same for pixelgl

This commit is contained in:
faiface 2016-12-30 17:53:47 +01:00
parent 9096277914
commit 727c9bd772
6 changed files with 65 additions and 50 deletions

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@ -8,9 +8,9 @@ type AttrFormat map[string]AttrType
// Contains checks whether a format contains a specific attribute. // Contains checks whether a format contains a specific attribute.
// //
// It does a little more than a hard check: e.g. if you query a Vec2 attribute, but the format contains Vec3, // It does a little more than a hard check: e.g. if you query a Vec2 attribute, but the format
// Contains returns true, because Vec2 is assignable to Vec3. Specifically, Float -> Vec2 -> Vec3 -> Vec4 (transitively). // contains Vec3, Contains returns true, because Vec2 is assignable to Vec3. Specifically,
// This however does not work for matrices or ints. // Float -> Vec2 -> Vec3 -> Vec4 (transitively). This however does not work for matrices or ints.
func (af AttrFormat) Contains(attr Attr) bool { func (af AttrFormat) Contains(attr Attr) bool {
if typ, ok := af[attr.Name]; ok { if typ, ok := af[attr.Name]; ok {
if (Float <= typ && typ <= Vec4) && (Float <= attr.Type && attr.Type <= typ) { if (Float <= typ && typ <= Vec4) && (Float <= attr.Type && attr.Type <= typ) {
@ -30,7 +30,8 @@ func (af AttrFormat) Size() int {
return total return total
} }
// Attr represents an arbitrary OpenGL attribute, such as a vertex attribute or a shader uniform attribute. // Attr represents an arbitrary OpenGL attribute, such as a vertex attribute or a shader
// uniform attribute.
type Attr struct { type Attr struct {
Name string Name string
Type AttrType Type AttrType

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@ -1,4 +1,6 @@
// Package pixelgl provides higher-level abstractions around the basic OpenGL primitives and operations. // Package pixelgl provides higher-level abstractions around the basic OpenGL primitives and
// operations.
// //
// This package deliberately does not handle nor report OpenGL errors, it's up to you to cause none. // This package deliberately does not handle nor report OpenGL errors, it's up to you to
// cause none.
package pixelgl package pixelgl

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@ -2,15 +2,16 @@ package pixelgl
// Doer is an interface for manipulating OpenGL state. // Doer is an interface for manipulating OpenGL state.
// //
// OpenGL is a state machine. Every object can 'enter' it's state and 'leave' it's state. For example, // OpenGL is a state machine. Every object can 'enter' it's state and 'leave' it's state. For
// you can bind a buffer and unbind a buffer, bind a texture and unbind it, use shader and unuse it, and so on. // example, you can bind a buffer and unbind a buffer, bind a texture and unbind it, use shader
// and unuse it, and so on.
// //
// This interface provides a clever and flexible way to do it. A typical workflow of an OpenGL object is that // This interface provides a clever and flexible way to do it. A typical workflow of an OpenGL
// you enter (load, bind) that object's state, then do something with it, and then leave the state. That 'something' // object is that you enter (load, bind) that object's state, then do something with it, and
// in between, let's call it sub (as in subroutine). // then leave the state. That 'something' in between, let's call it sub (as in subroutine).
// //
// The recommended way to implement a Doer is to wrap another Doer (vertex array wraps texture and so on), let's call // The recommended way to implement a Doer is to wrap another Doer (vertex array wraps texture
// it parent. Then the Do method will look like this: // and so on), let's call it parent. Then the Do method will look like this:
// //
// func (o *MyObject) Do(sub func(Context)) { // func (o *MyObject) Do(sub func(Context)) {
// o.parent.Do(func(ctx Context) { // o.parent.Do(func(ctx Context) {
@ -20,21 +21,23 @@ package pixelgl
// }) // })
// } // }
// //
// It might seem difficult to grasp this kind of recursion at first, but it's really simple. What it's basically saying // It might seem difficult to grasp this kind of recursion at first, but it's really simple. What
// is: "Hey parent, enter your state, then let me enter mine, then I'll do whatever I'm supposed to do in the middle. // it's basically saying is: "Hey parent, enter your state, then let me enter mine, then I'll
// After that I'll leave my state and please leave your state too parent." // do whatever I'm supposed to do in the middle. After that I'll leave my state and please
// leave your state too parent."
// //
// Also notice, that the functions are passing a Context around. This context contains the most important state variables. // Also notice, that the functions are passing a Context around. This context contains the
// Usually, you just pass it as you received it. If you want to pass a changed context to your child (e.g. your a shader), // most important state variables. Usually, you just pass it as you received it. If you want
// use ctx.With* methods. // to pass a changed context to your child (e.g. your a shader), use ctx.With* methods.
// //
// If possible and makes sense, Do method should be reentrant. // If possible and makes sense, Do method should be reentrant.
type Doer interface { type Doer interface {
Do(sub func(Context)) Do(sub func(Context))
} }
// Context takes state from one object to another. OpenGL is a state machine, so we have to approach it like that. // Context takes state from one object to another. OpenGL is a state machine, so we have
// However, global variables are evil, so we have Context, that transfers important OpenGL state from one object to another. // to approach it like that. However, global variables are evil, so we have Context, that
// transfers important OpenGL state from one object to another.
// //
// This type does *not* represent an OpenGL context in the OpenGL terminology. // This type does *not* represent an OpenGL context in the OpenGL terminology.
type Context struct { type Context struct {

