render: deferred shading
This commit is contained in:
parent
dfe0ff8b63
commit
d8d7fe8233
@ -64,6 +64,7 @@ func main() {
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winClock = time.Now()
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game.Update(win, deltaTime)
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gl.ClearColor(0.6, 0.8, 1.0, 1)
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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game.Render(win)
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@ -14,6 +14,12 @@ var WorldShaderShadowmapFrag string
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//go:embed shader/world.shadowmap.vert
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var WorldShaderShadowmapVert string
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//go:embed shader/world.geometry.frag
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var WorldShaderGeometryFrag string
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//go:embed shader/world.geometry.vert
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var WorldShaderGeometryVert string
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//go:embed shader/framewire.frag
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var FramewireShaderFrag string
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@ -1,16 +1,23 @@
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#version 330
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uniform sampler2D tex;
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uniform sampler2D shadowmap;
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uniform mat4 lightspace;
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uniform vec3 viewPos;
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uniform vec3 sun;
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uniform vec4 fogColor;
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// G-Buffers
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uniform sampler2D gPos;
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uniform sampler2D gNorm;
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uniform sampler2D gColor;
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// Fragment information from G-Buffers
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vec4 fragPos;
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vec4 fragPosLightspace;
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float fragPosLightspaceZ;
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vec3 fragNormal;
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vec4 fragColor;
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in vec4 fragPos;
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in vec4 fragPosLightspace;
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in vec2 fragTexCoord;
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in vec3 fragNormal;
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in vec2 fragPosScreen;
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out vec4 outputColor;
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@ -28,19 +35,30 @@ float lightSunShadow();
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void lightPoint(int i);
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void loadGBuffer() {
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fragNormal = texture(gNorm, fragPosScreen).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 = 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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fragPosLightspace = lightspace * fragPos;
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}
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void main() {
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texpixel = texture(tex, fragTexCoord);
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if (texpixel.a < 1e-3)
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discard;
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texpixel.rgb = pow(texpixel.rgb, vec3(gamma));
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loadGBuffer();
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light = ambient;
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lightSun();
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color += vec4(texpixel.rgb * light, 0.0f);
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color.a = texpixel.a;
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color += vec4(fragColor.rgb * light, 0.0f);
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color.a = fragColor.a;
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color.rgb = pow(color.rgb, vec3(1.0/gamma));
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float z = gl_FragCoord.z / gl_FragCoord.w;
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@ -66,22 +84,23 @@ void lightSun() {
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float lightSunShadow() {
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/* Shadow */
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float bias = max(0.005 * (1.0 - dot(fragNormal, sun)), 0.0005);
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float bias = max(0.0013 * (1.0 - dot(fragNormal, sun)), 0.0001);
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vec3 projCoords = fragPosLightspace.xyz / fragPosLightspace.w;
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projCoords = projCoords*0.5 + 0.5;
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//float closestDepth = texture(shadowmap, projCoords.xy).r;
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float currentDepth = projCoords.z;
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float closestDepth = texture(shadowmap, projCoords.xy).r;
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//float currentDepth = projCoords.z;
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float currentDepth = fragPosLightspaceZ;
