diff --git a/go.mod b/go.mod index fbe26e6..76e3eeb 100644 --- a/go.mod +++ b/go.mod @@ -4,4 +4,4 @@ go 1.18 //replace github.com/harfang3d/harfang-go/v3 => ../harfang-go -require github.com/harfang3d/harfang-go/v3 v3.2.3 +require github.com/harfang3d/harfang-go/v3 v3.2.4 diff --git a/go.sum b/go.sum index 0df1f81..69e0a1b 100644 --- a/go.sum +++ b/go.sum @@ -1,2 +1,2 @@ -github.com/harfang3d/harfang-go/v3 v3.2.3 h1:z8utFF8SmZFfu4fvHizB5j2LtWC8fhCgn0KDMrW8tg0= -github.com/harfang3d/harfang-go/v3 v3.2.3/go.mod h1:2oDj9XyT6i4vgRQ0FeKbk/N8iERcK1vcEfnqROOwCK0= +github.com/harfang3d/harfang-go/v3 v3.2.4 h1:JiwsiSY7PYwcDRtgzikdk0+VDCB4r1HsPDvY9POCneI= +github.com/harfang3d/harfang-go/v3 v3.2.4/go.mod h1:2oDj9XyT6i4vgRQ0FeKbk/N8iERcK1vcEfnqROOwCK0= diff --git a/scene_vr.go b/scene_vr.go index 54f5676..c46f0aa 100644 --- a/scene_vr.go +++ b/scene_vr.go @@ -4,8 +4,10 @@ import ( hg "github.com/harfang3d/harfang-go/v3" ) +var prg_ref *hg.PipelineProgramRef + // Create materials -func create_material(ubc *hg.Vec4, orm *hg.Vec4, prg_ref *hg.PipelineProgramRef) *hg.Material { +func create_material(ubc *hg.Vec4, orm *hg.Vec4) *hg.Material { mat := hg.NewMaterial() hg.SetMaterialProgram(mat, prg_ref) hg.SetMaterialValueWithVec4V(mat, "uBaseOpacityColor", ubc) @@ -17,6 +19,9 @@ func main() { hg.InputInit() hg.WindowSystemInit() + hg.SetLogLevel(hg.LLAll) + hg.SetLogDetailed(true) + res_x, res_y := int32(1280), int32(720) win := hg.RenderInitWithWindowTitleWidthHeightResetFlags("Harfang - OpenVR Scene", res_x, res_y, hg.RFVSync|hg.RFMSAA4X) @@ -44,20 +49,20 @@ func main() { ground_ref := res.AddModel("ground", ground_mdl) // Load shader - prg_ref := hg.LoadPipelineProgramRefFromAssets("core/shader/pbr.hps", res, hg.GetForwardPipelineInfo()) + prg_ref = hg.LoadPipelineProgramRefFromAssets("core/shader/pbr.hps", res, hg.GetForwardPipelineInfo()) // Create scene scene := hg.NewScene() - scene.GetCanvas().SetColor(hg.NewColorWithRGBA(255/255, 255/255, 217/255, 1)) - scene.GetEnvironment().SetAmbient(hg.NewColorWithRGBA(15/255, 12/255, 9/255, 1)) + scene.GetCanvas().SetColor(hg.NewColorWithRGBA(255.0/255.0, 255.0/255.0, 217.0/255.0, 1.0)) + scene.GetEnvironment().SetAmbient(hg.NewColorWithRGBA(15.0/255.0, 12.0/255.0, 9.0/255.0, 1.0)) hg.CreateSpotLightWithDiffuseSpecularPriorityShadowTypeShadowBias(scene, hg.TransformationMat4(hg.NewVec3WithXYZ(-8, 4, -5), hg.NewVec3WithXYZ(hg.Deg(19), hg.Deg(59), 0)), 0, hg.Deg(5), hg.Deg(30), hg.ColorGetWhite(), hg.ColorGetWhite(), 10, hg.LSTMap, 0.0001) hg.CreatePointLightWithDiffuseSpecularPriority(scene, hg.TranslationMat4(hg.NewVec3WithXYZ(2.4, 1, 0.5)), 10, hg.NewColorWithRGBA(94.0/255.0, 255.0/255.0, 228.0/255.0, 1.0), hg.NewColorWithRGBA(94.0/255.0, 1.0, 228.0/255.0, 1.0), 0) - mat_cube := create_material(hg.NewVec4WithXYZW(255/255, 230/255, 20/255, 1), hg.NewVec4WithXYZW(1, 0.658, 0., 1), prg_ref) + mat_cube := create_material(hg.NewVec4WithXYZW(255.0/255.0, 230.0/255.0, 255.0/255.0, 1), hg.NewVec4WithXYZW(1, 0.658, 0., 1)) hg.CreateObjectWithSliceOfMaterials(scene, hg.TransformationMat4(hg.NewVec3WithXYZ(0, 0.5, 0), hg.NewVec3WithXYZ(0, hg.Deg(70), 0)), cube_ref, hg.GoSliceOfMaterial{mat_cube}) - mat_ground := create_material(hg.NewVec4WithXYZW(255/255, 120/255, 147/255, 1), hg.NewVec4WithXYZW(1, 1, 0.1, 1), prg_ref) + mat_ground := create_material(hg.NewVec4WithXYZW(255/255.0, 120/255.0, 147/255.0, 1), hg.NewVec4WithXYZW(1, 1, 0.1, 1)) hg.CreateObjectWithSliceOfMaterials(scene, hg.TranslationMat4(hg.NewVec3WithXYZ(0, 0, 0)), ground_ref, hg.GoSliceOfMaterial{mat_ground}) // Setup 2D rendering to display eyes textures @@ -79,6 +84,8 @@ func main() { quad_uniform_set_texture_list := hg.NewUniformSetTextureList() + //<-time.After(time.Second * 3) + // Main loop for !hg.ReadKeyboard().Key(hg.KEscape) && hg.IsWindowOpen(win) {