add indices to vertex array

This commit is contained in:
faiface 2016-12-08 15:25:00 +01:00
parent 6268c52e77
commit c87527aa5d
3 changed files with 81 additions and 81 deletions

View File

@ -114,9 +114,9 @@ func NewSprite(parent pixelgl.Doer, picture Picture) *Sprite {
s.va, err = pixelgl.NewVertexArray(
picture.Texture(),
ctx.Shader().VertexFormat(),
pixelgl.TriangleFanDrawMode,
pixelgl.DynamicUsage,
4,
[]int{0, 1, 2, 0, 2, 3},
)
if err != nil {
panic(errors.Wrap(err, "failed to create sprite"))
@ -231,9 +231,9 @@ func NewLineColor(parent pixelgl.Doer, c color.Color, a, b Vec, width float64) *
lc.va, err = pixelgl.NewVertexArray(
parent,
ctx.Shader().VertexFormat(),
pixelgl.TriangleStripDrawMode,
pixelgl.DynamicUsage,
4,
[]int{0, 1, 2, 1, 2, 3},
)
if err != nil {
panic(errors.Wrap(err, "failed to create line"))
@ -340,14 +340,19 @@ func NewPolygonColor(parent pixelgl.Doer, c color.Color, points ...Vec) *Polygon
points: points,
}
var indices []int
for i := 2; i < len(points); i++ {
indices = append(indices, 0, i-1, i)
}
parent.Do(func(ctx pixelgl.Context) {
var err error
pc.va, err = pixelgl.NewVertexArray(
parent,
ctx.Shader().VertexFormat(),
pixelgl.TriangleFanDrawMode,
pixelgl.DynamicUsage,
len(points),
indices,
)
if err != nil {
panic(errors.Wrap(err, "failed to create polygon"))
@ -448,17 +453,22 @@ func NewEllipseColor(parent pixelgl.Doer, c color.Color, radius Vec, fill float6
fill: fill,
}
var indices []int
for i := 2; i < (n+1)*2; i++ {
indices = append(indices, i-2, i-1, i)
}
parent.Do(func(ctx pixelgl.Context) {
var err error
ec.va, err = pixelgl.NewVertexArray(
parent,
ctx.Shader().VertexFormat(),
pixelgl.TriangleStripDrawMode,
pixelgl.DynamicUsage,
(n+1)*2,
indices,
)
if err != nil {
panic(errors.Wrap(err, "failed to create circle"))
panic(errors.Wrap(err, "failed to create ellipse"))
}
})