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float shadow = 0;
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if (currentDepth > 1.0f || currentDepth < 0.0f)
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return 1.0f;
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vec2 texelSize = 1.0 / textureSize(shadowmap, 0);
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for (int x=-1; x<=1; ++x)
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for (int y=-1; y<=1; ++y) {
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//vec2 texelSize = clamp((currentDepth+bias-closestDepth)*100.0f, 0.05f, 1.5f) / textureSize(shadowmap, 0);
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vec2 texelSize = 0.4 / textureSize(shadowmap, 0);
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for (int x=-4; x<=4; ++x)
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for (int y=-4; y<=4; ++y) {
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float pcfDepth = texture(shadowmap, projCoords.xy + vec2(x,y)*texelSize).r;
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shadow += currentDepth-bias < pcfDepth ? 1.0f : 0.0f;
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}
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shadow /= 9.0f;
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return shadow;
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return min(shadow/81.0f, 1.0f);
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}
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26
internal/asset/shader/world.geometry.frag
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26
internal/asset/shader/world.geometry.frag
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@ -0,0 +1,26 @@
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#version 330
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uniform sampler2D tex;
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in vec3 fragPosWorld;
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in float fragPosLightspaceZ;
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in vec2 fragTexCoord;
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in vec3 fragNormal;
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in float fragLight;
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layout (location = 0) out vec4 outputPosition;
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layout (location = 1) out vec4 outputNormal;
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layout (location = 2) out vec4 outputColor;
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const float gamma = 2.2;
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void main() {
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outputPosition.xyz = fragPosWorld;
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outputPosition.w = fragPosLightspaceZ;
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outputNormal.xyz = fragNormal;
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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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}
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36
internal/asset/shader/world.geometry.vert
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36
internal/asset/shader/world.geometry.vert
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@ -0,0 +1,36 @@
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#version 330
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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uniform mat4 lightspace;
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uniform vec3 viewPos;
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layout (location = 0) in vec3 vert;
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layout (location = 1) in vec3 normal;
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layout (location = 2) in vec2 vertTexCoord;
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layout (location = 3) in float light;
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out vec3 fragPosWorld;
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out float fragPosLightspaceZ;
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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out float fragLight;
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void main() {
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fragTexCoord = vertTexCoord;
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fragNormal = normalize(normal);
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fragLight = light;
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gl_Position = projection * view * 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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vec4 fragPosLightspace = lightspace * vec4(fragPosWorld, 1.0f);
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fragPosLightspaceZ = fragPosLightspace.z / fragPosLightspace.w *0.5f + 0.5f;
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fragPosWorld -= viewPos;
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}
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@ -1,28 +1,12 @@
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#version 330
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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uniform mat4 lightspace;
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layout (location = 0) in vec2 vert;
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layout (location = 1) in vec2 texCoord;
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layout (location = 0) in vec3 vert;
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layout (location = 1) in vec3 normal;
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layout (location = 2) in vec2 vertTexCoord;
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layout (location = 3) in float light;
