490 lines
19 KiB
Go
490 lines
19 KiB
Go
package game
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import (
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"errors"
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"math/rand"
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"time"
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"unsafe"
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"edgaru089.ml/go/gl01/internal/asset"
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"edgaru089.ml/go/gl01/internal/igwrap"
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"edgaru089.ml/go/gl01/internal/igwrap/backend"
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"edgaru089.ml/go/gl01/internal/io"
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"edgaru089.ml/go/gl01/internal/render"
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"edgaru089.ml/go/gl01/internal/util"
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"edgaru089.ml/go/gl01/internal/util/itype"
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"github.com/go-gl/gl/all-core/gl"
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"github.com/go-gl/glfw/v3.3/glfw"
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"github.com/go-gl/mathgl/mgl32"
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"github.com/inkyblackness/imgui-go/v4"
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)
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const (
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SSAOSampleCount = 32 // Number of samples in the SSAO pass. Must stay the same with ssao.frag
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)
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var (
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ShadowmapSize = itype.Vec2i{6144, 6144} // Size of the shadow mapping
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RandomSize = itype.Vec2i{32, 32} // Size of the random mapping
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)
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// renderData holds OpenGL state used by the game renderer.
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type renderData struct {
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lastDisplaySize itype.Vec2i
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startTime time.Time
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texRand uint32 // random texture mapping, RGBA8 (0~1)
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// Depth mapping pass
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depthmap struct {
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fbo, tex uint32 // Framebuffer Object and Texture.
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shader *render.Shader // Shader.
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}
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// Geometry pass
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gbuffer struct {
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fbo uint32 // The Framebuffer object.
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// Textures. Position/Depth(View Space); Normal/Lightspace Depth; Diffuse Color/Specular Intensity.
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pos, norm, color uint32
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depth uint32 // Depth renderbuffer.
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shader *render.Shader // Geometry pass shaders.
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}
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// Screen-Space Ambient Occlusion (SSAO) pass
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ssao struct {
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fbo uint32 // Framebuffer
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ambient uint32 // Ambient strength output texture [0,1] (Red channel)
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uboSamples uint32 // Uniform Buffer Object pointing to the array of samples
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shader *render.Shader // SSAO pass shader
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// SSAO blur pass
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blur struct {
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fbo uint32
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output uint32
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shader *render.Shader
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}
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}
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// Deferred lighting pass
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lighting struct {
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shader *render.Shader // Deferred lighting pass shaders
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}
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// Semi-transparent pass
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water struct {
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shader *render.Shader
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}
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// Output pass
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output struct {
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fbo uint32 // Output framebuffer object, rendering to the output texture.
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tex uint32 // Output texture, rendered to the back buffer at the end.
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//depth uint32 // Output depth renderbuffer, use gbuffer.depth
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shader *render.Shader // Shader used to copy output.tex to back buffer.
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}
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texture *render.Texture // World texture atlas
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}
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func (g *Game) initRender() (err error) {
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r := &g.render
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r.depthmap.shader, err = render.NewShader(asset.WorldShaderShadowmapVert, asset.WorldShaderShadowmapFrag)
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if err != nil {
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return errors.New("depthmap: " + err.Error())
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}
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r.gbuffer.shader, err = render.NewShader(asset.WorldShaderGeometryVert, asset.WorldShaderGeometryFrag)
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if err != nil {
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return errors.New("gbuffer: " + err.Error())
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}
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r.ssao.shader, err = render.NewShader(asset.WorldShaderSSAOVert, asset.WorldShaderSSAOFrag)
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if err != nil {
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return errors.New("ssao: " + err.Error())
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}
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r.ssao.blur.shader, err = render.NewShader(asset.WorldShaderSSAOBlurVert, asset.WorldShaderSSAOBlurFrag)
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if err != nil {
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return errors.New("ssao_blur: " + err.Error())
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}
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r.lighting.shader, err = render.NewShader(asset.WorldShaderLightingVert, asset.WorldShaderLightingFrag)
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if err != nil {
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return errors.New("lighting: " + err.Error())
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}
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r.water.shader, err = render.NewShader(asset.WorldShaderWaterVert, asset.WorldShaderWaterFrag)
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if err != nil {
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return errors.New("water: " + err.Error())
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}
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r.output.shader, err = render.NewShader(asset.WorldShaderOutputVert, asset.WorldShaderOutputFrag)
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if err != nil {
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return errors.New("output: " + err.Error())
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}
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// get the maximum anisotropic filtering level
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var maxaf float32
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gl.GetFloatv(gl.MAX_TEXTURE_MAX_ANISOTROPY, &maxaf)
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asset.InitWorldTextureAtlas()
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r.texture = render.NewTexture()
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r.texture.UpdatesRGB(asset.WorldTextureAtlas.Image)
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r.texture.GenerateMipMap()
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gl.BindTexture(gl.TEXTURE_2D, r.texture.Handle())
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gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAX_ANISOTROPY, maxaf)
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r.depthmap.shader.SetUniformTexture("tex", r.texture)
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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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igwrap.SetTextureFlag(r.texture.Handle(), igwrap.TextureFlag_Linear, igwrap.TextureFlag_FlipY)
