gl01/internal/render/render_world.go

448 lines
18 KiB
Go

package render
import (
"errors"
"math/rand"
"time"
"unsafe"
"edgaru089.ml/go/gl01/internal/asset"
"edgaru089.ml/go/gl01/internal/igwrap"
"edgaru089.ml/go/gl01/internal/io"
"edgaru089.ml/go/gl01/internal/util"
"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"
)
const (
SSAOSampleCount = 32 // Number of samples in the SSAO pass. Must stay the same with ssao.frag
)
var (
ShadowmapSize = itype.Vec2i{6144, 6144} // Size of the shadow mapping
RandomSize = itype.Vec2i{32, 32} // Size of the random mapping
)
// WorldRenderer holds texture/shader resource and viewport
// information for world rendering.
type WorldRenderer struct {
lastDisplaySize itype.Vec2i
startTime time.Time
texRand uint32 // random texture mapping, RGBA8 (0~1)
// 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/Depth(View Space); Normal/Lightspace Depth; Diffuse Color/Specular Intensity.
pos, norm, color uint32
depth uint32 // Depth renderbuffer.
shader *Shader // Geometry pass shaders.
}
// Screen-Space Ambient Occlusion (SSAO) pass
ssao struct {
fbo uint32 // Framebuffer
ambient uint32 // Ambient strength output texture [0,1] (Red channel)
uboSamples uint32 // Uniform Buffer Object pointing to the array of samples
shader *Shader // SSAO pass shader
// SSAO blur pass
blur struct {
fbo uint32
output uint32
shader *Shader
}
}
// 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, rendering to the output texture.
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 errors.New("depthmap: " + err.Error())
}
r.gbuffer.shader, err = NewShader(asset.WorldShaderGeometryVert, asset.WorldShaderGeometryFrag)
if err != nil {
return errors.New("gbuffer: " + err.Error())
}
r.ssao.shader, err = NewShader(asset.WorldShaderSSAOVert, asset.WorldShaderSSAOFrag)
if err != nil {
return errors.New("ssao: " + err.Error())
}
r.ssao.blur.shader, err = NewShader(asset.WorldShaderSSAOBlurVert, asset.WorldShaderSSAOBlurFrag)
if err != nil {
return errors.New("ssao_blur: " + err.Error())
}
r.lighting.shader, err = NewShader(asset.WorldShaderLightingVert, asset.WorldShaderLightingFrag)
if err != nil {
return errors.New("lighting: " + err.Error())
}
r.water.shader, err = NewShader(asset.WorldShaderWaterVert, asset.WorldShaderWaterFrag)
if err != nil {
return errors.New("water: " + err.Error())
}
r.output.shader, err = NewShader(asset.WorldShaderOutputVert, asset.WorldShaderOutputFrag)
if err != nil {
return errors.New("output: " + err.Error())
}
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 random mapping
{
data := make([]uint32, RandomSize[0]*RandomSize[1])
for i := range data {
data[i] = rand.Uint32()
}
gl.GenTextures(1, &r.texRand)
gl.BindTexture(gl.TEXTURE_2D, r.texRand)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(RandomSize[0]), int32(RandomSize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, util.Ptr(data))
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
}
r.ssao.shader.SetUniformTextureHandle("rand", r.texRand)
r.ssao.shader.SetUniformVec2f("randSize", RandomSize.ToFloat32())
// 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.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])
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)
r.ssao.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
r.ssao.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
// generate SSAO friends
gl.GenFramebuffers(1, &r.ssao.fbo)
gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.fbo)
// ambient strength texture
gl.GenTextures(1, &r.ssao.ambient)
gl.BindTexture(gl.TEXTURE_2D, r.ssao.ambient)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, 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.ssao.ambient, 0)
r.ssao.blur.shader.SetUniformTextureHandle("input", r.ssao.ambient)
// uniform buffer object for samples
ssaoSamples := make([]itype.Vec4f, SSAOSampleCount)
for i := range ssaoSamples {
sample := itype.Vec3d{rand.Float64()*2 - 1, rand.Float64()*2 - 1, rand.Float64() + 0.05}
