/
glr.go
542 lines (447 loc) · 15.1 KB
/
glr.go
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//go:build !darwin
// +build !darwin
package glr
/*
OpenGL Rendering Implementation version 4.3 including OpenCL Compute
*/
import (
"fmt"
"github.com/andewx/dieselfluid/math/matrix"
"github.com/andewx/dieselfluid/math/vector"
"github.com/andewx/dieselfluid/render/camera"
"github.com/andewx/dieselfluid/render/defs"
"github.com/go-gl/gl/v4.3-core/gl"
"github.com/go-gl/glfw/v3.3/glfw"
"image"
"image/draw"
_ "image/png"
"io/ioutil"
"os"
"strings"
"time"
)
//Implements RenderAPIContext & Renderer Interface in float32 Env
const (
MIN_PARAM_SIZE = 10
COORDS_PER_VERTEX = 3
BYTES_PER_FLOAT = 4
BYTES_PER_SHORT = 2
VERT_POSITION_DATA = 0
VERT_ATTR_NORM_DATA = 3
VERT_ATTR_RGB_DATA = 6
VERT_ATTR_UV_DATA = 9
)
//VAO Index Array Positions
const (
VERT_NORM_HALF = 0
VERT_NORM_COLOR_HALF = 1
VERT_NORM_TEX_HALF = 2
VERT_NORM_TEX_COLOR_HALF = 3
VERT_NORM_TEX_BINORM_HALF = 4
VERT_HALF = 5
VERT_COLOR_HALF = 6
MAX_VAO_BINDING = 7
)
const (
CAMERA_SPEED = 0.05
)
//OGLRenderer interface type
type GLRenderer struct {
MVPMatrix []float32
MVPMat []float32
VAO []uint32
Tex []uint32
VBO []uint32
ElementVBO []uint32
Indices []uint16
Window *glfw.Window
Camera *camera.Camera
}
//MouseState holds mouse state for GLFW polling
type MouseState struct {
Hold bool
Position [2]int
PosX float64
PosY float64
XRot float32
YRot float32
Dx float32
Dy float32
Time time.Time
}
//KeyState holds Key pressed state for GLFW polling
type KeyState struct {
Pressed int
Time time.Time
Vec vector.Vec
Scale float32
Select int
}
type InputState struct {
Keys KeyState
Mouse MouseState
Time time.Time
DebugPass bool
}
//Exposes static OpenGL Input as static global variable for GLFW threaded calls
var Input *InputState = new(InputState)
func InitGLFW(width int, height int, title string) (*glfw.Window, error) {
if err := glfw.Init(); err != nil {
return nil, fmt.Errorf("glr | Setup() - Failed glfw.Init()\n")
}
glfw.WindowHint(glfw.Resizable, glfw.False)
glfw.WindowHint(glfw.ContextVersionMajor, 4)
glfw.WindowHint(glfw.ContextVersionMinor, 1)
glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
window, err := glfw.CreateWindow(width, height, title, nil, nil)
if err != nil {
return nil, err
}
window.MakeContextCurrent()
window.SetMouseButtonCallback(ProcessMouse)
window.SetCursorPosCallback(ProcessCursor)
window.SetKeyCallback(ProcessInput)
return window, nil
}
func InitOpenGL() error {
if err := gl.Init(); err != nil {
return err
}
version := gl.GoStr(gl.GetString(gl.VERSION))
fmt.Printf("OpenGL Version: %s\n", version)
gl.Enable(gl.DEPTH_TEST)
gl.Enable(gl.DEPTH)
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.ClearColor(0.15, 0.15, 0.15, 1.0)
return nil
}
func Renderer() *GLRenderer {
mCamera := camera.NewCamera(vector.Vec{0, 0, 10})
mRenderer := new(GLRenderer)
mRenderer.Camera = &mCamera
return mRenderer
}
//Setup() - Setup GL Renderer
func (renderer *GLRenderer) Setup(width int, height int, title string) error {
var err error
if height == 0 || width == 0 {
return fmt.Errorf("Invalid height/width parameter")
}
if renderer.Window, err = InitGLFW(width, height, title); err != nil {
return err
}
InitOpenGL()
aspect := float32(width) / float32(height)
renderer.MVPMat = make([]float32, 16)
renderer.MVPMat = matrix.ProjectionMatF(45.0, aspect, 1.0, 1000)
Input.Time = time.Now()
return nil
}
func (renderer *GLRenderer) AddShader(path string, gl_shader_type uint32) (uint32, error) {
var shaderSource string
