remove ID's from OpenGL objects + replace VertexArray with dynamically sized VertexSlice + add new Sprite
This commit is contained in:
parent
fb3df06337
commit
1f3c875d87
79
graphics.go
79
graphics.go
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@ -9,7 +9,7 @@ import (
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// Color and Texture.
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type TrianglesData []struct {
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Position Vec
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Color color.Color
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Color NRGBA
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Texture Vec
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}
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@ -40,11 +40,17 @@ func (td *TrianglesData) Update(t Triangles) {
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return
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}
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if t, ok := t.(*TrianglesColorData); ok {
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copy(*td, *(*TrianglesData)(t))
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for i := range *td {
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(*td)[i].Position = (*t)[i].Position
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(*td)[i].Color = (*t)[i].Color
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}
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return
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}
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if t, ok := t.(*TrianglesTextureData); ok {
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copy(*td, *(*TrianglesData)(t))
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for i := range *td {
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(*td)[i].Position = (*t)[i].Position
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(*td)[i].Texture = (*t)[i].Texture
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}
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return
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}
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@ -56,7 +62,7 @@ func (td *TrianglesData) Update(t Triangles) {
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}
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if t, ok := t.(TrianglesColor); ok {
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for i := range *td {
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(*td)[i].Color = t.Color(i)
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(*td)[i].Color = NRGBAModel.Convert(t.Color(i)).(NRGBA)
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}
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}
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if t, ok := t.(TrianglesTexture); ok {
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@ -181,3 +187,68 @@ func (td *TrianglesDrawer) Update(t Triangles) {
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td.dirty = true
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td.Triangles.Update(t)
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}
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// Sprite is a picture, positioned somewhere, with an optional mask color.
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type Sprite struct {
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td TrianglesDrawer
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pic *Picture
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transform []Transform
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maskColor color.Color
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}
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// NewSprite creates a Sprite with the supplied Picture. The dimensions of the returned Sprite match
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// the dimensions of the Picture.
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func NewSprite(pic *Picture) *Sprite {
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s := &Sprite{
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td: TrianglesDrawer{Triangles: &TrianglesTextureData{}},
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}
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s.SetPicture(pic)
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return s
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}
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// SetPicture changes the Picture of the Sprite and resizes it accordingly.
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func (s *Sprite) SetPicture(pic *Picture) {
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w, h := pic.Bounds().Size.XY()
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s.td.Update(&TrianglesTextureData{
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{Position: V(0, 0), Texture: V(0, 0)},
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{Position: V(w, 0), Texture: V(1, 0)},
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{Position: V(w, h), Texture: V(1, 1)},
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{Position: V(0, 0), Texture: V(0, 0)},
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{Position: V(w, h), Texture: V(1, 1)},
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{Position: V(0, h), Texture: V(0, 1)},
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})
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s.pic = pic
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}
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// Picture returns the current Picture of the Sprite.
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func (s *Sprite) Picture() *Picture {
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return s.pic
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}
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// SetTransform sets a chain of Transforms that will be applied to this Sprite in reverse order.
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func (s *Sprite) SetTransform(t ...Transform) {
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s.transform = t
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}
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// Transform returns the current chain of Transforms that this Sprite is transformed by.
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func (s *Sprite) Transform() []Transform {
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return s.transform
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}
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// SetMaskColor changes the mask color of the Sprite.
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func (s *Sprite) SetMaskColor(c color.Color) {
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s.maskColor = c
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}
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// MaskColor returns the current mask color of the Sprite.
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func (s *Sprite) MaskColor() color.Color {
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return s.maskColor
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}
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// Draw draws the Sprite onto the provided Target.
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func (s *Sprite) Draw(target Target) {
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target.SetPicture(s.pic)
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target.SetTransform(s.transform...)
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target.SetMaskColor(s.maskColor)
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s.td.Draw(target)
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}
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@ -115,11 +115,6 @@ func (s *Shader) delete() {
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})
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}
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// ID returns an OpenGL identifier of a shader program.
