render: deferred shading
This commit is contained in:
@ -1,8 +1,6 @@
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package render
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import (
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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/itype"
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@ -13,17 +11,30 @@ import (
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)
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var (
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ShadowmapSize = itype.Vec2i{3072, 3072} // Size of the shadow mapping
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ShadowmapSize = itype.Vec2i{6144, 6144} // Size of the shadow 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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shader *Shader
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texture *Texture
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lastDisplaySize itype.Vec2i
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depthmapFBO, depthmap uint32
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depthmapShader *Shader
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depthmap struct {
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fbo, tex uint32 // Framebuffer Object and Texture.
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shader *Shader // Shader.
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}
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gbuffer struct {
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fbo uint32 // The Framebuffer object.
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// Textures. Position/Lightspace Depth; Normal/Specular Intensity; Diffuse Color.
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pos, norm, color uint32
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depth uint32
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shader *Shader // Geometry pass shaders.
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}
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shader *Shader // Deffered lighting pass shaders
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texture *Texture // World texture atlas
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}
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// The default WorldRenderer.
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@ -36,8 +47,11 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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if err != nil {
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return err
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}
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r.depthmapShader, err = NewShader(asset.WorldShaderShadowmapVert, asset.WorldShaderShadowmapFrag)
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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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}
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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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}
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@ -45,27 +59,17 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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asset.InitWorldTextureAtlas()
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r.texture = NewTextureRGBA(asset.WorldTextureAtlas.Image)
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r.texture.GenerateMipMap()
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r.shader.SetUniformTexture("tex", r.texture)
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r.gbuffer.shader.SetUniformTexture("tex", r.texture)
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r.shader.SetUniformMat4("model", mgl32.Ident4())
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r.depthmapShader.SetUniformMat4("model", mgl32.Ident4())
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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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// and view and projection uniforms not yet set
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gl.BindFragDataLocation(r.shader.Handle(), 0, gl.Str("outputColor\x00"))
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// Set the pointers for attributions
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vertAttrib := r.shader.GetAttribLocation("vert")
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gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, int32(unsafe.Sizeof(world.Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(world.Vertex{}.World))))
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normalAttrib := r.shader.GetAttribLocation("normal")
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gl.VertexAttribPointer(normalAttrib, 3, gl.FLOAT, false, int32(unsafe.Sizeof(world.Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(world.Vertex{}.Normal))))
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texCoordAttrib := r.shader.GetAttribLocation("vertTexCoord")
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gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, false, int32(unsafe.Sizeof(world.Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(world.Vertex{}.Texture))))
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lightAttrib := r.shader.GetAttribLocation("light")
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gl.VertexAttribPointer(lightAttrib, 1, gl.FLOAT, false, int32(unsafe.Sizeof(world.Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(world.Vertex{}.Light))))
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// generate the depthmap and depthmap FBO
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gl.GenFramebuffers(1, &r.depthmapFBO)
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gl.GenTextures(1, &r.depthmap)
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gl.BindTexture(gl.TEXTURE_2D, r.depthmap)
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gl.GenFramebuffers(1, &r.depthmap.fbo)
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gl.GenTextures(1, &r.depthmap.tex)
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gl.BindTexture(gl.TEXTURE_2D, r.depthmap.tex)
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, int32(ShadowmapSize[0]), int32(ShadowmapSize[1]), 0, gl.DEPTH_COMPONENT, 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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@ -74,56 +78,129 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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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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// attach depth texture as FBO's depth buffer
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.depthmapFBO)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, r.depthmap, 0)
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.depthmap.fbo)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, r.depthmap.tex, 0)
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gl.DrawBuffer(gl.NONE)
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gl.ReadBuffer(gl.NONE)
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// attach the shadowmap to the shader
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r.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex)
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// generate G-buffer and friends
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gl.GenFramebuffers(1, &r.gbuffer.fbo)
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.gbuffer.fbo)
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// position
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gl.GenTextures(1, &r.gbuffer.pos)
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gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.pos)
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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.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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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.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_ATTACHMENT1, gl.TEXTURE_2D, r.gbuffer.norm, 0)
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// diffuse color
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gl.GenTextures(1, &r.gbuffer.color)
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gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.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.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_ATTACHMENT2, gl.TEXTURE_2D, r.gbuffer.color, 0)
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// depth
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gl.GenRenderbuffers(1, &r.gbuffer.depth)