if (gl_shader_type != gl.VERTEX_SHADER) && (gl_shader_type != gl.FRAGMENT_SHADER) {
return 0, fmt.Errorf("glr | AddShader() - Shader type unspecified\ngl.VERTEX_SHADER or gl.FRAGMENT_SHADER int")
}
cSourceString, err := ioutil.ReadFile(path)
if err != nil {
return 0, err
}
shaderSource = string(cSourceString) + "\x00"
sho, err := compileShader(shaderSource, gl_shader_type)
if err != nil {
return 0, err
}
return sho, err
}
func (renderer *GLRenderer) LinkShaders(vertexGLID uint32, fragmentGLID uint32) (uint32, error) {
prog1 := gl.CreateProgram()
gl.AttachShader(prog1, vertexGLID)
gl.AttachShader(prog1, fragmentGLID)
gl.LinkProgram(prog1)
if prog1 == gl.INVALID_VALUE || prog1 == gl.INVALID_OPERATION {
err := fmt.Errorf("Invalid Linking[vert %d,frag %d]\n", vertexGLID, fragmentGLID)
return prog1, err
}
return prog1, nil
}
func (renderer *GLRenderer) GetUniformLocation(program uint32, name string) (int32, error) {
loc := gl.GetUniformLocation(program, gl.Str(name+"\x00"))
if loc == gl.INVALID_VALUE || loc == gl.INVALID_OPERATION {
err := fmt.Errorf("Uniform Location %s Not Found\n", name)
return loc, err
}
return loc, nil
}
func (renderer *GLRenderer) ShaderLog(programGLID uint32) {
var logLength = int32(1000)
log := strings.Repeat("\x00", int(logLength+1))
gl.GetProgramInfoLog(programGLID, logLength, nil, gl.Str(log))
fmt.Printf("%s", log)
active := int32(0)
gl.GetProgramiv(programGLID, gl.ACTIVE_UNIFORMS, &active)
fmt.Printf("SHADER UNIFORMS[%d]\n", active)
}
/* Layout(num_vbo, num_tex)( error) - initializes as many VBOs and Textures as
requested by the RenderSystem caller. The Raw OpenGL handles are then copied into corresponding
VAO/VBO/Tex GLRenderer state objects. Initialize VAO State layouts for position, color, tex data
descriptions.
*/
func (renderer *GLRenderer) Layout(num_vao int, num_vbo int, num_tex int) error {
if num_vbo < 0 || num_tex < 0 || num_vao < 0 {
r := fmt.Errorf("glr | Layout() - Rendersystem tried to initiate GPU memory layout with zero size param\n")
return r
}
renderer.Tex = make([]uint32, num_tex+1)
renderer.VAO = make([]uint32, num_vao+1)
renderer.VBO = make([]uint32, num_vbo+1)
renderer.ElementVBO = make([]uint32, num_vao+1)
gl.GenVertexArrays(int32(num_vao), &renderer.VAO[0])
gl.GenTextures(int32(num_tex), &renderer.Tex[0])
gl.GenBuffers(int32(num_vbo), &renderer.VBO[0])
gl.GenBuffers(int32(num_vao), &renderer.ElementVBO[0])
return nil
}
func (renderer *GLRenderer) BindVertexArray(vao_index int) {
if vao_index == -1 {
gl.BindVertexArray(0)
} else {
gl.BindVertexArray(renderer.VAO[vao_index])
}
}
func (renderer *GLRenderer) VertexArrayAttr(index int, components int, gltype uint32, offset int) {
gl.VertexAttribPointer(uint32(index), int32(components), gltype, false, 0, gl.PtrOffset(offset))
gl.EnableVertexAttribArray(uint32(index))
}
/*
BufferArrayFloat() - Allocates float buffer to gl vertex buffer object
*/
func (renderer *GLRenderer) BufferArrayFloat(vboID int, width int, offset int, ref []float32) error {
gl.BindBuffer(gl.ARRAY_BUFFER, renderer.VBO[vboID])
gl.BufferData(gl.ARRAY_BUFFER, width, gl.Ptr(&ref[offset]), gl.STATIC_DRAW)
return nil
}
/*
BufferArrayData(vboID, width, byteSize, ref) - binds a VBO and fills its byte data
using the simplest terms possible. The rendersystem will need to pass in the unique buffer ID
it wants to fill. This VBO ID is not the GL generated VBO id but the reference index. The ref array
will need to have the precomputed offset already computed so that ref[0] is the valid buffer data position.