sample = sample.Normalize().Multiply(rand.Float64()).Multiply(rand.Float64())
ssaoSamples[i] = itype.Vec4f{
float32(sample[0]),
float32(sample[1]),
float32(sample[2]),
0,
}
}
gl.GenBuffers(1, &r.ssao.uboSamples)
gl.BindBuffer(gl.UNIFORM_BUFFER, r.ssao.uboSamples)
gl.BufferData(gl.UNIFORM_BUFFER, int(unsafe.Sizeof(float32(0))*4*SSAOSampleCount), util.Ptr(ssaoSamples), gl.STATIC_DRAW)
// bind UBO (onto binding 0 for now)
gl.BindBufferBase(gl.UNIFORM_BUFFER, 0, r.ssao.uboSamples)
gl.UniformBlockBinding(r.ssao.shader.Handle(), gl.GetUniformBlockIndex(r.ssao.shader.Handle(), gl.Str("uboSamples\x00")), 0)
// SSAO blur pass
gl.GenFramebuffers(1, &r.ssao.blur.fbo)
gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.blur.fbo)
gl.GenTextures(1, &r.ssao.blur.output)
gl.BindTexture(gl.TEXTURE_2D, r.ssao.blur.output)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, 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.ssao.blur.output, 0)
r.lighting.shader.SetUniformTextureHandle("ssaoAmbient", r.ssao.blur.output)
// 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)
// set the texture flags for ImGUI
igwrap.SetTextureFlag(r.gbuffer.color, igwrap.TextureFlag_Linear)
igwrap.SetTextureFlag(r.ssao.ambient, igwrap.TextureFlag_Red)
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
r.lastDisplaySize = io.DisplaySize
r.startTime = time.Now()
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) // G-Buffer, Position
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RGBA, gl.FLOAT, nil)
gl.BindTexture(gl.TEXTURE_2D, r.gbuffer.norm) // G-Buffer, Normal
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) // G-Buffer, Albedo 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) // G-Buffer, Depth (Renderbuffer)
gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
gl.BindTexture(gl.TEXTURE_2D, r.ssao.ambient) // SSAO Output Ambient Strength
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, gl.UNSIGNED_BYTE, nil)
gl.BindTexture(gl.TEXTURE_2D, r.ssao.blur.output) // SSAO Blurred Output
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, gl.UNSIGNED_BYTE, nil)
gl.BindTexture(gl.TEXTURE_2D, r.output.tex) // Output Texture
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()
// 3/1. SSAO pass
gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.fbo)
gl.ClearColor(1, 1, 1, 1)
gl.Clear(gl.COLOR_BUFFER_BIT)
r.ssao.shader.UseProgram()
r.ssao.shader.BindTextures()
r.ssao.shader.SetUniformMat4("view", view.View())
r.ssao.shader.SetUniformMat4("projection", view.Perspective())
r.ssao.shader.SetUniformVec3f("viewPos", view.EyePos)
r.ssao.shader.SetUniformFloat("time", float32(time.Since(r.startTime).Seconds()))
DrawScreenQuad()
// 3/2. SSAO blur pass (TODO)
gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.blur.fbo)
r.ssao.blur.shader.UseProgram()
r.ssao.blur.shader.BindTextures()
r.ssao.blur.shader.SetUniformVec2f("screenSize", r.lastDisplaySize.ToFloat32())
DrawScreenQuad()
// 4. 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()
// 5. 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 {
imgui.SetNextWindowPosV(imgui.Vec2{X: float32(r.lastDisplaySize[0]), Y: 0}, imgui.ConditionAlways, imgui.Vec2{X: 1, Y: 0})
if igwrap.Begin("Renderer Textures/Outputs", nil, imgui.WindowFlagsAlwaysAutoResize|imgui.WindowFlagsNoBackground|imgui.WindowFlagsNoNavFocus|imgui.WindowFlagsNoDecoration|imgui.WindowFlagsNoInputs|imgui.WindowFlagsNoSavedSettings|imgui.WindowFlagsNoFocusOnAppearing) {
imgui.PushStyleVarVec2(imgui.StyleVarItemSpacing, imgui.Vec2{})
imageSize := r.lastDisplaySize.ToFloat32().Multiply(0.25)
imageSize[1] -= imgui.CurrentStyle().WindowPadding().Y / 2
imageSize[0] = imageSize[1] / float32(r.lastDisplaySize[1]) * float32(r.lastDisplaySize[0])
igwrap.Image(r.gbuffer.pos, imageSize, itype.Rectf{0, 0, 1, 1})
igwrap.Image(r.gbuffer.norm, imageSize, itype.Rectf{0, 0, 1, 1})
igwrap.Image(r.gbuffer.color, imageSize, itype.Rectf{0, 0, 1, 1})
igwrap.Image(r.ssao.ambient, imageSize, itype.Rectf{0, 0, 1, 1})
imgui.PopStyleVar()
imgui.End()
}
}
}