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func (s *Shader) ID() uint32 {
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return s.program.obj
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}
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// VertexFormat returns the vertex attribute format of this shader. Do not change it.
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func (s *Shader) VertexFormat() AttrFormat {
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return s.vertexFmt
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@ -67,11 +67,6 @@ func (t *Texture) delete() {
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})
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}
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// ID returns an OpenGL identifier of a texture.
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func (t *Texture) ID() uint32 {
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return t.tex.obj
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}
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// Width returns the width of a texture in pixels.
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func (t *Texture) Width() int {
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return t.width
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@ -2,29 +2,176 @@ package pixelgl
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import (
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"runtime"
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"unsafe"
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"github.com/go-gl/gl/v3.3-core/gl"
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"github.com/go-gl/mathgl/mgl32"
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"github.com/pkg/errors"
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)
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// VertexArray is an OpenGL vertex array object that also holds it's own vertex buffer object.
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// From the user's points of view, VertexArray is an array of vertices that can be drawn.
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type VertexArray struct {
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vao, vbo binder
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numVertices int
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format AttrFormat
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stride int
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offset map[string]int
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// VertexData holds data of one vertex stored in vertex attributes. The values must match attribute
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// types precisely. Here's the table of correct types (no other types are valid):
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//
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// Attr{Type: Float}: float32
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// Attr{Type: Vec2}: mgl32.Vec2
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// Attr{Type: Vec3}: mgl32.Vec3
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// Attr{Type: Vec4}: mgl32.Vec4
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type VertexData map[Attr]interface{}
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// VertexSlice points to a portion of (or possibly whole) vertex array. It is used as a pointer,
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// contrary to Go's builtin slices. This is, so that append can be 'in-place'. That's for the good,
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// because Begin/End-ing a VertexSlice would become super confusing, if append returned a new
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// VertexSlice.
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//
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// It also implements all basic slice-like operations: appending, sub-slicing, etc.
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//
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// Note that you need to Begin a VertexSlice before getting or updating it's elements or drawing it.
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// After you're done with it, you need to End it.
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type VertexSlice struct {
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va *vertexArray
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i, j int
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}
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// NewVertexArray creates a new empty vertex array.
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// MakeVertexSlice allocates a new vertex array with specified capacity and returns a VertexSlice
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// that points to it's first len elements.
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//
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// You cannot specify vertex attributes in this constructor, only their count. Use
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// SetVertexAttribute* methods to set the vertex attributes.
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func NewVertexArray(shader *Shader, numVertices int) (*VertexArray, error) {
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va := &VertexArray{
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// Note, that a vertex array is specialized for a specific shader and can't be used with another
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// shader.
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func MakeVertexSlice(shader *Shader, len, cap int) *VertexSlice {
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if len > cap {
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panic("failed to make vertex slice: len > cap")
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}
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return &VertexSlice{
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va: newVertexArray(shader, cap),
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i: 0,
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j: len,
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}
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}
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// VertexFormat returns the format of vertex attributes inside the underlying vertex array of this
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// VertexSlice.
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func (vs *VertexSlice) VertexFormat() AttrFormat {
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return vs.va.format
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}
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// Len returns the length of the VertexSlice.
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func (vs *VertexSlice) Len() int {
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return vs.j - vs.i
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}
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// Cap returns the capacity of an underlying vertex array.
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func (vs *VertexSlice) Cap() int {
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return vs.va.cap - vs.i
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}
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// Slice returns a sub-slice of this VertexSlice covering the range [i, j) (relative to this
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// VertexSlice).
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//
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// Note, that the returned VertexSlice shares an underlying vertex array with the original
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// VertexSlice. Modifying the contents of one modifies corresponding contents of the other.
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func (vs *VertexSlice) Slice(i, j int) *VertexSlice {
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if i < 0 || j < i || j > vs.va.cap {
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panic("failed to slice vertex slice: index out of range")
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}
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return &VertexSlice{
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va: vs.va,
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i: vs.i + i,
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j: vs.i + j,
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}
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}
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// grow returns supplied vs with length changed to len. Allocates new underlying vertex array if
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// necessary. The original content is preserved.