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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.lighting.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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gl.BindFragDataLocation(r.output.shader.Handle(), 0, gl.Str("outputColor\x00"))
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// generate random mapping
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{
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data := make([]uint32, RandomSize[0]*RandomSize[1])
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for i := range data {
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data[i] = rand.Uint32()
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}
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gl.GenTextures(1, &r.texRand)
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gl.BindTexture(gl.TEXTURE_2D, r.texRand)
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(RandomSize[0]), int32(RandomSize[1]), 0, gl.RGBA, gl.UNSIGNED_BYTE, util.Ptr(data))
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
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}
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r.ssao.shader.SetUniformTextureHandle("rand", r.texRand)
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r.ssao.shader.SetUniformVec2f("randSize", RandomSize.ToFloat32())
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// generate the depthmap and depthmap FBO
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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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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
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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.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.lighting.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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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.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
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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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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.lighting.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
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r.lighting.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
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r.lighting.shader.SetUniformTextureHandle("gColor", r.gbuffer.color)
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r.ssao.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
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r.ssao.shader.SetUniformTextureHandle("gNorm", r.gbuffer.norm)
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r.water.shader.SetUniformTextureHandle("gPos", r.gbuffer.pos)
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// generate SSAO friends
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gl.GenFramebuffers(1, &r.ssao.fbo)
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.fbo)
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// ambient strength texture
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gl.GenTextures(1, &r.ssao.ambient)
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gl.BindTexture(gl.TEXTURE_2D, r.ssao.ambient)
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, 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_ATTACHMENT0, gl.TEXTURE_2D, r.ssao.ambient, 0)
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r.ssao.blur.shader.SetUniformTextureHandle("tex", r.ssao.ambient)
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// uniform buffer object for samples
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ssaoSamples := make([]itype.Vec4f, SSAOSampleCount)
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for i := range ssaoSamples {
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sample := itype.Vec3d{rand.Float64()*2 - 1, rand.Float64()*2 - 1, rand.Float64() + 0.05}
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sample = sample.Normalize().Multiply(rand.Float64()).Multiply(rand.Float64())
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ssaoSamples[i] = itype.Vec4f{
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float32(sample[0]),
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float32(sample[1]),
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float32(sample[2]),
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0,
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}
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}
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gl.GenBuffers(1, &r.ssao.uboSamples)
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gl.BindBuffer(gl.UNIFORM_BUFFER, r.ssao.uboSamples)
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gl.BufferData(gl.UNIFORM_BUFFER, int(unsafe.Sizeof(float32(0))*4*SSAOSampleCount), util.Ptr(ssaoSamples), gl.STATIC_DRAW)
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// bind UBO (onto binding 0 for now)
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gl.BindBufferBase(gl.UNIFORM_BUFFER, 0, r.ssao.uboSamples)
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gl.UniformBlockBinding(r.ssao.shader.Handle(), gl.GetUniformBlockIndex(r.ssao.shader.Handle(), gl.Str("uboSamples\x00")), 0)
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// SSAO blur pass
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gl.GenFramebuffers(1, &r.ssao.blur.fbo)
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.ssao.blur.fbo)
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gl.GenTextures(1, &r.ssao.blur.output)
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gl.BindTexture(gl.TEXTURE_2D, r.ssao.blur.output)
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, 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_ATTACHMENT0, gl.TEXTURE_2D, r.ssao.blur.output, 0)
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r.lighting.shader.SetUniformTextureHandle("ssaoAmbient", r.ssao.blur.output)
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// generate the output texture and friends
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gl.GenFramebuffers(1, &r.output.fbo)
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gl.BindFramebuffer(gl.FRAMEBUFFER, r.output.fbo)
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// output
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gl.GenTextures(1, &r.output.tex)
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gl.BindTexture(gl.TEXTURE_2D, r.output.tex)
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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_ATTACHMENT0, gl.TEXTURE_2D, r.output.tex, 0)
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// depth
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gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, r.gbuffer.depth)
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// attach textures
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r.output.shader.SetUniformTextureHandle("tex", r.output.tex)
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// set the texture flags for ImGUI
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igwrap.SetTextureFlag(r.gbuffer.color, igwrap.TextureFlag_Linear)
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igwrap.SetTextureFlag(r.ssao.ambient, igwrap.TextureFlag_Red)
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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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r.lastDisplaySize = io.DisplaySize
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r.startTime = time.Now()
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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 (g *Game) ResizeDisplay(newSize itype.Vec2i) {
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gl.BindTexture(gl.TEXTURE_2D, g.render.gbuffer.pos) // G-Buffer, Position
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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.BindTexture(gl.TEXTURE_2D, g.render.gbuffer.norm) // G-Buffer, Normal
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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, g.render.gbuffer.color) // G-Buffer, Albedo 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, g.render.gbuffer.depth) // G-Buffer, Depth (Renderbuffer)
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gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
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gl.BindTexture(gl.TEXTURE_2D, g.render.ssao.ambient) // SSAO Output Ambient Strength
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, gl.UNSIGNED_BYTE, nil)
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gl.BindTexture(gl.TEXTURE_2D, g.render.ssao.blur.output) // SSAO Blurred Output
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]), 0, gl.RED, gl.UNSIGNED_BYTE, nil)
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gl.BindTexture(gl.TEXTURE_2D, g.render.output.tex) // Output Texture
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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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g.render.lastDisplaySize = newSize
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}
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var (
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sun = [3]float32{0.2, 0.4, 0.3}
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alpha = float32(0.55)
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gamma = float32(2.2)
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exposure = float32(1)
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atlasScale = float32(1)
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)
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// Render, called with a OpenGL context, renders the game.
