rework VertexSlice for better performance
This commit is contained in:
parent
43bdd39739
commit
3b39cc60e9
13
graphics.go
13
graphics.go
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@ -25,13 +25,14 @@ func (td *TrianglesData) Draw() {
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func (td *TrianglesData) resize(len int) {
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if len > td.Len() {
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newData := make(TrianglesData, len-td.Len())
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// default values
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for i := range newData {
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newData[i].Color = NRGBA{1, 1, 1, 1}
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newData[i].Texture = V(-1, -1)
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needAppend := len - td.Len()
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for i := 0; i < needAppend; i++ {
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*td = append(*td, struct {
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Position Vec
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Color NRGBA
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Texture Vec
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}{V(0, 0), NRGBA{1, 1, 1, 1}, V(-1, -1)})
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}
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*td = append(*td, newData...)
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}
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if len < td.Len() {
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*td = (*td)[:len]
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@ -3,29 +3,14 @@ package pixelgl
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// AttrFormat defines names and types of OpenGL attributes (vertex format, uniform format, etc.).
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//
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// Example:
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// AttrFormat{"position": Vec2, "color": Vec4, "texCoord": Vec2}
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type AttrFormat map[string]AttrType
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// Contains checks whether a format contains a specific attribute.
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//
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// It does a little more than a hard check: e.g. if you query a Vec2 attribute, but the format
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// contains Vec3, Contains returns true, because Vec2 is assignable to Vec3. Specifically,
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// Float -> Vec2 -> Vec3 -> Vec4 (transitively). This however does not work for matrices or ints.
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func (af AttrFormat) Contains(attr Attr) bool {
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if typ, ok := af[attr.Name]; ok {
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if (Float <= typ && typ <= Vec4) && (Float <= attr.Type && attr.Type <= typ) {
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return true
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}
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return attr.Type == typ
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}
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return false
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}
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// AttrFormat{{"position", Vec2}, {"color", Vec4}, {"texCoord": Vec2}}
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type AttrFormat []Attr
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// Size returns the total size of all attributes of an attribute format.
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func (af AttrFormat) Size() int {
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total := 0
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for _, typ := range af {
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total += typ.Size()
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for _, attr := range af {
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total += attr.Type.Size()
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}
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return total
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}
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@ -13,7 +13,7 @@ type Shader struct {
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program binder
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vertexFmt AttrFormat
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uniformFmt AttrFormat
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uniforms map[string]int32
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uniformLoc []int32
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}
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// NewShader creates a new shader program from the specified vertex shader and fragment shader
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@ -31,7 +31,7 @@ func NewShader(vertexFmt, uniformFmt AttrFormat, vertexShader, fragmentShader st
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},
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vertexFmt: vertexFmt,
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uniformFmt: uniformFmt,
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uniforms: make(map[string]int32),
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uniformLoc: make([]int32, len(uniformFmt)),
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}
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var vshader, fshader uint32
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@ -99,9 +99,9 @@ func NewShader(vertexFmt, uniformFmt AttrFormat, vertexShader, fragmentShader st
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}
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// uniforms
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for name := range uniformFmt {
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loc := gl.GetUniformLocation(shader.program.obj, gl.Str(name+"\x00"))
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shader.uniforms[name] = loc
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for i, uniform := range uniformFmt {
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loc := gl.GetUniformLocation(shader.program.obj, gl.Str(uniform.Name+"\x00"))
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shader.uniformLoc[i] = loc
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}
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runtime.SetFinalizer(shader, (*Shader).delete)
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@ -125,9 +125,10 @@ func (s *Shader) UniformFormat() AttrFormat {
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return s.uniformFmt
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}
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// SetUniformAttr sets the value of a uniform attribute of a shader.
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// SetUniformAttr sets the value of a uniform attribute of a shader. The attribute is
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// specified by the index in the Shader's uniform format.
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//
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// If the attribute does not exist, this method returns false.
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// If the uniform attribute does not exist in the Shader, this method returns false.
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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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// (right-hand is the type of the value):
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@ -148,54 +149,54 @@ func (s *Shader) UniformFormat() AttrFormat {
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// No other types are supported.
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//
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// The shader must be bound before calling this method.
