second pass
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144e3d480c
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17f8d58a67
@ -10,11 +10,10 @@ in vec3 pos;
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in vec3 norm;
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in vec2 tex;
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out vec4 FragColor;
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out vec3 position;
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out vec3 albedo;
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out vec3 normal;
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out vec3 material;
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layout (location = 0) out vec3 albedo;
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layout (location = 1) out vec3 normal;
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layout (location = 2) out vec3 material;
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layout (location = 3) out vec3 position;
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void main() {
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position = pos;
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@ -23,6 +22,5 @@ void main() {
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material.x = texture(s_specular, tex).x;
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material.y = texture(s_roughness, tex).y;
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material.z = texture(s_metalic, tex).z;
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FragColor = texture(s_albedo, tex);
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}
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20
assets/shader/screen/screen.fs
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20
assets/shader/screen/screen.fs
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@ -0,0 +1,20 @@
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#version 460 core
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uniform sampler2D albedo;
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uniform sampler2D depth;
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uniform sampler2D normal;
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uniform sampler2D material;
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uniform sampler2D position;
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in vec3 pos;
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in vec2 tex;
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out vec4 FragColor;
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float map(float value, float min1, float max1, float min2, float max2) {
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return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
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}
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void main() {
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FragColor = texture(position, tex);
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}
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13
assets/shader/screen/screen.vs
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13
assets/shader/screen/screen.vs
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@ -0,0 +1,13 @@
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#version 460 core
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layout (location = 0) in vec3 _pos;
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layout (location = 1) in vec2 _tex;
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out vec3 pos;
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out vec2 tex;
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void main() {
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gl_Position = vec4(_pos.xy, 0, 1);
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pos = _pos;
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tex = _tex;
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}
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89
main.go
89
main.go
@ -5,6 +5,7 @@ import (
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"os"
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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/shader"
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"git.tek.govt.hu/dowerx/opengl-deferred/types/texture"
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@ -70,6 +71,21 @@ func main() {
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}
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defer deferredShader.Delete()
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vertexSource, err = os.ReadFile("assets/shader/screen/screen.vs")
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if err != nil {
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panic(err)
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}
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fragmentSource, err = os.ReadFile("assets/shader/screen/screen.fs")
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if err != nil {
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panic(err)
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}
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screenShader, err := shader.New(string(vertexSource), string(fragmentSource))
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if err != nil {
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panic(err)
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}
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defer screenShader.Delete()
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// geometry
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cube, err := geometry.LoadOBJ("assets/geometries/suzanne.obj")
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if err != nil {
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@ -77,6 +93,12 @@ func main() {
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}
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defer cube.Delete()
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screen, err := geometry.Screen()
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if err != nil {
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panic(err)
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}
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defer screen.Delete()
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// textures
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albedo, err := texture.Load("assets/textures/TCom_Pavement_PaintedConcrete3_512_albedo.tif")
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if err != nil {
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@ -108,35 +130,22 @@ func main() {
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}
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defer metalic.Delete()
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// gbuffer
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gbuff, err := gbuffer.New(WIDTH, HEIGHT)
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if err != nil {
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panic(err)
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}
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defer gbuff.Delete()
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gbuff.Bind()
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// transformations
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projection := mgl32.Perspective(mgl32.DegToRad(FOV), float32(WIDTH)/HEIGHT, 0.1, 10)
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camera := mgl32.LookAtV(mgl32.Vec3{3, 3, 3}, mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 1, 0})
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model := mgl32.Ident4()
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// set textures
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albedo.Bind(gl.TEXTURE0)
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normal.Bind(gl.TEXTURE1)
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specular.Bind(gl.TEXTURE2)
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roughness.Bind(gl.TEXTURE3)
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metalic.Bind(gl.TEXTURE4)
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// transfer uniforms
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deferredShader.Use()
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deferredShader.Mat4("projection", projection)
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deferredShader.Mat4("camera", camera)
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deferredShader.Mat4("model", model)
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deferredShader.Int("s_albedo", 0)
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deferredShader.Int("s_normal", 1)
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deferredShader.Int("s_specular", 2)
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deferredShader.Int("s_roughness", 3)
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deferredShader.Int("s_metalic", 4)
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angle := 0.0
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previousTime := glfw.GetTime()
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for !window.ShouldClose() {
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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// rotate
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time := glfw.GetTime()
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elapsed := time - previousTime
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@ -144,11 +153,47 @@ func main() {
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angle += elapsed
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model = mgl32.HomogRotate3D(float32(angle), mgl32.Vec3{0, 1, 0})
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// first pass
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// bind textures
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gbuff.Bind()
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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albedo.Bind(gl.TEXTURE0)
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normal.Bind(gl.TEXTURE1)
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specular.Bind(gl.TEXTURE2)