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func (vs VertexSlice) grow(len int) VertexSlice {
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if len <= vs.Cap() {
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// capacity sufficient
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return VertexSlice{
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va: vs.va,
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i: vs.i,
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j: vs.i + len,
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}
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}
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// grow the capacity
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newCap := vs.Cap()
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if newCap < 1024 {
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newCap += newCap
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} else {
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newCap += newCap / 4
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}
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if newCap < len {
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newCap = len
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}
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newVs := VertexSlice{
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va: newVertexArray(vs.va.shader, newCap),
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i: 0,
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j: len,
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}
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// preserve the original content
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newVs.Begin()
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newVs.Slice(0, vs.Len()).SetVertexData(vs.VertexData())
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newVs.End()
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return newVs
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}
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// Append adds supplied vertices to the end of the VertexSlice. If the capacity of the VertexSlice
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// is not sufficient, a new, larger underlying vertex array will be allocated. The content of the
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// original VertexSlice will be copied to the new underlying vertex array.
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//
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// The VertexSlice is appended 'in-place', contrary Go's builtin slices.
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func (vs *VertexSlice) Append(vertices ...VertexData) {
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vs.End() // vs must have been Begin-ed before calling this method
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*vs = vs.grow(vs.Len() + len(vertices))
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vs.Begin()
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vs.Slice(vs.Len()-len(vertices), vs.Len()).SetVertexData(vertices)
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}
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// SetVertexData sets the contents of the VertexSlice.
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//
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// If the length of vertices does not match the length of the VertexSlice, this methdo panics.
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func (vs *VertexSlice) SetVertexData(vertices []VertexData) {
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if len(vertices) != vs.Len() {
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panic("set vertex data: wrong length of vertices")
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}
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vs.va.setVertexData(vs.i, vs.j, vertices)
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}
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// VertexData returns the contents of the VertexSlice.
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func (vs *VertexSlice) VertexData() []VertexData {
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return vs.va.vertexData(vs.i, vs.j)
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}
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// Draw draws the content of the VertexSlice.
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func (vs *VertexSlice) Draw() {
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vs.va.draw(vs.i, vs.j)
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}
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// Begin binds the underlying vertex array. Calling this method is necessary before using the VertexSlice.
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func (vs *VertexSlice) Begin() {
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vs.va.begin()
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}
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// End unbinds the underlying vertex array. Call this method when you're done with VertexSlice.
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func (vs *VertexSlice) End() {
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vs.va.end()
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}
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type vertexArray struct {
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vao, vbo binder
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cap int
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format AttrFormat
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stride int
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offset map[string]int
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shader *Shader
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}
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const vertexArrayMinCap = 4
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func newVertexArray(shader *Shader, cap int) *vertexArray {
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if cap < vertexArrayMinCap {
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cap = vertexArrayMinCap
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}
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va := &vertexArray{
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vao: binder{
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restoreLoc: gl.VERTEX_ARRAY_BINDING,
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bindFunc: func(obj uint32) {
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@ -37,10 +184,11 @@ func NewVertexArray(shader *Shader, numVertices int) (*VertexArray, error) {
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gl.BindBuffer(gl.ARRAY_BUFFER, obj)
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},
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},
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numVertices: numVertices,
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format: shader.VertexFormat(),
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stride: shader.VertexFormat().Size(),
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offset: make(map[string]int),
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cap: cap,
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format: shader.VertexFormat(),
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stride: shader.VertexFormat().Size(),
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offset: make(map[string]int),
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shader: shader,
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}
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offset := 0
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@ -48,7 +196,7 @@ func NewVertexArray(shader *Shader, numVertices int) (*VertexArray, error) {
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switch typ {
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case Float, Vec2, Vec3, Vec4:
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default:
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return nil, errors.New("failed to create vertex array: invalid attribute type")
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panic(errors.New("failed to create vertex array: invalid attribute type"))
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}
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va.offset[name] = offset
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offset += typ.Size()