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func (s *Shader) SetUniformAttr(attr Attr, value interface{}) (ok bool) {
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if !s.uniformFmt.Contains(attr) {
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func (s *Shader) SetUniformAttr(uniform int, value interface{}) (ok bool) {
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if s.uniformLoc[uniform] < 0 {
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return false
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}
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switch attr.Type {
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switch s.uniformFmt[uniform].Type {
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case Int:
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value := value.(int32)
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gl.Uniform1iv(s.uniforms[attr.Name], 1, &value)
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gl.Uniform1iv(s.uniformLoc[uniform], 1, &value)
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case Float:
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value := value.(float32)
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gl.Uniform1fv(s.uniforms[attr.Name], 1, &value)
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gl.Uniform1fv(s.uniformLoc[uniform], 1, &value)
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case Vec2:
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value := value.(mgl32.Vec2)
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gl.Uniform2fv(s.uniforms[attr.Name], 1, &value[0])
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gl.Uniform2fv(s.uniformLoc[uniform], 1, &value[0])
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case Vec3:
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value := value.(mgl32.Vec3)
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gl.Uniform3fv(s.uniforms[attr.Name], 1, &value[0])
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gl.Uniform3fv(s.uniformLoc[uniform], 1, &value[0])
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case Vec4:
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value := value.(mgl32.Vec4)
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gl.Uniform4fv(s.uniforms[attr.Name], 1, &value[0])
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gl.Uniform4fv(s.uniformLoc[uniform], 1, &value[0])
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case Mat2:
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value := value.(mgl32.Mat2)
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gl.UniformMatrix2fv(s.uniforms[attr.Name], 1, false, &value[0])
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gl.UniformMatrix2fv(s.uniformLoc[uniform], 1, false, &value[0])
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case Mat23:
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value := value.(mgl32.Mat2x3)
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gl.UniformMatrix2x3fv(s.uniforms[attr.Name], 1, false, &value[0])
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gl.UniformMatrix2x3fv(s.uniformLoc[uniform], 1, false, &value[0])
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case Mat24:
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value := value.(mgl32.Mat2x4)
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gl.UniformMatrix2x4fv(s.uniforms[attr.Name], 1, false, &value[0])
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gl.UniformMatrix2x4fv(s.uniformLoc[uniform], 1, false, &value[0])
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case Mat3:
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value := value.(mgl32.Mat3)
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gl.UniformMatrix3fv(s.uniforms[attr.Name], 1, false, &value[0])
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gl.UniformMatrix3fv(s.uniformLoc[uniform], 1, false, &value[0])
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case Mat32:
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value := value.(mgl32.Mat3x2)
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gl.UniformMatrix3x2fv(s.uniforms[attr.Name], 1, false, &value[0])
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gl.UniformMatrix3x2fv(s.uniformLoc[uniform], 1, false, &value[0])
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case Mat34:
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value := value.(mgl32.Mat3x4)
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gl.UniformMatrix3x4fv(s.uniforms[attr.Name], 1, false, &value[0])
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gl.UniformMatrix3x4fv(s.uniformLoc[uniform], 1, false, &value[0])
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case Mat4:
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value := value.(mgl32.Mat4)
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gl.UniformMatrix4fv(s.uniforms[attr.Name], 1, false, &value[0])
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gl.UniformMatrix4fv(s.uniformLoc[uniform], 1, false, &value[0])
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case Mat42:
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value := value.(mgl32.Mat4x2)
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gl.UniformMatrix4x2fv(s.uniforms[attr.Name], 1, false, &value[0])
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gl.UniformMatrix4x2fv(s.uniformLoc[uniform], 1, false, &value[0])
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case Mat43:
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value := value.(mgl32.Mat4x3)
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gl.UniformMatrix4x3fv(s.uniforms[attr.Name], 1, false, &value[0])
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gl.UniformMatrix4x3fv(s.uniformLoc[uniform], 1, false, &value[0])
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default:
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panic("set uniform attr: invalid attribute type")
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}
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@ -1,22 +1,13 @@
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package pixelgl
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import (
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"fmt"
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"runtime"
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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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// 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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@ -53,6 +44,11 @@ func (vs *VertexSlice) VertexFormat() AttrFormat {
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return vs.va.format
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}
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// Stride returns the number of float32 elements occupied by one vertex.
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func (vs *VertexSlice) Stride() int {
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return vs.va.stride / 4
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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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@ -117,26 +113,36 @@ func (vs VertexSlice) grow(len int) 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 data is in the same format as with SetVertexData.