View File

@ -40,55 +40,31 @@ const (
StreamUsage VertexUsage = gl.STREAM_DRAW
)
// VertexDrawMode specifies how should the vertices be drawn.
type VertexDrawMode int
const (
// PointsDrawMode just draws individual points
PointsDrawMode VertexDrawMode = gl.POINTS
// LinesDrawMode takes pairs of vertices and draws a line from each pair
LinesDrawMode VertexDrawMode = gl.LINES
// LineStripDrawMode takes each two subsequent vertices and draws a line from each two
LineStripDrawMode VertexDrawMode = gl.LINE_STRIP
// LineLoopDrawMode is same as line strip, but also draws a line between the first and the last vertex
LineLoopDrawMode VertexDrawMode = gl.LINE_LOOP
// TrianglesDrawMode takes triples of vertices and draws a triangle from each triple
TrianglesDrawMode VertexDrawMode = gl.TRIANGLES
// TriangleStripDrawMode takes each three subsequent vertices and draws a triangle from each three
TriangleStripDrawMode VertexDrawMode = gl.TRIANGLE_STRIP
// TriangleFanDrawMode draws triangles from the first vertex and each two subsequent: {0, 1, 2, 3} -> {0, 1, 2}, {0, 2, 3}.
TriangleFanDrawMode VertexDrawMode = gl.TRIANGLE_FAN
)
// VertexArray is an OpenGL vertex array object that also holds it's own vertex buffer object.
// From the user's points of view, VertexArray is an array of vertices that can be drawn.
type VertexArray struct {
enabled bool
parent Doer
vao uint32
vbo uint32
format VertexFormat
stride int
count int
attrs map[Attr]int
mode VertexDrawMode
enabled bool
parent Doer
vao, vbo, ebo uint32
vertexNum, indexNum int
format VertexFormat
usage VertexUsage
stride int
attrs map[Attr]int
}
// NewVertexArray creates a new empty vertex array and wraps another Doer around it.
func NewVertexArray(parent Doer, format VertexFormat, mode VertexDrawMode, usage VertexUsage, count int) (*VertexArray, error) {
//
// You cannot specify vertex attributes in this constructor, only their count. Use SetVertexAttribute* methods to
// set the vertex attributes. Use indices to specify how you want to combine vertices into triangles.
func NewVertexArray(parent Doer, format VertexFormat, usage VertexUsage, vertexNum int, indices []int) (*VertexArray, error) {
va := &VertexArray{
parent: parent,
format: format,
count: count,
stride: format.Size(),
attrs: make(map[Attr]int),
mode: mode,
parent: parent,
format: format,
usage: usage,
vertexNum: vertexNum,
stride: format.Size(),
attrs: make(map[Attr]int),
}
offset := 0
@ -105,18 +81,19 @@ func NewVertexArray(parent Doer, format VertexFormat, mode VertexDrawMode, usage
offset += attr.Type.Size()
}
var err error
parent.Do(func(ctx Context) {
err = DoErr(func() error {
Do(func() {
gl.GenVertexArrays(1, &va.vao)
gl.BindVertexArray(va.vao)
gl.GenBuffers(1, &va.vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
emptyData := make([]byte, count*va.stride)
emptyData := make([]byte, vertexNum*va.stride)
gl.BufferData(gl.ARRAY_BUFFER, len(emptyData), gl.Ptr(emptyData), uint32(usage))
gl.GenBuffers(1, &va.ebo)
offset := 0
for i, attr := range format {
var size int32
@ -143,15 +120,16 @@ func NewVertexArray(parent Doer, format VertexFormat, mode VertexDrawMode, usage
offset += attr.Type.Size()
}
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, va.ebo) // need to bind EBO, so that VAO registers it
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
gl.BindVertexArray(0)
return nil
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
})
})
if err != nil {
return nil, errors.Wrap(err, "failed to create vertex array")
}
va.SetIndices(indices)
return va, nil
}
@ -173,7 +151,7 @@ func (va *VertexArray) ID() uint32 {
// Count returns the number of vertices in a vertex array.
func (va *VertexArray) Count() int {
return va.count
return va.vertexNum
}
// VertexFormat returns the format of the vertices inside a vertex array.
@ -183,19 +161,9 @@ func (va *VertexArray) VertexFormat() VertexFormat {
return va.format
}
// SetDrawMode sets the draw mode of a vertex array. Subsequent calls to Draw will use this draw mode.
func (va *VertexArray) SetDrawMode(mode VertexDrawMode) {
DoNoBlock(func() {
va.mode = mode
})
}
// DrawMode returns the most recently set draw mode of a vertex array.
func (va *VertexArray) DrawMode() VertexDrawMode {
mode := DoVal(func() interface{} {
return va.mode
})
return mode.(VertexDrawMode)
// VertexUsage returns the usage of the verteices inside a vertex array.
func (va *VertexArray) VertexUsage() VertexUsage {
return va.usage
}
// Draw draws a vertex array.
@ -203,10 +171,29 @@ func (va *VertexArray) Draw() {
va.Do(func(Context) {})
}
// SetIndices sets the indices of triangles to be drawn. Triangles will be formed from the vertices of the array
// as defined by these indices. The first drawn triangle is specified by the first three indices, the second by
// the fourth through sixth and so on.
func (va *VertexArray) SetIndices(indices []int) {
if len(indices)%3 != 0 {
panic("vertex array set indices: number of indices not divisible by 3")
}
indices32 := make([]uint32, len(indices))
for i := range indices32 {
indices32[i] = uint32(indices[i])
}
va.indexNum = len(indices32)
DoNoBlock(func() {
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, va.ebo)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 4*len(indices32), gl.Ptr(indices32), uint32(va.usage))
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
})
}
// SetVertex sets the value of all attributes of a vertex.
// Argument data must be a slice/array containing the new vertex data.
func (va *VertexArray) SetVertex(vertex int, data interface{}) {
if vertex < 0 || vertex >= va.count {
if vertex < 0 || vertex >= va.vertexNum {
panic("set vertex error: invalid vertex index")
}
DoNoBlock(func() {
@ -220,7 +207,7 @@ func (va *VertexArray) SetVertex(vertex int, data interface{}) {
}
func (va *VertexArray) checkVertex(vertex int) {
if vertex < 0 || vertex >= va.count {
if vertex < 0 || vertex >= va.vertexNum {
panic("invalid vertex index")
}
}
@ -322,14 +309,12 @@ func (va *VertexArray) Do(sub func(Context)) {
}
DoNoBlock(func() {
gl.BindVertexArray(va.vao)
gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
})
va.enabled = true
sub(ctx)
va.enabled = false
DoNoBlock(func() {
gl.DrawArrays(uint32(va.mode), 0, int32(va.count))
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
gl.DrawElements(gl.TRIANGLES, int32(va.indexNum), gl.UNSIGNED_INT, gl.PtrOffset(0))
gl.BindVertexArray(0)
})
})

View File

@ -53,6 +53,7 @@ type WindowConfig struct {
// Window is a window handler. Use this type to manipulate a window (input, drawing, ...).
type Window struct {
enabled bool
window *glfw.Window
config WindowConfig
contextHolder pixelgl.ContextHolder
@ -314,22 +315,26 @@ var currentWindow struct {
// Do makes the context of this window current, if it's not already, and executes sub.
func (w *Window) Do(sub func(pixelgl.Context)) {
currentWindow.Lock()
defer currentWindow.Unlock()
if !w.enabled {
currentWindow.Lock()
defer currentWindow.Unlock()
if currentWindow.handler != w {
pixelgl.Do(func() {
w.window.MakeContextCurrent()
pixelgl.Init()
})
currentWindow.handler = w
if currentWindow.handler != w {
pixelgl.Do(func() {
w.window.MakeContextCurrent()
pixelgl.Init()
})
currentWindow.handler = w
}
}
w.enabled = true
if w.defaultShader != nil {
w.defaultShader.Do(sub)
} else {
w.contextHolder.Do(sub)
}
w.enabled = false
}
var defaultVertexFormat = pixelgl.VertexFormat{