*/
func (renderer *GLRenderer) BufferArrayData(vboID int, width int, offset int, ref []byte) error {
gl.BindBuffer(gl.ARRAY_BUFFER, renderer.VBO[vboID])
gl.BufferData(gl.ARRAY_BUFFER, width, gl.Ptr(&ref[offset]), gl.STATIC_DRAW)
return nil
}
func (renderer *GLRenderer) BufferArrayPointer(vboID int, width int, ref unsafe.Pointer) error {
gl.BindBuffer(gl.ARRAY_BUFFER, renderer.VBO[vboID])
gl.BufferData(gl.ARRAY_BUFFER, width, ref, gl.STATIC_DRAW)
return nil
}
/*
BufferIndexData(vboID, width, byteSize, ref) - binds a VBO and fills its byte data
using the simplest terms possible. The rendersystem will need to pass in the unique buffer ID
it wants to fill. This VBO ID is not the GL generated VBO id but the reference index. The ref array
will need to have the precomputed offset already computed so that ref[0] is the valid buffer data position.
*/
func (renderer *GLRenderer) BufferIndexData(vboID int, width int, offset int, ref []byte) error {
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, renderer.ElementVBO[vboID])
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, width, gl.Ptr(&ref[offset]), gl.STATIC_DRAW)
return nil
}
func (renderer *GLRenderer) InvalidateBuffer(vboID int, width int) error {
gl.MapBufferRange(gl.MAP_INVALIDATE_BUFFER_BIT, 0, width, renderer.VBO[vboID])
return nil
}
func (renderer *GLRenderer) BindArrayBuffer(vbo_index int) {
gl.BindBuffer(gl.ARRAY_BUFFER, renderer.VBO[vbo_index])
}
func (r *GLRenderer) SwapBuffers() {
r.Window.SwapBuffers()
}
func (r *GLRenderer) GetVBO(index int) uint32 {
return r.VBO[index]
}
func (r *GLRenderer) GetVAO(index int) uint32 {
return r.VAO[index]
}
func (r *GLRenderer) LoadTexture(path string, index int) (uint32, error) {
imgFile, err := os.Open(path)
if err != nil {
return 0, fmt.Errorf("texture %q not found on disk: %v", path, err)
}
img, _, err := image.Decode(imgFile)
if err != nil {
return 0, err
}
rgba := image.NewRGBA(img.Bounds())
if rgba.Stride != rgba.Rect.Size().X*4 {
return 0, fmt.Errorf("Unsupported Stride")
}
draw.Draw(rgba, rgba.Bounds(), img, image.Point{0, 0}, draw.Src)
var texture uint32
gl.GenTextures(1, &texture)
gl.BindTexture(gl.TEXTURE_2D, texture)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(rgba.Rect.Size().X),
int32(rgba.Rect.Size().Y), 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(rgba.Pix))
return texture, nil
}
func (r *GLRenderer) LoadEnvironment(path string, index int) (uint32, error) {
imgFile, err := os.Open(path)
if err != nil {
return 0, fmt.Errorf("texture %q not found on disk: %v", path, err)
}
img, _, err := image.Decode(imgFile)
if err != nil {
return 0, err
}
rgba := image.NewRGBA(img.Bounds())
if rgba.Stride != rgba.Rect.Size().X*4 {
return 0, fmt.Errorf("Unsupported Stride")
}
draw.Draw(rgba, rgba.Bounds(), img, image.Point{0, 0}, draw.Src)
var texture uint32
gl.GenTextures(1, &texture)
gl.BindTexture(gl.TEXTURE_CUBE_MAP, texture)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
for i := 0; i < 6; i++ { //Load Faces - Properly load with proper cubic offsets
gl.TexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X+uint32(i), 0,
gl.RGBA, int32(rgba.Rect.Size().X), int32(rgba.Rect.Size().Y),
0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(rgba.Pix))
}
gl.BindTexture(gl.TEXTURE_CUBE_MAP, 0)
return texture, nil
}
func (r *GLRenderer) SetActiveTexture(glid uint32, index uint32) {
gl.ActiveTexture(gl.TEXTURE0 + index)
gl.BindTexture(gl.TEXTURE_2D, glid)
}
func (renderer *GLRenderer) Draw(mesh_entities []*defs.MeshEntity, shaders *defs.ShadersMap, materials map[string]*defs.Material, mapID uint32) error {
