gl01/internal/render/render_world.go

130 lines
4.6 KiB
Go

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.texture.GenerateMipMap()
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()
}