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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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func (vs *VertexSlice) Append(data []float32) {
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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 = vs.grow(vs.Len() + len(data)/vs.Stride())
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vs.Begin()
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vs.Slice(vs.Len()-len(vertices), vs.Len()).SetVertexData(vertices)
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vs.Slice(vs.Len()-len(data)/vs.Stride(), vs.Len()).SetVertexData(data)
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}
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// SetVertexData sets the contents of the VertexSlice.
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//
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// The data is a slice of float32's, where each vertex attribute occupies a certain number of
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// elements. Namely, Float occupies 1, Vec2 occupies 2, Vec3 occupies 3 and Vec4 occupies 4. The
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// attribues in the data slice must be in the same order as in the vertex format of this Vertex
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// Slice.
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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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func (vs *VertexSlice) SetVertexData(data []float32) {
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if len(data)/vs.Stride() != vs.Len() {
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fmt.Println(len(data)/vs.Stride(), 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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vs.va.setVertexData(vs.i, vs.j, data)
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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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//
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// The data is in the same format as with SetVertexData.
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func (vs *VertexSlice) VertexData() []float32 {
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return vs.va.vertexData(vs.i, vs.j)
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}
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@ -160,7 +166,7 @@ type vertexArray struct {
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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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offset []int
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shader *Shader
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}
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@ -187,19 +193,19 @@ func newVertexArray(shader *Shader, cap int) *vertexArray {
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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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offset: make([]int, len(shader.VertexFormat())),
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shader: shader,
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}
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offset := 0
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for name, typ := range va.format {
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switch typ {
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for i, attr := range va.format {
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switch attr.Type {
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case Float, Vec2, Vec3, Vec4:
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default:
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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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va.offset[i] = offset
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offset += attr.Type.Size()
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}
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gl.GenVertexArrays(1, &va.vao.obj)
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@ -212,11 +218,11 @@ func newVertexArray(shader *Shader, cap int) *vertexArray {
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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.program.obj, gl.Str(name+"\x00"))
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for i, attr := range va.format {
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loc := gl.GetAttribLocation(shader.program.obj, gl.Str(attr.Name+"\x00"))
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var size int32
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switch typ {
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switch attr.Type {
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case Float:
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size = 1
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case Vec2:
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@ -233,7 +239,7 @@ func newVertexArray(shader *Shader, cap int) *vertexArray {
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gl.FLOAT,
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false,
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int32(va.stride),
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gl.PtrOffset(va.offset[name]),
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gl.PtrOffset(va.offset[i]),
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)
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gl.EnableVertexAttribArray(uint32(loc))
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}
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@ -266,82 +272,20 @@ 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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func (va *vertexArray) setVertexData(i, j int, vertices []VertexData) {
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func (va *vertexArray) setVertexData(i, j int, data []float32) {
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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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data := make([]float32, (j-i)*va.stride/4)
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for vertex := i; vertex < j; vertex++ {
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for attr, value := range vertices[vertex] {
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if !va.format.Contains(attr) {
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continue
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}
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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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data[offset/4] = value.(float32)
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case Vec2:
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value := value.(mgl32.Vec2)
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copy(data[offset/4:offset/4+attr.Type.Size()/4], value[:])
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case Vec3:
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value := value.(mgl32.Vec3)
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copy(data[offset/4:offset/4+attr.Type.Size()/4], value[:])