mglView := renderer.Camera.Update()
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.UseProgram(shaders.ProgramID["default"])
gl.UniformMatrix4fv(shaders.ShaderUniforms["mvp"], 1, false, &renderer.MVPMat[0])
gl.UniformMatrix4fv(shaders.ShaderUniforms["view"], 1, false, &mglView[0])
gl.BindTexture(gl.TEXTURE_CUBE_MAP, mapID)
for i := 0; i < len(mesh_entities); i++ {
myMesh := mesh_entities[i]
matname := myMesh.Mesh.MaterialComponent.Name
material := materials[matname]
metal := material.MetallicRoughMaterial.Metallic
rough := material.MetallicRoughMaterial.Roughness
gl.Uniform1f(shaders.ShaderUniforms["metallness"], metal)
gl.Uniform1f(shaders.ShaderUniforms["roughness"], rough)
gl.BindVertexArray(renderer.VAO[myMesh.VAO])
gl.UniformMatrix4fv(shaders.ShaderUniforms["model"], 1, false, &myMesh.Mesh.TransformComponent.Model[0])
gl.DrawElements(gl.TRIANGLES, int32(myMesh.Mesh.IndiceComponent.IndexByteLength/BYTES_PER_SHORT), gl.UNSIGNED_SHORT, gl.PtrOffset(0))
gl.BindVertexArray(0)
}
gl.BindTexture(gl.TEXTURE_CUBE_MAP, 0)
return nil
}
func (r *GLRenderer) Update(dt float64) error {
elapsed := time.Now().Sub(Input.Time).Seconds()
if elapsed > dt {
if Input.Keys.Pressed == 1 {
dir := r.Camera.Transform.Matrix.Get(Input.Keys.Select)
scale := CAMERA_SPEED * Input.Keys.Scale
r.MoveCamera(dir, scale)
}
if Input.Mouse.Hold == true {
r.Camera.RotateFPS(vector.Vec{float32(-Input.Mouse.Dy), float32(-Input.Mouse.Dx), 0})
}
Input.Time = time.Now()
}
return nil
}
func (renderer *GLRenderer) ShouldClose() bool {
window := renderer.Window
return window.ShouldClose()
}
func (renderer *GLRenderer) Status() error {
if renderer.Window == nil {
return fmt.Errorf("glr | Status() - MyInput.Window not available (GLFW not intialized properly)\n")
}
return nil
}
func (r *GLRenderer) MoveCamera(dir vector.Vec, mag float32) {
move := vector.Scale(dir, mag)
r.Camera.Transform.Translate(move)
}
func ProcessInput(w *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
if action == glfw.Press {
Input.Keys.Pressed = 1
Input.Keys.Time = time.Now()
} else {
Input.Keys.Pressed = 0
}
if action == glfw.Repeat {
Input.Keys.Pressed = 1
}
if key == glfw.KeyW {
Input.Keys.Select = 2
Input.Keys.Scale = -1.0
}
if key == glfw.KeyS {
Input.Keys.Select = 2
Input.Keys.Scale = 1.0
}
if key == glfw.KeyA {
Input.Keys.Select = 0
Input.Keys.Scale = -1.0
}
if key == glfw.KeyD {
Input.Keys.Select = 0
Input.Keys.Scale = 1.0
}
if key == glfw.KeyUp {
Input.Keys.Select = 1
Input.Keys.Scale = 1.0
}
if key == glfw.KeyDown {
Input.Keys.Select = 1
Input.Keys.Scale = -1.0
}
if key == glfw.KeyTab {
//Nothing
}
}
//ProcessMouse sets the mouse state structure during click events
func ProcessMouse(w *glfw.Window, button glfw.MouseButton, action glfw.Action, mods glfw.ModifierKey) {
if button == glfw.MouseButtonLeft && action == glfw.Press {
if !Input.Mouse.Hold {
Input.Mouse.Hold = true
Input.Mouse.Time = time.Now()
}
}
if button == glfw.MouseButtonLeft && action == glfw.Release {
Input.Mouse.Hold = false
Input.Mouse.PosX = 0
Input.Mouse.PosY = 0
Input.Mouse.Time = time.Now()
}
}
//ProcessCursor - GLFW Callback. While mouse is in state hold calculate a X,Y derivative
func ProcessCursor(w *glfw.Window, xPos float64, yPos float64) {
if Input.Mouse.Hold {
dt := float64(Input.Mouse.Time.Sub(time.Now()).Seconds())
if !(Input.Mouse.PosX == 0) && !(Input.Mouse.PosY == 0) {
Input.Mouse.Dx = float32((Input.Mouse.PosX - xPos) / (dt * 500))
Input.Mouse.Dy = float32((Input.Mouse.PosY - yPos) / (dt * 500))
Input.Mouse.Time = time.Now()
}
Input.Mouse.PosX = xPos
Input.Mouse.PosY = yPos
} else {
Input.Mouse.Dx = 0
Input.Mouse.Dy = 0
}
}