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func (g *Game) Render(win *glfw.Window) {
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gl.Viewport(0, 0, int32(io.DisplaySize[0]), int32(io.DisplaySize[1]))
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matv, matp := g.view.View(), g.view.Perspective()
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matvp := matp.Mul4(matv)
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allclock := util.NewClock()
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lastclock := util.NewClock()
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io.RenderPos = io.ViewPos
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io.RenderDir = io.ViewDir
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// re-generate the G-buffers if the display size changed
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if g.render.lastDisplaySize != io.DisplaySize {
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g.ResizeDisplay(io.DisplaySize)
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}
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if g.paused {
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imgui.SliderFloat3("Sun", &sun, -1, 1)
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imgui.SliderFloat("Water Alpha", &alpha, 0, 1)
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imgui.SliderFloat("Gamma", &gamma, 1.6, 2.8)
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imgui.SliderFloat("Exposure", &exposure, 0, 2)
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}
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normalSun := itype.Vec3f(sun).Normalize()
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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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lastclock.Restart()
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// 1. Render to depth map
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gl.Viewport(0, 0, int32(ShadowmapSize[0]), int32(ShadowmapSize[1]))
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gl.BindFramebuffer(gl.FRAMEBUFFER, g.render.depthmap.fbo)
|
|
gl.Clear(gl.DEPTH_BUFFER_BIT)
|
|
gl.Disable(gl.CULL_FACE)
|
|
|
|
lightPos := g.view.EyePos.Add(normalSun.Multiply(50))
|
|
lightView := mgl32.LookAt(lightPos[0], lightPos[1], lightPos[2], g.view.EyePos[0], g.view.EyePos[1], g.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 = g.view.EyePos.Add(lightPos.Negative()).ToFloat64()
|
|
|
|
g.render.depthmap.shader.UseProgram()
|
|
g.render.depthmap.shader.BindTextures()
|
|
g.render.depthmap.shader.SetUniformMat4("lightspace", lightspace)
|
|
|
|
g.world.Render()
|
|
g.world.RenderWater()
|
|
|
|
gl.Flush()
|
|
io.Diagnostics.Times.RenderPasses.Depthmap = lastclock.Restart()
|
|
|
|
// 2. Geometry pass, render to G-buffer
|
|
io.RenderPos = io.ViewPos
|
|
io.RenderDir = io.ViewDir
|
|
|
|
gl.Viewport(0, 0, int32(g.render.lastDisplaySize[0]), int32(g.render.lastDisplaySize[1]))
|
|
gl.BindFramebuffer(gl.FRAMEBUFFER, g.render.gbuffer.fbo)
|
|
gl.ClearColor(0, 0, 0, 1)
|
|
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
|
|
gl.Enable(gl.CULL_FACE)
|
|
gl.Disable(gl.BLEND)
|
|
|
|
g.render.gbuffer.shader.UseProgram()
|
|
g.render.gbuffer.shader.BindTextures()
|
|
g.render.gbuffer.shader.SetUniformMat4("lightspace", lightspace)
|
|
g.render.gbuffer.shader.SetUniformMat4("view", matv)
|
|