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gl.BindRenderbuffer(gl.RENDERBUFFER, r.gbuffer.depth)
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gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
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gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, r.gbuffer.depth)
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// tell OpenGL which color attachments we'll use (of this framebuffer)
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attachments := [...]uint32{gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2}
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gl.DrawBuffers(int32(len(attachments)), &attachments[0])
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// attach the textures
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r.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
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r.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
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r.shader.SetUniformTextureHandle("gColor", r.gbuffer.color)
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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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r.lastDisplaySize = io.DisplaySize
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r.shader.SetUniformTextureHandle("shadowmap", r.depthmap)
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gl.Enable(gl.CULL_FACE)
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gl.Enable(gl.DEPTH_TEST)
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gl.DepthFunc(gl.LESS)
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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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}
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var sun = [3]float32{0.2, 0.4, 0.3}
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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.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.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.norm)
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gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
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r.lastDisplaySize = io.DisplaySize
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}
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imgui.SliderFloat3("Sun", &sun, -1, 1)
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normalSun := itype.Vec3f(sun).Normalize()
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gl.Enable(gl.CULL_FACE)
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gl.Enable(gl.DEPTH_TEST)
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gl.DepthFunc(gl.LESS)
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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.depthmapFBO)
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.depthmap.fbo)
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gl.Clear(gl.DEPTH_BUFFER_BIT)
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lightPos := view.EyePos.Add(normalSun.Multiply(20))
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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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lightProjection := mgl32.Ortho(-50, 50, -50, 50, 1, 50)
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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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r.depthmapShader.UseProgram()
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r.depthmapShader.SetUniformMat4("lightspace", lightspace)
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r.depthmap.shader.UseProgram()
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r.depthmap.shader.SetUniformMat4("lightspace", lightspace)
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world.Render()
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// 2. Geometry pass, render to G-buffer
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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.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.SetUniformVec3f("viewPos", view.EyePos)
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world.Render()
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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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// 2. Render the scene
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gl.Viewport(0, 0, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
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// 3. Render the actual output with deferred lighting
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gl.Clear(gl.DEPTH_BUFFER_BIT)
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r.shader.UseProgram()
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r.shader.BindTextures()
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r.shader.SetUniformMat4("lightspace", lightspace)
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r.shader.SetUniformMat4("view", view.View())
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r.shader.SetUniformMat4("projection", view.Perspective())
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r.shader.SetUniformVec3f("viewPos", view.EyePos)
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r.shader.SetUniformVec4f("fogColor", itype.Vec4f{0.6, 0.8, 1.0, 1.0})
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r.shader.SetUniformVec3f("sun", normalSun)
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world.Render()
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r.drawScreenQuad()
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}
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46
internal/render/render_world_helper.go
Normal file
46
internal/render/render_world_helper.go
Normal file
@ -0,0 +1,46 @@
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package render
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import (
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"unsafe"
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"github.com/go-gl/gl/all-core/gl"
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)
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var (
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screenQuadVerts = []float32{
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-1, -1,
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1, -1,
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1, 1,
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-1, -1,
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1, 1,
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-1, 1,
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}
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screenQuadVAO uint32
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screenQuadVBO uint32
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)
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func initScreenQuad() {
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gl.GenBuffers(1, &screenQuadVBO)
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gl.BindBuffer(gl.ARRAY_BUFFER, screenQuadVBO)
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gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(float32(0)))*len(screenQuadVerts), gl.Ptr(screenQuadVerts), gl.STATIC_DRAW)
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gl.GenVertexArrays(1, &screenQuadVAO)
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gl.BindVertexArray(screenQuadVAO)
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gl.VertexAttribPointer(0, 2, gl.FLOAT, false, int32(2*unsafe.Sizeof(float32(0))), gl.PtrOffset(0))
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gl.EnableVertexAttribArray(0)
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}
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// drawScreenQuad draws a Quad covering the entire screen.
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//
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// Attribute: vert: [ -1.0 --> 1.0]
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func (r *WorldRenderer) drawScreenQuad() {
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if screenQuadVAO == 0 {
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initScreenQuad()
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}
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gl.Disable(gl.DEPTH_TEST)
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gl.Disable(gl.CULL_FACE)
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gl.BindVertexArray(screenQuadVAO)
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gl.DrawArrays(gl.TRIANGLES, 0, 6)
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}
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