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case Vec4:
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value := value.(mgl32.Vec4)
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copy(data[offset/4:offset/4+attr.Type.Size()/4], value[:])
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default:
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panic("set vertex: invalid attribute type")
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}
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}
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}
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gl.BufferSubData(gl.ARRAY_BUFFER, i*va.stride, len(data)*4, gl.Ptr(data))
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}
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func (va *vertexArray) vertexData(i, j int) []VertexData {
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func (va *vertexArray) vertexData(i, j int) []float32 {
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if j-i == 0 {
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// avoid getting 0 bytes of buffer data
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return nil
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}
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data := make([]float32, (j-i)*va.stride/4)
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gl.GetBufferSubData(gl.ARRAY_BUFFER, i*va.stride, len(data)*4, gl.Ptr(data))
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vertices := make([]VertexData, 0, (j - i))
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for vertex := i; vertex < j; vertex++ {
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values := make(map[Attr]interface{})
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for name, typ := range va.format {
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attr := Attr{name, typ}
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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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values[attr] = data[offset/4]
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case Vec2:
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var value mgl32.Vec2
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copy(value[:], data[offset/4:offset/4+attr.Type.Size()/4])
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values[attr] = value
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case Vec3:
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var value mgl32.Vec3
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copy(value[:], data[offset/4:offset/4+attr.Type.Size()/4])
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values[attr] = value
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case Vec4:
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var value mgl32.Vec4
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copy(value[:], data[offset/4:offset/4+attr.Type.Size()/4])
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values[attr] = value
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}
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}
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vertices = append(vertices, values)
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}
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return vertices
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return data
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}
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117
window.go
117
window.go
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@ -363,11 +363,11 @@ func (w *Window) end() {
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type windowTriangles struct {
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w *Window
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vs *pixelgl.VertexSlice
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data []pixelgl.VertexData
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data []float32
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}
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func (wt *windowTriangles) Len() int {
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return len(wt.data)
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return len(wt.data) / wt.vs.Stride()
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}
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func (wt *windowTriangles) Draw() {
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@ -397,15 +397,14 @@ func (wt *windowTriangles) Draw() {
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func (wt *windowTriangles) resize(len int) {
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if len > wt.Len() {
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newData := make([]pixelgl.VertexData, len-wt.Len())
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// default values
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for i := range newData {
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newData[i] = pixelgl.VertexData{
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colorVec4: mgl32.Vec4{1, 1, 1, 1},
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textureVec2: mgl32.Vec2{-1, -1},
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}
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needAppend := len - wt.Len()
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for i := 0; i < needAppend; i++ {
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wt.data = append(wt.data,
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0, 0,
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1, 1, 1, 1,
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-1, -1,
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)
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}
|
||||
wt.data = append(wt.data, newData...)
|
||||
}
|
||||
if len < wt.Len() {
|
||||
wt.data = wt.data[:len]
|
||||
|
@ -416,30 +415,24 @@ func (wt *windowTriangles) updateData(offset int, t Triangles) {
|
|||
if t, ok := t.(TrianglesPosition); ok {
|
||||
for i := offset; i < offset+t.Len(); i++ {
|
||||
px, py := t.Position(i).XY()
|
||||
wt.data[i][positionVec2] = mgl32.Vec2{
|
||||
float32(px),
|
||||
float32(py),
|
||||
}
|
||||
wt.data[i*wt.vs.Stride()+0] = float32(px)
|
||||
wt.data[i*wt.vs.Stride()+1] = float32(py)
|
||||
}
|
||||
}
|
||||
if t, ok := t.(TrianglesColor); ok {
|
||||
for i := offset; i < offset+t.Len(); i++ {
|
||||
col := t.Color(i)
|
||||
wt.data[i][colorVec4] = mgl32.Vec4{
|
||||
float32(col.R),
|
||||
float32(col.G),
|
||||
float32(col.B),
|
||||
float32(col.A),
|
||||
}
|
||||
wt.data[i*wt.vs.Stride()+2] = float32(col.R)
|
||||
wt.data[i*wt.vs.Stride()+3] = float32(col.G)
|
||||
wt.data[i*wt.vs.Stride()+4] = float32(col.B)
|
||||
wt.data[i*wt.vs.Stride()+5] = float32(col.A)
|
||||
}
|
||||
}
|
||||
if t, ok := t.(TrianglesTexture); ok {
|
||||
for i := offset; i < offset+t.Len(); i++ {
|
||||
tx, ty := t.Texture(i).XY()
|
||||
wt.data[i][textureVec2] = mgl32.Vec2{
|
||||
float32(tx),
|
||||
float32(ty),
|
||||
}
|
||||
wt.data[i*wt.vs.Stride()+6] = float32(tx)
|
||||
wt.data[i*wt.vs.Stride()+7] = float32(ty)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -448,11 +441,12 @@ func (wt *windowTriangles) submitData() {
|
|||
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())...)
