go-opengl-pixel/pixelgl/vertex.go

396 lines
10 KiB
Go
Raw Normal View History

2016-11-23 07:03:23 -06:00
package pixelgl
2016-11-23 11:06:55 -06:00
import (
"runtime"
"unsafe"
2016-11-23 11:06:55 -06:00
"github.com/go-gl/gl/v3.3-core/gl"
2016-12-01 09:44:54 -06:00
"github.com/go-gl/mathgl/mgl32"
2016-11-23 11:06:55 -06:00
"github.com/pkg/errors"
)
2016-11-23 08:59:21 -06:00
// VertexArray is an OpenGL vertex array object that also holds it's own vertex buffer object.
// From the user's points of view, VertexArray is an array of vertices that can be drawn.
type VertexArray struct {
vao, vbo binder
numVertices int
format AttrFormat
stride int
offset map[string]int
2016-11-23 08:59:21 -06:00
}
// NewVertexArray creates a new empty vertex array.
2016-12-08 08:25:00 -06:00
//
2016-12-30 10:53:47 -06:00
// You cannot specify vertex attributes in this constructor, only their count. Use
// SetVertexAttribute* methods to set the vertex attributes.
func NewVertexArray(shader *Shader, numVertices int) (*VertexArray, error) {
2016-11-23 08:59:21 -06:00
va := &VertexArray{
vao: binder{
restoreLoc: gl.VERTEX_ARRAY_BINDING,
bindFunc: func(obj uint32) {
gl.BindVertexArray(obj)
},
},
vbo: binder{
restoreLoc: gl.ARRAY_BUFFER_BINDING,
bindFunc: func(obj uint32) {
gl.BindBuffer(gl.ARRAY_BUFFER, obj)
},
},
numVertices: numVertices,
format: shader.VertexFormat(),
stride: shader.VertexFormat().Size(),
offset: make(map[string]int),
2016-11-23 08:59:21 -06:00
}
2016-11-24 07:37:11 -06:00
offset := 0
for name, typ := range va.format {
2016-12-15 17:28:52 -06:00
switch typ {
2016-12-02 11:21:28 -06:00
case Float, Vec2, Vec3, Vec4:
2016-11-29 16:11:53 -06:00
default:
return nil, errors.New("failed to create vertex array: invalid attribute type")
2016-11-29 16:11:53 -06:00
}
2016-12-15 17:28:52 -06:00
va.offset[name] = offset
offset += typ.Size()
}
gl.GenVertexArrays(1, &va.vao.obj)
va.vao.bind()
gl.GenBuffers(1, &va.vbo.obj)
defer va.vbo.bind().restore()
emptyData := make([]byte, numVertices*va.stride)
gl.BufferData(gl.ARRAY_BUFFER, len(emptyData), gl.Ptr(emptyData), gl.DYNAMIC_DRAW)
for name, typ := range va.format {
loc := gl.GetAttribLocation(shader.ID(), gl.Str(name+"\x00"))
var size int32
switch typ {
case Float:
size = 1
case Vec2:
size = 2
case Vec3:
size = 3
case Vec4:
size = 4
}
gl.VertexAttribPointer(
uint32(loc),
size,
gl.FLOAT,
false,
int32(va.stride),
gl.PtrOffset(va.offset[name]),
)
gl.EnableVertexAttribArray(uint32(loc))
}
va.vao.restore()
2016-12-08 08:25:00 -06:00
runtime.SetFinalizer(va, (*VertexArray).delete)
2016-11-23 11:06:55 -06:00
return va, nil
2016-11-23 08:59:21 -06:00
}
func (va *VertexArray) delete() {
2016-12-18 18:11:34 -06:00
DoNoBlock(func() {
gl.DeleteVertexArrays(1, &va.vao.obj)
gl.DeleteBuffers(1, &va.vbo.obj)
2016-11-23 13:06:34 -06:00
})
}
// ID returns an OpenGL identifier of a vertex array.
func (va *VertexArray) ID() uint32 {
return va.vao.obj
}
// NumVertices returns the number of vertices in a vertex array.
func (va *VertexArray) NumVertices() int {
return va.numVertices
2016-11-29 16:11:53 -06:00
}
2016-11-23 08:59:21 -06:00
// VertexFormat returns the format of the vertices inside a vertex array.
//
// Do not change this format!
2016-12-15 17:28:52 -06:00
func (va *VertexArray) VertexFormat() AttrFormat {
2016-11-23 08:59:21 -06:00
return va.format
}
// Draw draws a vertex array.
//
// The vertex array must be bound before calling this method.
