package render import ( "edgaru089.ml/go/gl01/internal/asset" "edgaru089.ml/go/gl01/internal/io" "edgaru089.ml/go/gl01/internal/util/itype" "edgaru089.ml/go/gl01/internal/world" "github.com/go-gl/gl/all-core/gl" "github.com/go-gl/mathgl/mgl32" "github.com/inkyblackness/imgui-go/v4" ) var ( ShadowmapSize = itype.Vec2i{6144, 6144} // Size of the shadow mapping ) // WorldRenderer holds texture/shader resource and viewport // information for world rendering. type WorldRenderer struct { lastDisplaySize itype.Vec2i // Depth mapping pass depthmap struct { fbo, tex uint32 // Framebuffer Object and Texture. shader *Shader // Shader. } // Geometry pass gbuffer struct { fbo uint32 // The Framebuffer object. // Textures. Position/Lightspace Depth; Normal/Depth; Diffuse Color/Specular Intensity. pos, norm, color uint32 depth uint32 shader *Shader // Geometry pass shaders. } // Deferred lighting pass lighting struct { shader *Shader // Deferred lighting pass shaders } // Semi-transparent pass water struct { shader *Shader } // Output pass output struct { fbo uint32 // Output framebuffer object. tex uint32 // Output texture, rendered to the back buffer at the end. //depth uint32 // Output depth renderbuffer, use gbuffer.depth shader *Shader // Shader used to copy output.tex to back buffer. } texture *Texture // World texture atlas } // The default WorldRenderer. var DefaultWorldRenderer WorldRenderer // Init initializes the WorldRenderer. func (r *WorldRenderer) Init(w *world.World) (err error) { r.depthmap.shader, err = NewShader(asset.WorldShaderShadowmapVert, asset.WorldShaderShadowmapFrag) if err != nil { return err } r.gbuffer.shader, err = NewShader(asset.WorldShaderGeometryVert, asset.WorldShaderGeometryFrag) if err != nil { return err } r.lighting.shader, err = NewShader(asset.WorldShaderLightingVert, asset.WorldShaderLightingFrag) if err != nil { return err } r.water.shader, err = NewShader(asset.WorldShaderWaterVert, asset.WorldShaderWaterFrag) if err != nil { return err } r.output.shader, err = NewShader(asset.WorldShaderOutputVert, asset.WorldShaderOutputFrag) if err != nil { return err } asset.InitWorldTextureAtlas() r.texture = NewTextureRGBA(asset.WorldTextureAtlas.Image) r.texture.GenerateMipMap() r.gbuffer.shader.SetUniformTexture("tex", r.texture) r.water.shader.SetUniformTexture("tex", r.texture) r.depthmap.shader.SetUniformMat4("model", mgl32.Ident4()) r.gbuffer.shader.SetUniformMat4("model", mgl32.Ident4()) r.water.shader.SetUniformMat4("model", mgl32.Ident4()) // and view and projection uniforms not yet set gl.BindFragDataLocation(r.lighting.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")) // generate the depthmap and depthmap FBO gl.GenFramebuffers(1, &r.depthmap.fbo) gl.GenTextures(1, &r.depthmap.tex) gl.BindTexture(gl.TEXTURE_2D, r.depthmap.tex) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, int32(ShadowmapSize[0]), int32(ShadowmapSize[1]), 0, gl.DEPTH_COMPONENT, gl.FLOAT, nil) 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_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]) // attach depth texture as FBO's depth buffer gl.BindFramebuffer(gl.FRAMEBUFFER, r.depthmap.fbo) gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, r.depthmap.tex, 0) gl.DrawBuffer(gl.NONE) gl.ReadBuffer(gl.NONE) // attach the shadowmap to the shader r.lighting.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex) r.water.shader.SetUniformTextureHandle("shadowmap", r.depthmap.tex) // generate G-buffer and friends gl.GenFramebuffers(1, &r.gbuffer.fbo) gl.BindFramebuffer(gl.FRAMEBUFFER, r.gbuffer.fbo) // position gl.GenTextures(1, &r.gbuffer.pos) gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.pos) 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_MAG_FILTER, gl.NEAREST) gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.gbuffer.pos, 0) // normal gl.GenTextures(1, &r.gbuffer.norm) gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.norm) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, 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_MAG_FILTER, gl.NEAREST) gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, r.gbuffer.norm, 0) // diffuse color gl.GenTextures(1, &r.gbuffer.color) 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.