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out vec4 fragPos;
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out vec4 fragPosLightspace;
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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out vec2 fragPosScreen;
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void main() {
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fragTexCoord = vertTexCoord;
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fragNormal = normalize(normal);
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gl_Position = projection * view * model * vec4(vert, 1);
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fragPos = model * vec4(vert, 1);
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fragPosLightspace = lightspace * fragPos;
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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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@ -72,8 +72,8 @@ func (g *Game) Init(win *glfw.Window) {
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var seed int64 = time.Now().Unix()
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gensync := make(chan struct{})
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gensynccnt := 0
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for i := -8; i <= 8; i++ {
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for j := -8; j <= 8; j++ {
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for i := -4; i <= 4; i++ {
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for j := -4; j <= 4; j++ {
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c := &world.Chunk{}
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g.world.SetChunk(i, j, c)
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go func() {
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@ -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)
|
||||
normalSun := itype.Vec3f(sun).Normalize()
|
||||
|
||||
gl.Enable(gl.CULL_FACE)
|
||||
gl.Enable(gl.DEPTH_TEST)
|
||||
gl.DepthFunc(gl.LESS)
|
||||
|
||||
// 1. Render to depth map
|
||||
gl.Viewport(0, 0, int32(ShadowmapSize[0]), int32(ShadowmapSize[1]))
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, r.depthmapFBO)
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, r.depthmap.fbo)
|
||||
gl.Clear(gl.DEPTH_BUFFER_BIT)
|
||||
|
||||
lightPos := view.EyePos.Add(normalSun.Multiply(20))
|
||||
lightPos := view.EyePos.Add(normalSun.Multiply(50))
|
||||
lightView := mgl32.LookAt(lightPos[0], lightPos[1], lightPos[2], view.EyePos[0], view.EyePos[1], view.EyePos[2], 0, 1, 0)
|
||||
lightProjection := mgl32.Ortho(-50, 50, -50, 50, 1, 50)
|
||||
lightProjection := mgl32.Ortho(-50, 50, -50, 50, 1, 100)
|
||||
lightspace := lightProjection.Mul4(lightView)
|
||||
|
||||
r.depthmapShader.UseProgram()
|
||||
r.depthmapShader.SetUniformMat4("lightspace", lightspace)
|
||||
r.depthmap.shader.UseProgram()
|
||||
r.depthmap.shader.SetUniformMat4("lightspace", lightspace)
|
||||
|
||||
world.Render()
|
||||
|
||||
// 2. Geometry pass, render to G-buffer
|
||||
gl.Viewport(0, 0, int32(r.lastDisplaySize[0]), int32(r.lastDisplaySize[1]))
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, r.gbuffer.fbo)
|
||||
gl.ClearColor(0, 0, 0, 1)
|
||||
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
|
||||
gl.Disable(gl.BLEND)
|
||||
|
||||
r.gbuffer.shader.UseProgram()
|
||||
r.gbuffer.shader.BindTextures()
|
||||
r.gbuffer.shader.SetUniformMat4("lightspace", lightspace)
|
||||
r.gbuffer.shader.SetUniformMat4("view", view.View())
|
||||
r.gbuffer.shader.SetUniformMat4("projection", view.Perspective())
|
||||
r.gbuffer.shader.SetUniformVec3f("viewPos", view.EyePos)
|
||||
|
||||
world.Render()
|
||||
|
||||
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
|
||||
|
||||
// 2. Render the scene
|
||||
gl.Viewport(0, 0, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
|
||||
// 3. Render the actual output with deferred lighting
|
||||
gl.Clear(gl.DEPTH_BUFFER_BIT)
|
||||
r.shader.UseProgram()
|
||||
r.shader.BindTextures()
|
||||
|
||||
r.shader.SetUniformMat4("lightspace", lightspace)
|
||||
r.shader.SetUniformMat4("view", view.View())
|
||||
r.shader.SetUniformMat4("projection", view.Perspective())
|
||||
r.shader.SetUniformVec3f("viewPos", view.EyePos)
|
||||
r.shader.SetUniformVec4f("fogColor", itype.Vec4f{0.6, 0.8, 1.0, 1.0})
|
||||
r.shader.SetUniformVec3f("sun", normalSun)
|
||||
|
||||
world.Render()
|
||||
r.drawScreenQuad()
|
||||
}
|
||||
|
46
internal/render/render_world_helper.go
Normal file
46
internal/render/render_world_helper.go
Normal file
@ -0,0 +1,46 @@
|
||||
package render
|
||||
|
||||
import (
|
||||
"unsafe"
|
||||
|
||||
"github.com/go-gl/gl/all-core/gl"
|
||||
)
|
||||
|
||||
var (
|
||||
screenQuadVerts = []float32{
|
||||
-1, -1,
|
||||
1, -1,
|
||||
1, 1,
|
||||
-1, -1,
|
||||
1, 1,
|
||||
-1, 1,
|
||||
}
|
||||
screenQuadVAO uint32
|
||||
screenQuadVBO uint32
|
||||
)
|
||||
|
||||
func initScreenQuad() {
|
||||
gl.GenBuffers(1, &screenQuadVBO)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, screenQuadVBO)
|
||||
gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(float32(0)))*len(screenQuadVerts), gl.Ptr(screenQuadVerts), gl.STATIC_DRAW)
|
||||
|
||||
gl.GenVertexArrays(1, &screenQuadVAO)
|
||||
gl.BindVertexArray(screenQuadVAO)
|
||||
|
||||
gl.VertexAttribPointer(0, 2, gl.FLOAT, false, int32(2*unsafe.Sizeof(float32(0))), gl.PtrOffset(0))
|
||||
gl.EnableVertexAttribArray(0)
|
||||
}
|
||||
|
||||
// drawScreenQuad draws a Quad covering the entire screen.
|
||||
//
|
||||
// Attribute: vert: [ -1.0 --> 1.0]
|
||||
func (r *WorldRenderer) drawScreenQuad() {
|
||||
if screenQuadVAO == 0 {
|
||||
initScreenQuad()
|
||||
}
|
||||
|
||||
gl.Disable(gl.DEPTH_TEST)
|
||||
gl.Disable(gl.CULL_FACE)
|
||||
gl.BindVertexArray(screenQuadVAO)
|
||||
gl.DrawArrays(gl.TRIANGLES, 0, 6)
|
||||
}
|
Loading…
Reference in New Issue
Block a user