g.render.gbuffer.shader.SetUniformMat4("projection", matp)
|
|
g.render.gbuffer.shader.SetUniformMat4("mvp", matvp)
|
|
g.render.gbuffer.shader.SetUniformVec3f("viewPos", g.view.EyePos)
|
|
|
|
g.world.Render()
|
|
|
|
gl.Flush()
|
|
io.Diagnostics.Times.RenderPasses.Geometry = lastclock.Restart()
|
|
|
|
// 3/1. SSAO pass
|
|
gl.BindFramebuffer(gl.FRAMEBUFFER, g.render.ssao.fbo)
|
|
gl.ClearColor(1, 1, 1, 1)
|
|
gl.Clear(gl.COLOR_BUFFER_BIT)
|
|
|
|
g.render.ssao.shader.UseProgram()
|
|
g.render.ssao.shader.BindTextures()
|
|
g.render.ssao.shader.SetUniformMat4("view", matv)
|
|
g.render.ssao.shader.SetUniformMat4("projection", matp)
|
|
g.render.ssao.shader.SetUniformVec3f("viewPos", g.view.EyePos)
|
|
|
|
render.DrawScreenQuad()
|
|
|
|
// 3/2. SSAO blur pass
|
|
gl.BindFramebuffer(gl.FRAMEBUFFER, g.render.ssao.blur.fbo)
|
|
g.render.ssao.blur.shader.UseProgram()
|
|
g.render.ssao.blur.shader.BindTextures()
|
|
g.render.ssao.blur.shader.SetUniformVec2f("screenSize", g.render.lastDisplaySize.ToFloat32())
|
|
|
|
render.DrawScreenQuad()
|
|
|
|
gl.Flush()
|
|
io.Diagnostics.Times.RenderPasses.SSAO = lastclock.Restart()
|
|
|
|
// 4. Render the actual output with deferred lighting
|
|
gl.BindFramebuffer(gl.FRAMEBUFFER, g.render.output.fbo)
|
|
gl.ClearColor(0, 0, 0, 0)
|
|
gl.Clear(gl.COLOR_BUFFER_BIT)
|
|
gl.Disable(gl.DEPTH_TEST)
|
|
g.render.lighting.shader.UseProgram()
|
|
g.render.lighting.shader.BindTextures()
|
|
g.render.lighting.shader.SetUniformMat4("lightspace", lightspace)
|
|
g.render.lighting.shader.SetUniformVec3f("viewPos", g.view.EyePos)
|
|
g.render.lighting.shader.SetUniformVec4f("fogColor", io.FogColor)
|
|
g.render.lighting.shader.SetUniformVec3f("sun", normalSun)
|
|
|
|
render.DrawScreenQuad()
|
|
|
|
gl.Flush()
|
|
io.Diagnostics.Times.RenderPasses.Lighting = lastclock.Restart()
|
|
|
|
// 5. Render water
|
|
gl.Enable(gl.DEPTH_TEST)
|
|
gl.DepthFunc(gl.LESS)
|
|
gl.Enable(gl.CULL_FACE)
|
|
gl.Enable(gl.BLEND)
|
|
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
|
|
gl.BlendEquation(gl.FUNC_ADD)
|
|
g.render.water.shader.UseProgram()
|
|
g.render.water.shader.BindTextures()
|
|
|
|
g.render.water.shader.SetUniformMat4("lightspace", lightspace)
|
|
g.render.water.shader.SetUniformMat4("view", matv)
|
|
g.render.water.shader.SetUniformMat4("projection", matp)
|
|
g.render.water.shader.SetUniformVec3f("viewPos", g.view.EyePos)
|
|
g.render.water.shader.SetUniformVec4f("fogColor", io.FogColor)
|
|
g.render.water.shader.SetUniformVec3f("sun", normalSun)
|
|
g.render.water.shader.SetUniformFloat("alpha", alpha)
|
|
g.render.water.shader.SetUniformVec2f("screenSize", g.render.lastDisplaySize.ToFloat32())
|
|
|
|
g.world.RenderWater()
|
|
|
|
// And render framewires
|
|
render.Framewire.Render(g.view)
|
|
|
|
// Finally. Copy the output texture to the back buffer
|
|
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
|
|
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)
|
|
gl.Disable(gl.BLEND)
|
|
g.render.output.shader.UseProgram()
|
|
g.render.output.shader.BindTextures()
|
|
g.render.output.shader.SetUniformFloat("gamma", gamma)
|
|
g.render.output.shader.SetUniformFloat("exposure", exposure)
|
|
|
|
render.DrawScreenQuad()
|
|
|
|
gl.Flush()
|
|
io.Diagnostics.Times.RenderPasses.Postfx = lastclock.Restart()
|
|
io.Diagnostics.Times.Render = allclock.Elapsed()
|
|
|
|
// Show Information?
|
|
if io.ShowDebugInfo {
|
|
g.renderDebugInfo()
|
|
}
|
|
|
|
backend.Render(win)
|
|
|
|
}
|