2016-11-23 08:59:21 -06:00
func (va *VertexArray) Draw() {
gl.DrawArrays(gl.TRIANGLES, 0, int32(va.numVertices))
2016-12-15 17:41:03 -06:00
}
// SetVertexAttr sets the value of the specified vertex attribute of the specified vertex.
//
2016-12-30 10:53:47 -06:00
// If the vertex attribute does not exist, this method returns false. If the vertex is out of
// range, this method panics.
//
2016-12-30 10:53:47 -06:00
// Supplied value must correspond to the type of the attribute. Correct types are these
// (righ-hand is the type of the value):
// Attr{Type: Float}: float32
// Attr{Type: Vec2}: mgl32.Vec2
// Attr{Type: Vec3}: mgl32.Vec3
// Attr{Type: Vec4}: mgl32.Vec4
// No other types are supported.
//
// The vertex array must be bound before calling this method.
func (va *VertexArray) SetVertexAttr(vertex int, attr Attr, value interface{}) (ok bool) {
if vertex < 0 || vertex >= va.numVertices {
panic("set vertex attr: invalid vertex index")
}
2016-12-15 17:28:52 -06:00
if !va.format.Contains(attr) {
return false
}
offset := va.stride*vertex + va.offset[attr.Name]
switch attr.Type {
case Float:
value := value.(float32)
gl.BufferSubData(gl.ARRAY_BUFFER, offset, attr.Type.Size(), unsafe.Pointer(&value))
case Vec2:
value := value.(mgl32.Vec2)
gl.BufferSubData(gl.ARRAY_BUFFER, offset, attr.Type.Size(), unsafe.Pointer(&value))
case Vec3:
value := value.(mgl32.Vec3)
gl.BufferSubData(gl.ARRAY_BUFFER, offset, attr.Type.Size(), unsafe.Pointer(&value))
case Vec4:
value := value.(mgl32.Vec4)
gl.BufferSubData(gl.ARRAY_BUFFER, offset, attr.Type.Size(), unsafe.Pointer(&value))
default:
panic("set vertex attr: invalid attribute type")
}
return true
}
// VertexAttr returns the current value of the specified vertex attribute of the specified vertex.
//
2016-12-30 10:53:47 -06:00
// If the vertex attribute does not exist, this method returns nil and false. If the vertex is
// out of range, this method panics.
//
// The type of the returned value follows the same rules as with SetVertexAttr.
//
// The vertex array must be bound before calling this method.
func (va *VertexArray) VertexAttr(vertex int, attr Attr) (value interface{}, ok bool) {
if vertex < 0 || vertex >= va.numVertices {
panic("vertex attr: invalid vertex index")
}
2016-12-15 17:28:52 -06:00
if !va.format.Contains(attr) {
return nil, false
2016-11-26 15:51:20 -06:00
}
offset := va.stride*vertex + va.offset[attr.Name]
switch attr.Type {
case Float:
var data float32
gl.GetBufferSubData(gl.ARRAY_BUFFER, offset, attr.Type.Size(), unsafe.Pointer(&data))
value = data
case Vec2:
var data mgl32.Vec2
gl.GetBufferSubData(gl.ARRAY_BUFFER, offset, attr.Type.Size(), unsafe.Pointer(&data))
value = data
case Vec3:
var data mgl32.Vec3
gl.GetBufferSubData(gl.ARRAY_BUFFER, offset, attr.Type.Size(), unsafe.Pointer(&data))
value = data
case Vec4:
var data mgl32.Vec4
gl.GetBufferSubData(gl.ARRAY_BUFFER, offset, attr.Type.Size(), unsafe.Pointer(&data))
value = data
default:
panic("set vertex attr: invalid attribute type")
}
return value, true
2016-11-23 08:59:21 -06:00
}
2016-12-30 10:53:47 -06:00
// SetVertex sets values of the attributes specified in the supplied map. All other attributes
// will be set to zero.
//
// Not existing attributes are silently skipped.
//
// The vertex array must be bound before calling this method.
func (va *VertexArray) SetVertex(vertex int, values map[Attr]interface{}) {
if vertex < 0 || vertex >= va.numVertices {
panic("set vertex: invalid vertex index")
}
data := make([]float32, va.format.Size()/4)
for attr, value := range values {
if !va.format.Contains(attr) {
continue
}
offset := va.offset[attr.Name]
switch attr.Type {
case Float:
data[offset/4] = value.(float32)
case Vec2:
value := value.(mgl32.Vec2)
copy(data[offset/4:offset/4+attr.Type.Size()/4], value[:])
case Vec3:
value := value.(mgl32.Vec3)
copy(data[offset/4:offset/4+attr.Type.Size()/4], value[:])
case Vec4:
value := value.(mgl32.Vec4)
copy(data[offset/4:offset/4+attr.Type.Size()/4], value[:])
default:
panic("set vertex: invalid attribute type")
}
}
offset := va.stride * vertex
gl.BufferSubData(gl.ARRAY_BUFFER, offset, len(data)*4, gl.Ptr(data))
}
// Vertex returns values of all vertex attributes of the specified vertex in a map.
