func blitBuffers() { // Screen gl.Framebuffer{}.BindDraw() const width, height = 300, 150 ox, oy := 5, 5 for _, d := range debugBuffers { d.fb.BindRead() d.fb.ReadBuffer(d.a) gl.BlitFramebuffer( 0, 0, lastWidth, lastHeight, ox, lastHeight-height-oy, ox+width, lastHeight-oy, gl.ColorBufferBit, gl.Nearest, ) ox += width if ox+width >= lastWidth { ox = 5 oy += height } } gl.UnbindFramebufferDraw() gl.UnbindFramebufferRead() }
// Draw draws a single frame func Draw(width, height int, delta float64) { tickAnimatedTextures(delta) frameID++ sync: for { select { case f := <-syncChan: f() default: break sync } } // Only update the viewport if the window was resized if lastHeight != height || lastWidth != width || lastFOV != FOV.Value() { lastWidth = width lastHeight = height lastFOV = FOV.Value() perspectiveMatrix = mgl32.Perspective( (math.Pi/180)*float32(lastFOV), float32(width)/float32(height), 0.1, 500.0, ) gl.Viewport(0, 0, width, height) frustum.SetPerspective( (math.Pi/180)*float32(lastFOV), float32(width)/float32(height), 0.1, 500.0, ) initTrans() } mainFramebuffer.Bind() gl.Enable(gl.Multisample) gl.ActiveTexture(0) glTexture.Bind(gl.Texture2DArray) gl.ClearColor(ClearColour.R, ClearColour.G, ClearColour.B, 1.0) gl.Clear(gl.ColorBufferBit | gl.DepthBufferBit) chunkProgram.Use() viewVector = mgl32.Vec3{ float32(math.Cos(Camera.Yaw-math.Pi/2) * -math.Cos(Camera.Pitch)), float32(-math.Sin(Camera.Pitch)), float32(-math.Sin(Camera.Yaw-math.Pi/2) * -math.Cos(Camera.Pitch)), } cam := mgl32.Vec3{-float32(Camera.X), -float32(Camera.Y), float32(Camera.Z)} cameraMatrix = mgl32.LookAtV( cam, cam.Add(mgl32.Vec3{-viewVector.X(), -viewVector.Y(), viewVector.Z()}), mgl32.Vec3{0, -1, 0}, ) cameraMatrix = cameraMatrix.Mul4(mgl32.Scale3D(-1.0, 1.0, 1.0)) frustum.SetCamera( cam, cam.Add(mgl32.Vec3{-viewVector.X(), -viewVector.Y(), viewVector.Z()}), mgl32.Vec3{0, -1, 0}, ) shaderChunk.PerspectiveMatrix.Matrix4(&perspectiveMatrix) shaderChunk.CameraMatrix.Matrix4(&cameraMatrix) shaderChunk.Texture.Int(0) shaderChunk.LightLevel.Float(LightLevel) shaderChunk.SkyOffset.Float(SkyOffset) chunkPos := position{ X: int(Camera.X) >> 4, Y: int(Camera.Y) >> 4, Z: int(Camera.Z) >> 4, } nearestBuffer = buffers[chunkPos] for _, dir := range direction.Values { validDirs[dir] = viewVector.Dot(dir.AsVec()) > -0.8 } renderOrder = renderOrder[:0] renderBuffer(nearestBuffer, chunkPos, direction.Invalid, delta) drawLines() drawModels() clouds.tick(delta) chunkProgramT.Use() shaderChunkT.PerspectiveMatrix.Matrix4(&perspectiveMatrix) shaderChunkT.CameraMatrix.Matrix4(&cameraMatrix) shaderChunkT.Texture.Int(0) shaderChunkT.LightLevel.Float(LightLevel) shaderChunkT.SkyOffset.Float(SkyOffset) // Copy the depth buffer mainFramebuffer.BindRead() transFramebuffer.BindDraw() gl.BlitFramebuffer( 0, 0, lastWidth, lastHeight, 0, 0, lastWidth, lastHeight, gl.DepthBufferBit, gl.Nearest, ) gl.Enable(gl.Blend) gl.DepthMask(false) transFramebuffer.Bind() gl.ClearColor(0, 0, 0, 1) gl.Clear(gl.ColorBufferBit) gl.ClearBuffer(gl.Color, 0, []float32{0, 0, 0, 1}) gl.ClearBuffer(gl.Color, 1, []float32{0, 0, 0, 0}) gl.BlendFuncSeparate(gl.OneFactor, gl.OneFactor, gl.ZeroFactor, gl.OneMinusSrcAlpha) for _, chunk := range renderOrder { if chunk.countT > 0 && chunk.bufferT.IsValid() { shaderChunkT.Offset.Int3(chunk.X, chunk.Y*4096-chunk.Y*int(4096*(1-chunk.progress)), chunk.Z) chunk.arrayT.Bind() gl.DrawElements(gl.Triangles, chunk.countT, elementBufferType, 0) } } gl.UnbindFramebuffer() gl.Disable(gl.DepthTest) gl.Clear(gl.ColorBufferBit) gl.Disable(gl.Blend) transDraw() gl.Enable(gl.DepthTest) gl.DepthMask(true) gl.BlendFunc(gl.SrcAlpha, gl.OneMinusSrcAlpha) gl.Disable(gl.Multisample) drawUI() if debugFramebuffers.Value() { gl.Enable(gl.Multisample) blitBuffers() gl.Disable(gl.Multisample) } }