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_ATTACHMENT2, gl.TEXTURE_2D, r.gbuffer.color, 0) // depth gl.GenRenderbuffers(1, &r.gbuffer.depth) gl.BindRenderbuffer(gl.RENDERBUFFER, r.gbuffer.depth) gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1])) gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, r.gbuffer.depth) // tell OpenGL which color attachments we'll use (of this framebuffer) attachments := [...]uint32{gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2} gl.DrawBuffers(int32(len(attachments)), &attachments[0]) // attach the textures r.lighting.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos) r.lighting.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm) r.lighting.shader.SetUniformTextureHandle("gColor", r.gbuffer.color) // generate the output texture and friends gl.GenFramebuffers(1, &r.output.fbo) gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo) // output gl.GenTextures(1, &r.output.tex) gl.BindTexture(gl.TEXTURE_2D, r.output.tex) gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, 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.output.tex, 0) // depth gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, r.gbuffer.depth) // attach textures r.output.shader.SetUniformTextureHandle("tex", r.output.tex) gl.BindFramebuffer(gl.FRAMEBUFFER, 0) r.lastDisplaySize = io.DisplaySize initScreenQuad() return nil } // ResizeDisplay resizes the size of the internal buffers dependent on the window size. // It is called automatically most of the time. func (r *WorldRenderer) ResizeDisplay(newSize itype.Vec2i) { } var sun = [3]float32{0.2, 0.4, 0.3} var alpha float32 = 0.55 func (r *WorldRenderer) Render(world *world.World, view *View) { io.RenderPos = io.ViewPos io.RenderDir = io.ViewDir // re-generate the G-buffers if the display size changed if r.lastDisplaySize != io.DisplaySize { gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.pos) 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.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.BindRenderbuffer(gl.RENDERBUFFER, r.gbuffer.depth) gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1])) gl.BindTexture(gl.TEXTURE_2D, r.output.tex) 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 } imgui.SliderFloat3("Sun", &sun, -1, 1) normalSun := itype.Vec3f(sun).Normalize() imgui.SliderFloat("Water Alpha", &alpha, 0, 1) 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.depthmap.fbo) gl.Clear(gl.DEPTH_BUFFER_BIT) 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, 100) lightspace := lightProjection.Mul4(lightView) io.RenderPos = lightPos.ToFloat64() io.RenderDir = view.EyePos.Add(lightPos.Negative()).ToFloat64() r.depthmap.shader.UseProgram() r.depthmap.shader.SetUniformMat4("lightspace", lightspace) world.Render() world.RenderWater() // 2. Geometry pass, render to G-buffer io.RenderPos = io.ViewPos io.RenderDir = io.ViewDir 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() // 3. Render the actual output with deferred lighting gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo) gl.ClearColor(io.ClearColor[0], io.ClearColor[1], io.ClearColor[2], io.ClearColor[3]) gl.Clear(gl.COLOR_BUFFER_BIT) gl.Disable(gl.DEPTH_TEST) r.lighting.shader.UseProgram() r.lighting.shader.BindTextures() r.lighting.shader.SetUniformMat4("lightspace", lightspace) r.lighting.shader.SetUniformVec3f("viewPos", view.EyePos) r.lighting.shader.SetUniformVec4f("fogColor", io.FogColor) r.lighting.shader.SetUniformVec3f("sun", normalSun) DrawScreenQuad() // 4. Render water gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) gl.Enable(gl.CULL_FACE) gl.Enable(gl.BLEND) gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA) gl.BlendEquation(gl.FUNC_ADD) r.water.shader.UseProgram() r.water.shader.BindTextures() r.water.shader.SetUniformMat4("lightspace", lightspace) r.water.shader.SetUniformMat4("view", view.View()) r.water.shader.SetUniformMat4("projection", view.Perspective()) r.water.shader.SetUniformVec3f("viewPos", view.EyePos) r.water.shader.SetUniformVec4f("fogColor", io.FogColor) r.water.shader.SetUniformVec3f("sun", normalSun) r.water.shader.SetUniformFloat("alpha", alpha) world.RenderWater() // Finally. Copy the output texture to the back buffer gl.BindFramebuffer(gl.FRAMEBUFFER, 0) gl.Disable(gl.DEPTH_TEST) gl.Disable(gl.BLEND) r.output.shader.UseProgram() r.output.shader.BindTextures() DrawScreenQuad() // Show G-buffers? /*if io.ShowDebugInfo { DrawTexture(r.gbuffer.pos, itype.Rectf{0.5, 0.5, 0.5, 0.5}, DrawTextureChannels_R|DrawTextureChannels_G|DrawTextureChannels_B, 0, 32) DrawTexture(r.gbuffer.depth, itype.Rectf{0.5, 0, 0.5, 0.5}, DrawTextureChannels_R, 0, 1) }*/ }