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@ -61,11 +209,11 @@ func NewVertexArray(shader *Shader, numVertices int) (*VertexArray, error) {
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gl.GenBuffers(1, &va.vbo.obj)
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defer va.vbo.bind().restore()
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emptyData := make([]byte, numVertices*va.stride)
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emptyData := make([]byte, cap*va.stride)
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gl.BufferData(gl.ARRAY_BUFFER, len(emptyData), gl.Ptr(emptyData), gl.DYNAMIC_DRAW)
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for name, typ := range va.format {
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loc := gl.GetAttribLocation(shader.ID(), gl.Str(name+"\x00"))
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loc := gl.GetAttribLocation(shader.program.obj, gl.Str(name+"\x00"))
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var size int32
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switch typ {
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@ -92,226 +240,41 @@ func NewVertexArray(shader *Shader, numVertices int) (*VertexArray, error) {
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va.vao.restore()
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runtime.SetFinalizer(va, (*VertexArray).delete)
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runtime.SetFinalizer(va, (*vertexArray).delete)
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return va, nil
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return va
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}
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func (va *VertexArray) delete() {
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func (va *vertexArray) delete() {
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DoNoBlock(func() {
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gl.DeleteVertexArrays(1, &va.vao.obj)
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gl.DeleteBuffers(1, &va.vbo.obj)
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})
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}
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// ID returns an OpenGL identifier of a vertex array.
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func (va *VertexArray) ID() uint32 {
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return va.vao.obj
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func (va *vertexArray) begin() {
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va.vao.bind()
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va.vbo.bind()
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}
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// NumVertices returns the number of vertices in a vertex array.
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func (va *VertexArray) NumVertices() int {
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return va.numVertices
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func (va *vertexArray) end() {
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va.vbo.restore()
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va.vao.restore()
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}
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// VertexFormat returns the format of the vertices inside a vertex array.
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//
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// Do not change this format!
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func (va *VertexArray) VertexFormat() AttrFormat {
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return va.format
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func (va *vertexArray) draw(i, j int) {
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gl.DrawArrays(gl.TRIANGLES, int32(i), int32(i+j))
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}
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// Draw draws a vertex array.
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//
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// The vertex array must be bound before calling this method.
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func (va *VertexArray) Draw() {
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gl.DrawArrays(gl.TRIANGLES, 0, int32(va.numVertices))
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}
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// SetVertexAttr sets the value of the specified vertex attribute of the specified vertex.
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//
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// If the vertex attribute does not exist, this method returns false. If the vertex is out of
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// range, this method panics.
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//
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// Supplied value must correspond to the type of the attribute. Correct types are these
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// (righ-hand is the type of the value):
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// Attr{Type: Float}: float32
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// Attr{Type: Vec2}: mgl32.Vec2
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// Attr{Type: Vec3}: mgl32.Vec3
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// Attr{Type: Vec4}: mgl32.Vec4
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// No other types are supported.
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//
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// The vertex array must be bound before calling this method.
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func (va *VertexArray) SetVertexAttr(vertex int, attr Attr, value interface{}) (ok bool) {
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if vertex < 0 || vertex >= va.numVertices {
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panic("set vertex attr: invalid vertex index")
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func (va *vertexArray) setVertexData(i, j int, vertices []VertexData) {
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if j-i == 0 {
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// avoid setting 0 bytes of buffer data
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return
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}
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if !va.format.Contains(attr) {
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return false
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}
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data := make([]float32, (j-i)*va.stride/4)
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offset := va.stride*vertex + va.offset[attr.Name]
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switch attr.Type {
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case Float:
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value := value.(float32)
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gl.BufferSubData(gl.ARRAY_BUFFER, offset, attr.Type.Size(), unsafe.Pointer(&value))
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case Vec2:
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value := value.(mgl32.Vec2)
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gl.BufferSubData(gl.ARRAY_BUFFER, offset, attr.Type.Size(), unsafe.Pointer(&value))
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case Vec3:
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value := value.(mgl32.Vec3)
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gl.BufferSubData(gl.ARRAY_BUFFER, offset, attr.Type.Size(), unsafe.Pointer(&value))
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case Vec4:
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value := value.(mgl32.Vec4)
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gl.BufferSubData(gl.ARRAY_BUFFER, offset, attr.Type.Size(), unsafe.Pointer(&value))
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default:
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panic("set vertex attr: invalid attribute type")
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}
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return true
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}
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// VertexAttr returns the current value of the specified vertex attribute of the specified vertex.