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roughness.Bind(gl.TEXTURE3)
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metalic.Bind(gl.TEXTURE4)
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// transfer uniforms
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deferredShader.Use()
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deferredShader.Mat4("projection", projection)
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deferredShader.Mat4("camera", camera)
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deferredShader.Mat4("model", model)
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// render
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deferredShader.Int("s_albedo", 0)
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deferredShader.Int("s_normal", 1)
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deferredShader.Int("s_specular", 2)
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deferredShader.Int("s_roughness", 3)
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deferredShader.Int("s_metalic", 4)
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cube.Draw()
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// second pass
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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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gbuff.BindTextures()
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screenShader.Use()
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screenShader.Int("albedo", 0)
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screenShader.Int("depth", 1)
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screenShader.Int("normal", 2)
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screenShader.Int("material", 3)
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screenShader.Int("position", 4)
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screen.Draw()
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window.SwapBuffers()
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glfw.PollEvents()
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}
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109
types/gbuffer/gbuffer.go
Normal file
109
types/gbuffer/gbuffer.go
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@ -0,0 +1,109 @@
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package gbuffer
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import (
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"errors"
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"github.com/go-gl/gl/v4.6-core/gl"
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)
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type GBuffer struct {
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framebuffer uint32
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depth uint32
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colorAttachments [4]uint32 // albedo, normal, material, position
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}
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var attachments = []uint32{
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gl.COLOR_ATTACHMENT0,
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gl.COLOR_ATTACHMENT1,
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gl.COLOR_ATTACHMENT2,
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gl.COLOR_ATTACHMENT3,
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}
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func (b *GBuffer) Bind() {
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gl.BindFramebuffer(gl.FRAMEBUFFER, b.framebuffer)
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gl.DrawBuffers(int32(len(b.colorAttachments)), &attachments[0])
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}
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func (b *GBuffer) BindTextures() {
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, b.colorAttachments[0])
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gl.ActiveTexture(gl.TEXTURE1)
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gl.BindTexture(gl.TEXTURE_2D, b.depth)
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gl.ActiveTexture(gl.TEXTURE2)
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gl.BindTexture(gl.TEXTURE_2D, b.colorAttachments[1])
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gl.ActiveTexture(gl.TEXTURE3)
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gl.BindTexture(gl.TEXTURE_2D, b.colorAttachments[2])
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gl.ActiveTexture(gl.TEXTURE4)
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gl.BindTexture(gl.TEXTURE_2D, b.colorAttachments[3])
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}
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func (b *GBuffer) Delete() {
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gl.DeleteFramebuffers(1, &b.framebuffer)
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for i, _ := range b.colorAttachments {
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gl.DeleteTextures(1, &b.colorAttachments[i])
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}
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gl.DeleteTextures(1, &b.depth)
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}
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func New(width int, height int) (buffer GBuffer, _ error) {
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gl.GenFramebuffers(1, &buffer.framebuffer)
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gl.BindFramebuffer(gl.FRAMEBUFFER, buffer.framebuffer)
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// albedo
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gl.GenTextures(1, &buffer.colorAttachments[0])
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gl.BindTexture(gl.TEXTURE_2D, buffer.colorAttachments[0])
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, int32(width), int32(height), 0, gl.RGB, gl.UNSIGNED_BYTE, nil)
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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.BindTexture(gl.TEXTURE_2D, 0)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, buffer.colorAttachments[0], 0)
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// depth
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gl.GenTextures(1, &buffer.depth)
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gl.BindTexture(gl.TEXTURE_2D, buffer.depth)
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, int32(width), int32(height), 0, gl.DEPTH_COMPONENT, gl.FLOAT, nil)
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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.BindTexture(gl.TEXTURE_2D, 0)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, buffer.depth, 0)
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// normal
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gl.GenTextures(1, &buffer.colorAttachments[1])
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gl.BindTexture(gl.TEXTURE_2D, buffer.colorAttachments[1])
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, int32(width), int32(height), 0, gl.RGB, gl.UNSIGNED_BYTE, nil)
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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.BindTexture(gl.TEXTURE_2D, 0)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, buffer.colorAttachments[1], 0)
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// material
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gl.GenTextures(1, &buffer.colorAttachments[2])
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gl.BindTexture(gl.TEXTURE_2D, buffer.colorAttachments[2])
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, int32(width), int32(height), 0, gl.RGB, gl.UNSIGNED_BYTE, nil)
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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.BindTexture(gl.TEXTURE_2D, 0)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.TEXTURE_2D, buffer.colorAttachments[2], 0)
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// position
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gl.GenTextures(1, &buffer.colorAttachments[3])
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gl.BindTexture(gl.TEXTURE_2D, buffer.colorAttachments[3])
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGB, int32(width), int32(height), 0, gl.RGB, gl.FLOAT, nil)
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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.BindTexture(gl.TEXTURE_2D, 0)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT3, gl.TEXTURE_2D, buffer.colorAttachments[3], 0)
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if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
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return buffer, errors.New("failed to create framebuffer")
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}
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gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
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return buffer, nil
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}
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@ -76,3 +76,18 @@ func LoadOBJ(path string) (geometries Geometry, err error) {
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return new(o.Coord, o.Indices)
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}
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func Screen() (Geometry, error) {
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return new(
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[]float32{
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// xyz uv ijk
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-1, -1, 0, 0, 0, 0, 0, 0,
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1, -1, 0, 1, 0, 0, 0, 0,
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-1, 1, 0, 0, 1, 0, 0, 0,
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1, 1, 0, 1, 1, 0, 0, 0,
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},
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[]int{
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0, 1, 2,
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1, 3, 2,
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})
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}
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