opengl-deferred/main.go

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package main
import (
"fmt"
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"runtime"
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"git.tek.govt.hu/dowerx/opengl-deferred/types/gbuffer"
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"git.tek.govt.hu/dowerx/opengl-deferred/types/geometry"
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"git.tek.govt.hu/dowerx/opengl-deferred/types/light"
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"git.tek.govt.hu/dowerx/opengl-deferred/utils/assetmanager"
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"git.tek.govt.hu/dowerx/opengl-deferred/utils/fpscontrols"
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"github.com/go-gl/gl/v4.6-core/gl"
"github.com/go-gl/glfw/v3.3/glfw"
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"github.com/go-gl/mathgl/mgl32"
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)
const (
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WIDTH = 1600
HEIGHT = 900
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TITLE = "opengl-deferred"
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FOV = 45.0
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)
func main() {
// init glfw
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runtime.LockOSThread()
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if err := glfw.Init(); err != nil {
panic(err)
}
defer glfw.Terminate()
glfw.WindowHint(glfw.Resizable, glfw.False)
glfw.WindowHint(glfw.ContextVersionMajor, 4)
glfw.WindowHint(glfw.ContextVersionMinor, 6)
glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
window, err := glfw.CreateWindow(WIDTH, HEIGHT, TITLE, nil, nil)
if err != nil {
panic(err)
}
window.MakeContextCurrent()
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// init gl
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if err := gl.Init(); err != nil {
panic(err)
}
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gl.Enable(gl.CULL_FACE)
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gl.DepthFunc(gl.LESS)
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gl.ClearColor(0, 0, 0, 1)
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fmt.Println("OpenGL version:", gl.GoStr(gl.GetString(gl.VERSION)))
// load assets
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assetManager, err := assetmanager.Init("assets")
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if err != nil {
panic(err)
}
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defer assetManager.Destroy()
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screen, err := geometry.Screen()
if err != nil {
panic(err)
}
defer screen.Delete()
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// lights
lights := []light.Light{
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{Color: [3]float32{1, 1, 1}, Position: mgl32.Vec3{0, 10, 0}, Intensity: 40, Type: light.POINT},
{Color: [3]float32{1, 0, 0}, Position: mgl32.Vec3{5, 5, 5}, Intensity: 30, Type: light.POINT},
{Color: [3]float32{0, 0, 1}, Position: mgl32.Vec3{-5, 5, -5}, Intensity: 30, Type: light.POINT},
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}
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// gbuffer
gbuff, err := gbuffer.New(WIDTH, HEIGHT)
if err != nil {
panic(err)
}
defer gbuff.Delete()
gbuff.Bind()
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// transformations
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projection := mgl32.Perspective(mgl32.DegToRad(FOV), float32(WIDTH)/HEIGHT, 0.1, 1000)
model := mgl32.Ident4()
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controls := fpscontrols.Get(10, 10, mgl32.Vec3{0, 0, -10}, mgl32.Vec2{0, 0}, window)
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deferredShader := assetManager.GetShader("assets/shader/deferred")
screenShader := assetManager.GetShader("assets/shader/screen")
teapot := assetManager.GetGeometry("assets/geometry/teapot")
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for !window.ShouldClose() {
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glfw.PollEvents()
controls.Update()
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// first pass
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gl.Enable(gl.DEPTH_TEST)
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gbuff.Bind()
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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assetManager.GetTexture("assets/texture/albedo").Bind(gl.TEXTURE0)
assetManager.GetTexture("assets/texture/normal").Bind(gl.TEXTURE1)
assetManager.GetTexture("assets/texture/roughness").Bind(gl.TEXTURE2)
assetManager.GetTexture("assets/texture/roughness").Bind(gl.TEXTURE3)
assetManager.GetTexture("assets/texture/roughness").Bind(gl.TEXTURE4)
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// transfer uniforms
deferredShader.Use()
deferredShader.Mat4("projection", projection)
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deferredShader.Mat4("view", controls.View())
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deferredShader.Mat4("model", model)
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deferredShader.Int("s_albedo", 0)
deferredShader.Int("s_normal", 1)
deferredShader.Int("s_specular", 2)
deferredShader.Int("s_roughness", 3)
deferredShader.Int("s_metalic", 4)
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teapot.Draw()
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// second pass
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gl.Disable(gl.DEPTH_TEST)
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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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gl.Clear(gl.COLOR_BUFFER_BIT)
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gbuff.BindTextures()
screenShader.Use()
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screenShader.Int("s_albedo", 0)
screenShader.Int("s_depth", 1)
screenShader.Int("s_normal", 2)
screenShader.Int("s_material", 3)
screenShader.Int("s_position", 4)
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pos := controls.Position()
screenShader.Vec3("view_pos", &pos[0])
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for _, light := range lights {
screenShader.Light(&light)
}
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screen.Draw()
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window.SwapBuffers()
}
defer fmt.Println("exiting...")
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}