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//
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// If the vertex attribute does not exist, this method returns nil and false. If the vertex is
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// out of range, this method panics.
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//
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// The type of the returned value follows the same rules as with SetVertexAttr.
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//
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// The vertex array must be bound before calling this method.
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func (va *VertexArray) VertexAttr(vertex int, attr Attr) (value interface{}, ok bool) {
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||||
if vertex < 0 || vertex >= va.numVertices {
|
||||
panic("vertex attr: invalid vertex index")
|
||||
}
|
||||
|
||||
if !va.format.Contains(attr) {
|
||||
return nil, false
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
// 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
|
||||
}
|
||||
|
||||
// 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 vertex := i; vertex < j; vertex++ {
|
||||
for attr, value := range vertices[vertex] {
|
||||
if !va.format.Contains(attr) {
|
||||
continue
|
||||
|
@ -337,21 +300,22 @@ func (va *VertexArray) SetVertices(vertices []map[Attr]interface{}) {
|
|||
}
|
||||
}
|
||||
|
||||
gl.BufferSubData(gl.ARRAY_BUFFER, 0, len(data)*4, gl.Ptr(data))
|
||||
gl.BufferSubData(gl.ARRAY_BUFFER, i*va.stride, len(data)*4, gl.Ptr(data))
|
||||
}
|
||||
|
||||
// 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)
|
||||
func (va *vertexArray) vertexData(i, j int) []VertexData {
|
||||
if j-i == 0 {
|
||||
// avoid getting 0 bytes of buffer data
|
||||
return nil
|
||||
}
|
||||
|
||||
gl.GetBufferSubData(gl.ARRAY_BUFFER, 0, len(data)*4, gl.Ptr(data))
|
||||
data := make([]float32, (j-i)*va.stride/4)
|
||||
|
||||
vertices = make([]map[Attr]interface{}, va.numVertices)
|
||||
gl.GetBufferSubData(gl.ARRAY_BUFFER, i*va.stride, len(data)*4, gl.Ptr(data))
|
||||
|
||||
for vertex := range vertices {
|
||||
vertices := make([]VertexData, 0, (j - i))
|
||||
|
||||
for vertex := i; vertex < j; vertex++ {
|
||||
values := make(map[Attr]interface{})
|
||||
|
||||
for name, typ := range va.format {
|
||||
|
@ -376,20 +340,8 @@ func (va *VertexArray) Vertices() (vertices []map[Attr]interface{}) {
|
|||
}
|
||||
}
|
||||
|
||||
vertices[vertex] = values
|
||||
vertices = append(vertices, 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()
|
||||
}
|
||||
|
|
143
window.go
143
window.go
|
@ -341,9 +341,7 @@ func (w *Window) Restore() {
|
|||
})
|
||||
}
|
||||
|
||||
// begin makes the OpenGL context of a window current and binds it's shader.
|
||||
//
|
||||
// Note, that this method must be called inside the main OpenGL thread (pixelgl.Do/DoNoBlock/DoErr/DoVal).
|
||||
// Note: must be called inside the main thread.
|
||||
func (w *Window) begin() {
|
||||
if currentWindow != w {
|
||||
w.window.MakeContextCurrent()
|
||||
|
@ -355,9 +353,7 @@ func (w *Window) begin() {
|
|||
}
|
||||
}
|
||||
|
||||
// end unbinds the shader of a window.
|
||||
//
|
||||
// Note, that this method must be called inside the main OpenGL thread (pixelgl.Do/DoNoBlock/DoErr/DoVal).
|
||||
// Note: must be called inside the main thread.
