217 lines
4.8 KiB
Go
217 lines
4.8 KiB
Go
package main
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import (
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"fmt"
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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/light"
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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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"github.com/go-gl/gl/v4.6-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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)
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const (
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WIDTH = 800
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HEIGHT = 600
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TITLE = "opengl-deferred"
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FOV = 45.0
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)
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func main() {
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// init glfw
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runtime.LockOSThread()
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if err := glfw.Init(); err != nil {
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panic(err)
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}
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defer glfw.Terminate()
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glfw.WindowHint(glfw.Resizable, glfw.False)
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glfw.WindowHint(glfw.ContextVersionMajor, 4)
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glfw.WindowHint(glfw.ContextVersionMinor, 6)
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glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
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glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
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window, err := glfw.CreateWindow(WIDTH, HEIGHT, TITLE, nil, nil)
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if err != nil {
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panic(err)
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}
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window.MakeContextCurrent()
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// init gl
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if err := gl.Init(); err != nil {
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panic(err)
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}
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gl.Enable(gl.DEPTH_TEST)
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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, 0)
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fmt.Println("OpenGL version:", gl.GoStr(gl.GetString(gl.VERSION)))
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// load assets
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// shader
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vertexSource, err := os.ReadFile("assets/shader/deferred/deferred.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/deferred/deferred.fs")
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if err != nil {
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panic(err)
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}
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deferredShader, 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 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/cube.obj")
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if err != nil {
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panic(err)
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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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panic(err)
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}
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defer albedo.Delete()
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normal, err := texture.Load("assets/textures/TCom_Pavement_PaintedConcrete3_512_normal.tif")
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if err != nil {
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panic(err)
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}
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defer normal.Delete()
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specular, err := texture.Load("assets/textures/TCom_Pavement_PaintedConcrete3_512_roughness.tif")
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if err != nil {
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panic(err)
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}
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defer specular.Delete()
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roughness, err := texture.Load("assets/textures/TCom_Pavement_PaintedConcrete3_512_roughness.tif")
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if err != nil {
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panic(err)
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}
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defer roughness.Delete()
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metalic, err := texture.Load("assets/textures/TCom_Pavement_PaintedConcrete3_512_roughness.tif")
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if err != nil {
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panic(err)
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}
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defer metalic.Delete()
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// lights
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lights := []light.Light{
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{Color: [3]float32{1, 1, 1}, Position: mgl32.Vec3{3, 3, 3}, Intensity: 10, Type: light.POINT},
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}
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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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viewPositon := mgl32.Vec3{3, 3, 3}
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view := mgl32.LookAtV(viewPositon, mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 1, 0})
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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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// rotate
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time := glfw.GetTime()
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elapsed := time - previousTime
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previousTime = time
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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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gl.Enable(gl.DEPTH_TEST)
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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("view", view)
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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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cube.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()
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screenShader.Use()
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screenShader.Int("s_albedo", 0)
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screenShader.Int("s_depth", 1)
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screenShader.Int("s_normal", 2)
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screenShader.Int("s_material", 3)
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screenShader.Int("s_position", 4)
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screenShader.Vec3("view_pos", &viewPositon[0])
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for _, light := range lights {
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screenShader.Light(&light)
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}
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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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defer fmt.Println("exiting...")
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}
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