semi-transparent water rendering (TODO)
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@ -33,6 +33,11 @@ type WorldRenderer struct {
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shader *Shader // Geometry pass shaders.
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}
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water struct {
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fbo uint32
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shader *Shader
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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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@ -55,16 +60,23 @@ 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.water.shader, err = NewShader(asset.WorldShaderWaterVert, asset.WorldShaderWaterFrag)
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if err != nil {
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return err
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}
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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.gbuffer.shader.SetUniformTexture("tex", r.texture)
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r.water.shader.SetUniformTexture("tex", r.texture)
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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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r.water.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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gl.BindFragDataLocation(r.water.shader.Handle(), 0, gl.Str("outputColor\x00"))
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// generate the depthmap and depthmap FBO
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gl.GenFramebuffers(1, &r.depthmap.fbo)
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@ -84,6 +96,7 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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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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r.water.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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@ -122,6 +135,13 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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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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// generate FBO for water rendering
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gl.GenFramebuffers(1, &r.water.fbo)
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.water.fbo)
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gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, r.gbuffer.depth)
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gl.DrawBuffer(gl.BACK)
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gl.ReadBuffer(gl.BACK)
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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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r.lastDisplaySize = io.DisplaySize
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@ -136,6 +156,7 @@ 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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var alpha float32 = 0.55
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func (r *WorldRenderer) Render(world *world.World, view *View) {
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io.RenderPos = io.ViewPos
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@ -149,13 +170,14 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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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.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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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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imgui.SliderFloat("Water Alpha", &alpha, 0, 1)
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gl.Enable(gl.CULL_FACE)
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gl.Enable(gl.DEPTH_TEST)
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@ -178,6 +200,7 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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r.depthmap.shader.SetUniformMat4("lightspace", lightspace)
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world.Render()
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world.RenderWater()
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// 2. Geometry pass, render to G-buffer
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io.RenderPos = io.ViewPos
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@ -201,10 +224,9 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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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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gl.Disable(gl.DEPTH_TEST)
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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.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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@ -212,6 +234,26 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
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DrawScreenQuad()
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// 4. Render water
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gl.Enable(gl.DEPTH_TEST)
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gl.DepthFunc(gl.LESS)
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gl.Enable(gl.CULL_FACE)
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gl.Enable(gl.BLEND)
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gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
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gl.BlendEquation(gl.FUNC_ADD)
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gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, r.gbuffer.depth)
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r.water.shader.UseProgram()
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r.water.shader.BindTextures()
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r.water.shader.SetUniformMat4("lightspace", lightspace)
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r.water.shader.SetUniformMat4("view", view.View())
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r.water.shader.SetUniformMat4("projection", view.Perspective())
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r.water.shader.SetUniformVec3f("viewPos", view.EyePos)
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r.water.shader.SetUniformVec3f("sun", normalSun)
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r.water.shader.SetUniformFloat("alpha", alpha)
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world.RenderWater()
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// Show G-buffers?
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/*if io.ShowDebugInfo {
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DrawTexture(r.gbuffer.pos, itype.Rectf{0.5, 0.5, 0.5, 0.5}, DrawTextureChannels_R|DrawTextureChannels_G|DrawTextureChannels_B, 0, 32)
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