|
||||
func (w *Window) end() {
|
||||
if w.shader != nil {
|
||||
w.shader.End()
|
||||
|
@ -365,70 +361,24 @@ func (w *Window) end() {
|
|||
}
|
||||
|
||||
type windowTriangles struct {
|
||||
w *Window
|
||||
va *pixelgl.VertexArray
|
||||
data TrianglesData
|
||||
attrData []map[pixelgl.Attr]interface{}
|
||||
dirty bool
|
||||
}
|
||||
|
||||
func (wt *windowTriangles) flush() {
|
||||
if !wt.dirty {
|
||||
return
|
||||
}
|
||||
wt.dirty = false
|
||||
|
||||
if wt.va == nil || wt.va.NumVertices() != wt.Len() {
|
||||
// reallocate vertex array
|
||||
pixelgl.Do(func() {
|
||||
var err error
|
||||
wt.va, err = pixelgl.NewVertexArray(wt.w.shader, wt.Len())
|
||||
if err != nil {
|
||||
panic(errors.Wrap(err, "windowTriangles: failed to create vertex array"))
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
if wt.Len() > len(wt.attrData) {
|
||||
wt.attrData = append(wt.attrData, make([]map[pixelgl.Attr]interface{}, wt.Len()-len(wt.attrData))...)
|
||||
}
|
||||
if wt.Len() < len(wt.attrData) {
|
||||
wt.attrData = wt.attrData[:wt.Len()]
|
||||
}
|
||||
|
||||
for i, v := range wt.data {
|
||||
if wt.attrData[i] == nil {
|
||||
wt.attrData[i] = make(map[pixelgl.Attr]interface{})
|
||||
}
|
||||
p := v.Position
|
||||
c := v.Color
|
||||
t := v.Texture
|
||||
wt.attrData[i][positionVec2] = mgl32.Vec2{float32(p.X()), float32(p.Y())}
|
||||
wt.attrData[i][colorVec4] = mgl32.Vec4{float32(c.R), float32(c.G), float32(c.B), float32(c.A)}
|
||||
wt.attrData[i][textureVec2] = mgl32.Vec2{float32(t.X()), float32(t.Y())}
|
||||
}
|
||||
|
||||
pixelgl.Do(func() {
|
||||
wt.va.Begin()
|
||||
wt.va.SetVertices(wt.attrData)
|
||||
wt.va.End()
|
||||
})
|
||||
w *Window
|
||||
vs *pixelgl.VertexSlice
|
||||
data []pixelgl.VertexData
|
||||
}
|
||||
|
||||
func (wt *windowTriangles) Len() int {
|
||||
return len(wt.data)
|
||||
return wt.vs.Len()
|
||||
}
|
||||
|
||||
func (wt *windowTriangles) Draw() {
|
||||
wt.flush()
|
||||
pixelgl.DoNoBlock(func() {
|
||||
wt.w.begin()
|
||||
if wt.w.pic != nil {
|
||||
wt.w.pic.Texture().Begin()
|
||||
}
|
||||
wt.va.Begin()
|
||||
wt.va.Draw()
|
||||
wt.va.End()
|
||||
wt.vs.Begin()
|
||||
wt.vs.Draw()
|
||||
wt.vs.End()
|
||||
if wt.w.pic != nil {
|
||||
wt.w.pic.Texture().End()
|
||||
}
|
||||
|
@ -437,31 +387,83 @@ func (wt *windowTriangles) Draw() {
|
|||
}
|
||||
|
||||
func (wt *windowTriangles) Update(t Triangles) {
|
||||
wt.dirty = true
|
||||
|
||||
if t.Len() > wt.Len() {
|
||||
newData := make(TrianglesData, t.Len())
|
||||
// default attribute values
|
||||
newData := make([]pixelgl.VertexData, t.Len()-wt.Len())
|
||||
// default values
|
||||
for i := range newData {
|
||||
newData[i].Color = NRGBA{R: 1, G: 1, B: 1, A: 1}
|
||||
newData[i].Texture = V(-1, -1)
|
||||
newData[i] = make(pixelgl.VertexData)
|
||||
newData[i][colorVec4] = mgl32.Vec4{1, 1, 1, 1}
|
||||
newData[i][textureVec2] = mgl32.Vec2{-1, -1}
|
||||
}
|
||||
wt.data = append(wt.data, newData...)