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@ -17,9 +17,11 @@ type Shader struct {
uniforms map[string]int32 uniforms map[string]int32
} }
// NewShader creates a new shader program from the specified vertex shader and fragment shader sources. // NewShader creates a new shader program from the specified vertex shader and fragment shader
// sources.
// //
// Note that vertexShader and fragmentShader parameters must contain the source code, they're not filenames. // Note that vertexShader and fragmentShader parameters must contain the source code, they're
// not filenames.
func NewShader(parent Doer, vertexFmt, uniformFmt AttrFormat, vertexShader, fragmentShader string) (*Shader, error) { func NewShader(parent Doer, vertexFmt, uniformFmt AttrFormat, vertexShader, fragmentShader string) (*Shader, error) {
shader := &Shader{ shader := &Shader{
parent: parent, parent: parent,
@ -144,7 +146,8 @@ func (s *Shader) UniformFormat() AttrFormat {
// //
// If the attribute does not exist, this method returns false. // If the attribute does not exist, this method returns false.
// //
// Supplied value must correspond to the type of the attribute. Correct types are these (right-hand is the type of the value): // Supplied value must correspond to the type of the attribute. Correct types are these
// (right-hand is the type of the value):
// Attr{Type: Int}: int32 // Attr{Type: Int}: int32
// Attr{Type: Float}: float32 // Attr{Type: Float}: float32
// Attr{Type: Vec2}: mgl32.Vec2 // Attr{Type: Vec2}: mgl32.Vec2

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@ -6,7 +6,8 @@ import (
"github.com/go-gl/gl/v3.3-core/gl" "github.com/go-gl/gl/v3.3-core/gl"
) )
// Due to the limitations of OpenGL and operating systems, all OpenGL related calls must be done from the main thread. // Due to the limitations of OpenGL and operating systems, all OpenGL related calls must be
// done from the main thread.
var callQueue = make(chan func(), 32) var callQueue = make(chan func(), 32)
@ -14,11 +15,11 @@ func init() {
runtime.LockOSThread() runtime.LockOSThread()
} }
// Run is essentialy the "main" function of the pixelgl package. // Run is essentialy the "main" function of the pixelgl package. Run this function from the
// Run this function from the main function (because that's guaranteed to run in the main thread). // main function (because that's guaranteed to run in the main thread).
// //
// This function reserves the main thread for the OpenGL stuff and runs a supplied run function in a // This function reserves the main thread for the OpenGL stuff and runs a supplied run function
// separate goroutine. // in a separate goroutine.
// //
// Run returns when the provided run function finishes. // Run returns when the provided run function finishes.
func Run(run func()) { func Run(run func()) {
@ -43,8 +44,8 @@ loop:
// Init initializes OpenGL by loading the function pointers from the active OpenGL context. // Init initializes OpenGL by loading the function pointers from the active OpenGL context.
// This function must be manually run inside the main thread (Do, DoErr, DoVal, etc.). // This function must be manually run inside the main thread (Do, DoErr, DoVal, etc.).
// //
// It must be called under the presence of an active OpenGL context, e.g., always after calling window.MakeContextCurrent(). // It must be called under the presence of an active OpenGL context, e.g., always after calling
// Also, always call this function when switching contexts. // window.MakeContextCurrent(). Also, always call this function when switching contexts.
func Init() { func Init() {
err := gl.Init() err := gl.Init()
if err != nil { if err != nil {
@ -54,14 +55,13 @@ func Init() {
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
} }
// DoNoBlock executes a function inside the main OpenGL thread. // DoNoBlock executes a function inside the main OpenGL thread. DoNoBlock does not wait until
// DoNoBlock does not wait until the function finishes. // the function finishes.
func DoNoBlock(f func()) { func DoNoBlock(f func()) {
callQueue <- f callQueue <- f
} }
// Do executes a function inside the main OpenGL thread. // Do executes a function inside the main OpenGL thread. Do blocks until the function finishes.
// Do blocks until the function finishes.
// //
// All OpenGL calls must be done in the dedicated thread. // All OpenGL calls must be done in the dedicated thread.
func Do(f func()) { func Do(f func()) {