//
// The vertex array must be bound before calling this method.
func (va *VertexArray) Vertex(vertex int) (values map[Attr]interface{}) {
if vertex < 0 || vertex >= va.numVertices {
panic("set vertex: invalid vertex index")
}
data := make([]float32, va.format.Size()/4)
offset := va.stride * vertex
gl.GetBufferSubData(gl.ARRAY_BUFFER, offset, len(data)*4, gl.Ptr(data))
values = make(map[Attr]interface{})
for name, typ := range va.format {
attr := Attr{name, typ}
offset := va.offset[attr.Name]
switch attr.Type {
case Float:
values[attr] = data[offset/4]
case Vec2:
var value mgl32.Vec2
copy(value[:], data[offset/4:offset/4+attr.Type.Size()/4])
values[attr] = value
case Vec3:
var value mgl32.Vec3
copy(value[:], data[offset/4:offset/4+attr.Type.Size()/4])
values[attr] = value
case Vec4:
var value mgl32.Vec4
copy(value[:], data[offset/4:offset/4+attr.Type.Size()/4])
values[attr] = value
}
}
return values
}
2016-12-30 10:53:47 -06:00
// SetVertices sets values of vertex attributes of all vertices as specified in the supplied
// slice of maps. If the length of vertices does not match the number of vertices in the vertex
// array, this method panics.
//
// Not existing attributes are silently skipped.
//
// The vertex array must be bound before calling this metod.
func (va *VertexArray) SetVertices(vertices []map[Attr]interface{}) {
if len(vertices) != va.numVertices {
panic("set vertex array: wrong number of supplied vertices")
}
data := make([]float32, va.numVertices*va.format.Size()/4)
for vertex := range vertices {
for attr, value := range vertices[vertex] {
if !va.format.Contains(attr) {
continue
}
offset := va.stride*vertex + va.offset[attr.Name]
switch attr.Type {
case Float:
data[offset/4] = value.(float32)
case Vec2:
value := value.(mgl32.Vec2)
copy(data[offset/4:offset/4+attr.Type.Size()/4], value[:])
case Vec3:
value := value.(mgl32.Vec3)
copy(data[offset/4:offset/4+attr.Type.Size()/4], value[:])
case Vec4:
value := value.(mgl32.Vec4)
copy(data[offset/4:offset/4+attr.Type.Size()/4], value[:])
default:
panic("set vertex: invalid attribute type")
}
}
}
gl.BufferSubData(gl.ARRAY_BUFFER, 0, len(data)*4, gl.Ptr(data))
}
2016-12-30 10:53:47 -06:00
// Vertices returns values of vertex attributes of all vertices in a vertex array in a slice
// of maps.
//
// The vertex array must be bound before calling this metod.
func (va *VertexArray) Vertices() (vertices []map[Attr]interface{}) {
data := make([]float32, va.numVertices*va.format.Size()/4)
gl.GetBufferSubData(gl.ARRAY_BUFFER, 0, len(data)*4, gl.Ptr(data))
vertices = make([]map[Attr]interface{}, va.numVertices)
for vertex := range vertices {
values := make(map[Attr]interface{})
for name, typ := range va.format {
attr := Attr{name, typ}
offset := va.stride*vertex + va.offset[attr.Name]
switch attr.Type {
case Float:
values[attr] = data[offset/4]
case Vec2:
var value mgl32.Vec2
copy(value[:], data[offset/4:offset/4+attr.Type.Size()/4])
values[attr] = value
case Vec3:
var value mgl32.Vec3
copy(value[:], data[offset/4:offset/4+attr.Type.Size()/4])
values[attr] = value
case Vec4:
var value mgl32.Vec4
copy(value[:], data[offset/4:offset/4+attr.Type.Size()/4])
values[attr] = value
}
}
vertices[vertex] = values
}
return vertices
}
// Begin binds a vertex array. This is neccessary before using the vertex array.
func (va *VertexArray) Begin() {
va.vao.bind()
va.vbo.bind()
}
// End unbinds a vertex array and restores the previous one.
func (va *VertexArray) End() {
va.vbo.restore()
va.vao.restore()
2016-11-23 08:59:21 -06:00
}