|
||||
}
|
||||
if t.Len() < wt.Len() {
|
||||
wt.data = wt.data[:t.Len()]
|
||||
}
|
||||
|
||||
wt.data.Update(t)
|
||||
if t, ok := t.(TrianglesPosition); ok {
|
||||
for i := range wt.data {
|
||||
pos := t.Position(i)
|
||||
wt.data[i][positionVec2] = mgl32.Vec2{
|
||||
float32(pos.X()),
|
||||
float32(pos.Y()),
|
||||
}
|
||||
}
|
||||
}
|
||||
if t, ok := t.(TrianglesColor); ok {
|
||||
for i := range wt.data {
|
||||
col := NRGBAModel.Convert(t.Color(i)).(NRGBA)
|
||||
wt.data[i][colorVec4] = mgl32.Vec4{
|
||||
float32(col.R),
|
||||
float32(col.G),
|
||||
float32(col.B),
|
||||
float32(col.A),
|
||||
}
|
||||
}
|
||||
}
|
||||
if t, ok := t.(TrianglesTexture); ok {
|
||||
for i := range wt.data {
|
||||
tex := t.Texture(i)
|
||||
wt.data[i][textureVec2] = mgl32.Vec2{
|
||||
float32(tex.X()),
|
||||
float32(tex.Y()),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// submit data to vertex slice
|
||||
data := wt.data // avoid race condition
|
||||
pixelgl.DoNoBlock(func() {
|
||||
wt.vs.Begin()
|
||||
if len(wt.data) > wt.vs.Len() {
|
||||
wt.vs.Append(make([]pixelgl.VertexData, len(data)-wt.vs.Len())...)
|
||||
}
|
||||
if len(wt.data) < wt.vs.Len() {
|
||||
wt.vs = wt.vs.Slice(0, len(wt.data))
|
||||
}
|
||||
wt.vs.SetVertexData(wt.data)
|
||||
wt.vs.End()
|
||||
})
|
||||
}
|
||||
|
||||
func (wt *windowTriangles) Position(i int) Vec {
|
||||
return wt.data.Position(i)
|
||||
v := wt.data[i][positionVec2].(mgl32.Vec2)
|
||||
return V(float64(v.X()), float64(v.Y()))
|
||||
}
|
||||
|
||||
func (wt *windowTriangles) Color(i int) color.Color {
|
||||
return wt.data.Color(i)
|
||||
c := wt.data[i][colorVec4].(mgl32.Vec4)
|
||||
return NRGBA{
|
||||
R: float64(c.X()),
|
||||
G: float64(c.Y()),
|
||||
B: float64(c.Z()),
|
||||
A: float64(c.W()),
|
||||
}
|
||||
}
|
||||
|
||||
func (wt *windowTriangles) Texture(i int) Vec {
|
||||
return wt.data.Texture(i)
|
||||
t := wt.data[i][textureVec2].(mgl32.Vec2)
|
||||
return V(float64(t.X()), float64(t.Y()))
|
||||
}
|
||||
|
||||
// MakeTriangles generates a specialized copy of the supplied triangles that will draw onto this
|
||||
|
@ -470,7 +472,8 @@ func (wt *windowTriangles) Texture(i int) Vec {
|
|||
// Window supports TrianglesPosition, TrianglesColor and TrianglesTexture.
|
||||
func (w *Window) MakeTriangles(t Triangles) Triangles {
|
||||
wt := &windowTriangles{
|
||||
w: w,
|
||||
w: w,
|
||||
vs: pixelgl.MakeVertexSlice(w.shader, 0, 0),
|
||||
}
|
||||
wt.Update(t)
|
||||
return wt
|
||||
|
|
Loading…
Reference in New Issue