|
||||
dataLen := len(data) / wt.vs.Stride()
|
||||
if dataLen > wt.vs.Len() {
|
||||
wt.vs.Append(make([]float32, (dataLen-wt.vs.Len())*wt.vs.Stride()))
|
||||
}
|
||||
if len(wt.data) < wt.vs.Len() {
|
||||
wt.vs = wt.vs.Slice(0, len(wt.data))
|
||||
if dataLen < wt.vs.Len() {
|
||||
wt.vs = wt.vs.Slice(0, dataLen)
|
||||
}
|
||||
wt.vs.SetVertexData(wt.data)
|
||||
wt.vs.End()
|
||||
|
@ -481,23 +475,28 @@ func (wt *windowTriangles) Copy() Triangles {
|
|||
}
|
||||
|
||||
func (wt *windowTriangles) Position(i int) Vec {
|
||||
v := wt.data[i][positionVec2].(mgl32.Vec2)
|
||||
return V(float64(v.X()), float64(v.Y()))
|
||||
px := wt.data[i*wt.vs.Stride()+0]
|
||||
py := wt.data[i*wt.vs.Stride()+1]
|
||||
return V(float64(px), float64(py))
|
||||
}
|
||||
|
||||
func (wt *windowTriangles) Color(i int) NRGBA {
|
||||
c := wt.data[i][colorVec4].(mgl32.Vec4)
|
||||
r := wt.data[i*wt.vs.Stride()+2]
|
||||
g := wt.data[i*wt.vs.Stride()+3]
|
||||
b := wt.data[i*wt.vs.Stride()+4]
|
||||
a := wt.data[i*wt.vs.Stride()+5]
|
||||
return NRGBA{
|
||||
R: float64(c.X()),
|
||||
G: float64(c.Y()),
|
||||
B: float64(c.Z()),
|
||||
A: float64(c.W()),
|
||||
R: float64(r),
|
||||
G: float64(g),
|
||||
B: float64(b),
|
||||
A: float64(a),
|
||||
}
|
||||
}
|
||||
|
||||
func (wt *windowTriangles) Texture(i int) Vec {
|
||||
t := wt.data[i][textureVec2].(mgl32.Vec2)
|
||||
return V(float64(t.X()), float64(t.Y()))
|
||||
tx := wt.data[i*wt.vs.Stride()+6]
|
||||
ty := wt.data[i*wt.vs.Stride()+7]
|
||||
return V(float64(tx), float64(ty))
|
||||
}
|
||||
|
||||
// MakeTriangles generates a specialized copy of the supplied triangles that will draw onto this
|
||||
|
@ -538,15 +537,26 @@ func (w *Window) SetMaskColor(c color.Color) {
|
|||
w.col = mgl32.Vec4{r, g, b, a}
|
||||
}
|
||||
|
||||
const (
|
||||
positionVec2 int = iota
|
||||
colorVec4
|
||||
textureVec2
|
||||
)
|
||||
|
||||
var defaultVertexFormat = pixelgl.AttrFormat{
|
||||
"position": pixelgl.Vec2,
|
||||
"color": pixelgl.Vec4,
|
||||
"texture": pixelgl.Vec2,
|
||||
positionVec2: {Name: "position", Type: pixelgl.Vec2},
|
||||
colorVec4: {Name: "color", Type: pixelgl.Vec4},
|
||||
textureVec2: {Name: "texture", Type: pixelgl.Vec2},
|
||||
}
|
||||
|
||||
const (
|
||||
maskColorVec4 int = iota
|
||||
transformMat3
|
||||
)
|
||||
|
||||
var defaultUniformFormat = pixelgl.AttrFormat{
|
||||
"maskColor": pixelgl.Vec4,
|
||||
"transform": pixelgl.Mat3,
|
||||
{Name: "maskColor", Type: pixelgl.Vec4},
|
||||
{Name: "transform", Type: pixelgl.Mat3},
|
||||
}
|
||||
|
||||
var defaultVertexShader = `
|
||||
|
@ -587,26 +597,3 @@ void main() {
|
|||
}
|
||||
}
|
||||
`
|
||||
|
||||
var (
|
||||
positionVec2 = pixelgl.Attr{
|
||||
Name: "position",
|
||||
Type: pixelgl.Vec2,
|
||||
}
|
||||
colorVec4 = pixelgl.Attr{
|
||||
Name: "color",
|
||||
Type: pixelgl.Vec4,
|
||||
}
|
||||
textureVec2 = pixelgl.Attr{
|
||||
Name: "texture",
|
||||
Type: pixelgl.Vec2,
|
||||
}
|
||||
maskColorVec4 = pixelgl.Attr{
|
||||
Name: "maskColor",
|
||||
Type: pixelgl.Vec4,
|
||||
}
|
||||
transformMat3 = pixelgl.Attr{
|
||||
Name: "transform",
|
||||
Type: pixelgl.Mat3,
|
||||
}
|
||||
)
|
||||
|
|
Loading…
Reference in New Issue