuad()
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -191,15 +292,19 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
	// re-generate the G-buffers if the display size changed
 | 
						// re-generate the G-buffers if the display size changed
 | 
				
			||||||
	if r.lastDisplaySize != io.DisplaySize {
 | 
						if r.lastDisplaySize != io.DisplaySize {
 | 
				
			||||||
		gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.pos)
 | 
							gl.BindTexture(gl.TEXTURE_2D, r.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, r.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.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, r.gbuffer.norm)
 | 
							gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.color) // G-Buffer, Albedo Color
 | 
				
			||||||
		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, 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.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
 | 
				
			||||||
		gl.BindRenderbuffer(gl.RENDERBUFFER, r.gbuffer.depth)
 | 
							gl.BindRenderbuffer(gl.RENDERBUFFER, r.gbuffer.depth) // G-Buffer, Depth (Renderbuffer)
 | 
				
			||||||
		gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
 | 
							gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
 | 
				
			||||||
		gl.BindTexture(gl.TEXTURE_2D, r.output.tex)
 | 
							gl.BindTexture(gl.TEXTURE_2D, r.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, r.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, r.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)
 | 
							gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, nil)
 | 
				
			||||||
		r.lastDisplaySize = io.DisplaySize
 | 
							r.lastDisplaySize = io.DisplaySize
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
@@ -250,7 +355,29 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
	world.Render()
 | 
						world.Render()
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	// 3. Render the actual output with deferred lighting
 | 
						// 3/1. SSAO pass
 | 
				
			||||||
 | 
						gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.fbo)
 | 
				
			||||||
 | 
						gl.ClearColor(1, 1, 1, 1)
 | 
				
			||||||
 | 
						gl.Clear(gl.COLOR_BUFFER_BIT)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						r.ssao.shader.UseProgram()
 | 
				
			||||||
 | 
						r.ssao.shader.BindTextures()
 | 
				
			||||||
 | 
						r.ssao.shader.SetUniformMat4("view", view.View())
 | 
				
			||||||
 | 
						r.ssao.shader.SetUniformMat4("projection", view.Perspective())
 | 
				
			||||||
 | 
						r.ssao.shader.SetUniformVec3f("viewPos", view.EyePos)
 | 
				
			||||||
 | 
						r.ssao.shader.SetUniformFloat("time", float32(time.Since(r.startTime).Seconds()))
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						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())
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						DrawScreenQuad()
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						// 4. Render the actual output with deferred lighting
 | 
				
			||||||
	gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo)
 | 
						gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo)
 | 
				
			||||||
	gl.ClearColor(io.ClearColor[0], io.ClearColor[1], io.ClearColor[2], io.ClearColor[3])
 | 
						gl.ClearColor(io.ClearColor[0], io.ClearColor[1], io.ClearColor[2], io.ClearColor[3])
 | 
				
			||||||
	gl.Clear(gl.COLOR_BUFFER_BIT)
 | 
						gl.Clear(gl.COLOR_BUFFER_BIT)
 | 
				
			||||||
@@ -264,7 +391,7 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
	DrawScreenQuad()
 | 
						DrawScreenQuad()
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	// 4. Render water
 | 
						// 5. Render water
 | 
				
			||||||
	gl.Enable(gl.DEPTH_TEST)
 | 
						gl.Enable(gl.DEPTH_TEST)
 | 
				
			||||||
	gl.DepthFunc(gl.LESS)
 | 
						gl.DepthFunc(gl.LESS)
 | 
				
			||||||
	gl.Enable(gl.CULL_FACE)
 | 
						gl.Enable(gl.CULL_FACE)
 | 
				
			||||||
 
 | 
				
			|||||||
		Reference in New Issue
	
	Block a user