View File

@ -23,8 +23,9 @@ type VertexArray struct {
// NewVertexArray creates a new empty vertex array and wraps another Doer around it. // NewVertexArray creates a new empty vertex array and wraps another Doer around it.
// //
// You cannot specify vertex attributes in this constructor, only their count. Use SetVertexAttribute* methods to // You cannot specify vertex attributes in this constructor, only their count. Use
// set the vertex attributes. Use indices to specify how you want to combine vertices into triangles. // SetVertexAttribute* methods to set the vertex attributes. Use indices to specify how you
// want to combine vertices into triangles.
func NewVertexArray(parent Doer, format AttrFormat, numVertices int, indices []int) (*VertexArray, error) { func NewVertexArray(parent Doer, format AttrFormat, numVertices int, indices []int) (*VertexArray, error) {
va := &VertexArray{ va := &VertexArray{
parent: parent, parent: parent,
@ -144,9 +145,9 @@ func (va *VertexArray) Draw() {
va.Do(func(Context) {}) va.Do(func(Context) {})
} }
// SetIndices sets the indices of triangles to be drawn. Triangles will be formed from the vertices of the array // SetIndices sets the indices of triangles to be drawn. Triangles will be formed from the
// as defined by these indices. The first drawn triangle is specified by the first three indices, the second by // vertices of the array as defined by these indices. The first drawn triangle is specified by
// the fourth through sixth and so on. // the first three indices, the second by the fourth through sixth and so on.
func (va *VertexArray) SetIndices(indices []int) { func (va *VertexArray) SetIndices(indices []int) {
if len(indices)%3 != 0 { if len(indices)%3 != 0 {
panic("vertex array set indices: number of indices not divisible by 3") panic("vertex array set indices: number of indices not divisible by 3")
@ -180,10 +181,11 @@ func (va *VertexArray) Indices() []int {
// SetVertexAttr sets the value of the specified vertex attribute of the specified vertex. // SetVertexAttr sets the value of the specified vertex attribute of the specified vertex.
// //
// If the vertex attribute does not exist, this method returns false. If the vertex is out of range, // If the vertex attribute does not exist, this method returns false. If the vertex is out of
// this method panics. // range, this method panics.
// //
// Supplied value must correspond to the type of the attribute. Correct types are these (righ-hand is the type of the value): // 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: Float}: float32
// Attr{Type: Vec2}: mgl32.Vec2 // Attr{Type: Vec2}: mgl32.Vec2
// Attr{Type: Vec3}: mgl32.Vec3 // Attr{Type: Vec3}: mgl32.Vec3
@ -228,8 +230,8 @@ func (va *VertexArray) SetVertexAttr(vertex int, attr Attr, value interface{}) (
// VertexAttr returns the current value of the specified vertex attribute of the specified vertex. // VertexAttr returns the current value of the specified vertex attribute of the specified vertex.
// //
// If the vertex attribute does not exist, this method returns nil and false. If the vertex is out of range, // If the vertex attribute does not exist, this method returns nil and false. If the vertex is
// this method panics. // out of range, this method panics.
// //
// The type of the returned value follows the same rules as with SetVertexAttr. // The type of the returned value follows the same rules as with SetVertexAttr.
func (va *VertexArray) VertexAttr(vertex int, attr Attr) (value interface{}, ok bool) { func (va *VertexArray) VertexAttr(vertex int, attr Attr) (value interface{}, ok bool) {
@ -273,7 +275,8 @@ func (va *VertexArray) VertexAttr(vertex int, attr Attr) (value interface{}, ok
return value, true return value, true
} }
// SetVertex sets values of the attributes specified in the supplied map. All other attributes will be set to zero. // 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. // Not existing attributes are silently skipped.
func (va *VertexArray) SetVertex(vertex int, values map[Attr]interface{}) { func (va *VertexArray) SetVertex(vertex int, values map[Attr]interface{}) {
@ -361,8 +364,9 @@ func (va *VertexArray) Vertex(vertex int) (values map[Attr]interface{}) {
return values return values
} }
// SetVertices sets values of vertex attributes of all vertices as specified in the supplied slice of maps. If the length of vertices // SetVertices sets values of vertex attributes of all vertices as specified in the supplied
// does not match the number of vertices in the vertex array, this method panics. // 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. // Not existing attributes are silently skipped.
func (va *VertexArray) SetVertices(vertices []map[Attr]interface{}) { func (va *VertexArray) SetVertices(vertices []map[Attr]interface{}) {
@ -405,7 +409,8 @@ func (va *VertexArray) SetVertices(vertices []map[Attr]interface{}) {
}) })
} }
// Vertices returns values of vertex attributes of all vertices in a vertex array in a slice of maps. // Vertices returns values of vertex attributes of all vertices in a vertex array in a slice
// of maps.
func (va *VertexArray) Vertices() (vertices []map[Attr]interface{}) { func (va *VertexArray) Vertices() (vertices []map[Attr]interface{}) {
data := make([]float32, va.numVertices*va.format.Size()/4) data := make([]float32, va.numVertices*va.format.Size()/4)
@ -448,7 +453,8 @@ func (va *VertexArray) Vertices() (vertices []map[Attr]interface{}) {
return vertices return vertices
} }
// Do binds a vertex arrray and it's associated vertex buffer, executes sub, and unbinds the vertex array and it's vertex buffer. // Do binds a vertex arrray and it's associated vertex buffer, executes sub, and unbinds the
// vertex array and it's vertex buffer.
func (va *VertexArray) Do(sub func(Context)) { func (va *VertexArray) Do(sub func(Context)) {
va.parent.Do(func(ctx Context) { va.parent.Do(func(ctx Context) {
DoNoBlock(func() { DoNoBlock(func() {