package render import ( "unsafe" "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{3072, 3072} // Size of the shadow mapping ) // WorldRenderer holds texture/shader resource and viewport // information for world rendering. type WorldRenderer struct { shader *Shader texture *Texture depthmapFBO, depthmap uint32 depthmapShader *Shader } // The default WorldRenderer. var DefaultWorldRenderer WorldRenderer // Init initializes the WorldRenderer. func (r *WorldRenderer) Init(w *world.World) (err error) { r.shader, err = NewShader(asset.WorldShaderVert, asset.WorldShaderFrag) if err != nil { return err } r.depthmapShader, err = NewShader(asset.WorldShaderShadowmapVert, asset.WorldShaderShadowmapFrag) if err != nil { return err } asset.InitWorldTextureAtlas() r.texture = NewTextureRGBA(asset.WorldTextureAtlas.Image) r.shader.SetUniformTexture("tex", r.texture) r.shader.SetUniformMat4("model", mgl32.Ident4()) r.depthmapShader.SetUniformMat4("model", mgl32.Ident4()) // and view and projection uniforms not yet set gl.BindFragDataLocation(r.shader.Handle(), 0, gl.Str("outputColor\x00")) // Set the pointers for attributions vertAttrib := r.shader.GetAttribLocation("vert") gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, int32(unsafe.Sizeof(world.Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(world.Vertex{}.World)))) normalAttrib := r.shader.GetAttribLocation("normal") gl.VertexAttribPointer(normalAttrib, 3, gl.FLOAT, false, int32(unsafe.Sizeof(world.Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(world.Vertex{}.Normal)))) texCoordAttrib := r.shader.GetAttribLocation("vertTexCoord") gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, false, int32(unsafe.Sizeof(world.Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(world.Vertex{}.Texture)))) lightAttrib := r.shader.GetAttribLocation("light") gl.VertexAttribPointer(lightAttrib, 1, gl.FLOAT, false, int32(unsafe.Sizeof(world.Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(world.Vertex{}.Light)))) // generate the depthmap and depthmap FBO gl.GenFramebuffers(1, &r.depthmapFBO) gl.GenTextures(1, &r.depthmap) gl.BindTexture(gl.TEXTURE_2D, r.depthmap) 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.depthmapFBO) gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, r.depthmap, 0) gl.DrawBuffer(gl.NONE) gl.ReadBuffer(gl.NONE) gl.BindFramebuffer(gl.FRAMEBUFFER, 0) r.shader.SetUniformTextureHandle("shadowmap", r.depthmap) gl.Enable(gl.CULL_FACE) gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) return nil } var sun = [3]float32{0.2, 0.4, 0.3} func (r *WorldRenderer) Render(world *world.World, view *View) { imgui.SliderFloat3("Sun", &sun, -1, 1) normalSun := itype.Vec3f(sun).Normalize() // 1. Render to depth map gl.Viewport(0, 0, int32(ShadowmapSize[0]), int32(ShadowmapSize[1])) gl.BindFramebuffer(gl.FRAMEBUFFER, r.depthmapFBO) gl.Clear(gl.DEPTH_BUFFER_BIT) lightPos := view.EyePos.Add(normalSun.Multiply(20)) 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) lightspace := lightProjection.Mul4(lightView) r.depthmapShader.UseProgram() r.depthmapShader.SetUniformMat4("lightspace", lightspace) world.Render() gl.BindFramebuffer(gl.FRAMEBUFFER, 0) // 2. Render the scene gl.Viewport(0, 0, int32(io.DisplaySize[0]), int32(io.DisplaySize[1])) 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() }