package pixelgl import ( "unsafe" "runtime" "github.com/go-gl/gl/v3.3-core/gl" "github.com/go-gl/mathgl/mgl32" "github.com/pkg/errors" ) // 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 { parent Doer vao, vbo, ebo binder numVertices, numIndices int format AttrFormat stride int offset map[string]int } // 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 // 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) { va := &VertexArray{ parent: parent, vao: binder{ restoreLoc: gl.VERTEX_ARRAY_BINDING, bindFunc: func(obj uint32) { gl.BindVertexArray(obj) }, }, vbo: binder{ restoreLoc: gl.ARRAY_BUFFER_BINDING, bindFunc: func(obj uint32) { gl.BindBuffer(gl.ARRAY_BUFFER, obj) }, }, ebo: binder{ restoreLoc: gl.ELEMENT_ARRAY_BUFFER_BINDING, bindFunc: func(obj uint32) { gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, obj) }, }, numVertices: numVertices, format: format, stride: format.Size(), offset: make(map[string]int), } offset := 0 for name, typ := range format { switch typ { case Float, Vec2, Vec3, Vec4: default: return nil, errors.New("failed to create vertex array: invalid vertex format: invalid attribute type") } va.offset[name] = offset offset += typ.Size() } parent.Do(func(ctx Context) { Do(func() { gl.GenVertexArrays(1, &va.vao.obj) va.vao.bind() gl.GenBuffers(1, &va.vbo.obj) defer va.vbo.bind().restore() emptyData := make([]byte, numVertices*va.stride) gl.BufferData(gl.ARRAY_BUFFER, len(emptyData), gl.Ptr(emptyData), gl.DYNAMIC_DRAW) gl.GenBuffers(1, &va.ebo.obj) defer va.ebo.bind().restore() for name, typ := range format { loc := gl.GetAttribLocation(ctx.Shader().ID(), gl.Str(name+"\x00")) var size int32 switch typ { case Float: size = 1 case Vec2: size = 2 case Vec3: size = 3 case Vec4: size = 4 } gl.VertexAttribPointer( uint32(loc), size, gl.FLOAT, false, int32(va.stride), gl.PtrOffset(va.offset[name]), ) gl.EnableVertexAttribArray(uint32(loc)) } va.vao.restore() }) }) va.SetIndices(indices) runtime.SetFinalizer(va, (*VertexArray).delete) return va, nil } func (va *VertexArray) delete() { DoNoBlock(func() { gl.DeleteVertexArrays(1, &va.vao.obj) gl.DeleteBuffers(1, &va.vbo.obj) gl.DeleteBuffers(1, &va.ebo.obj) }) } // ID returns an OpenGL identifier of a vertex array. func (va *VertexArray) ID() uint32 { return va.vao.obj } // NumVertices returns the number of vertices in a vertex array. func (va *VertexArray) NumVertices() int { return va.numVertices } // VertexFormat returns the format of the vertices inside a vertex array. // // Do not change this format! func (va *VertexArray) VertexFormat() AttrFormat { return va.format } // Draw draws a vertex array. 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.numIndices = len(indices32) DoNoBlock(func() { va.ebo.bind() gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 4*len(indices32), gl.Ptr(indices32), gl.DYNAMIC_DRAW) va.ebo.restore() }) } // Indices returns the current indices of triangles to be drawn. func (va *VertexArray) Indices() []int { indices32 := make([]uint32, va.numIndices) Do(func() { va.ebo.bind() gl.GetBufferSubData(gl.ELEMENT_ARRAY_BUFFER, 0, 4*len(indices32), gl.Ptr(indices32)) va.ebo.restore() }) indices := make([]int, len(indices32)) for i := range indices { indices[i] = int(indices32[i]) } return indices } // 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, // 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): // Attr{Type: Float}: float32 // Attr{Type: Vec2}: mgl32.Vec2 // Attr{Type: Vec3}: mgl32.Vec3 // Attr{Type: Vec4}: mgl32.Vec4 // No other types are supported. func (va *VertexArray) SetVertexAttr(vertex int, attr Attr, value interface{}) (ok bool) { if vertex < 0 || vertex >= va.numVertices { panic("set vertex attr: invalid vertex index") } if !va.format.Contains(attr) { return false } DoNoBlock(func() { va.vbo.bind() offset := va.stride*vertex + va.offset[attr.Name] switch attr.Type { case Float: value := value.(float32) gl.BufferSubData(gl.ARRAY_BUFFER, offset, attr.Type.Size(), unsafe.Pointer(&value)) case Vec2: value := value.(mgl32.Vec2) gl.BufferSubData(gl.ARRAY_BUFFER, offset, attr.Type.Size(), unsafe.Pointer(&value)) case Vec3: value := value.(mgl32.Vec3) gl.BufferSubData(gl.ARRAY_BUFFER, offset, attr.Type.Size(), unsafe.Pointer(&value)) case Vec4: value := value.(mgl32.Vec4) gl.BufferSubData(gl.ARRAY_BUFFER, offset, attr.Type.Size(), unsafe.Pointer(&value)) default: panic("set vertex attr: invalid attribute type") } va.vbo.restore() }) return true } // 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, // this method panics. // // 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) { if vertex < 0 || vertex >= va.numVertices { panic("vertex attr: invalid vertex index") } if !va.format.Contains(attr) { return nil, false } Do(func() { va.vbo.bind() 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") } va.vbo.restore() }) 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. 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") } } DoNoBlock(func() { va.vbo.bind() offset := va.stride * vertex gl.BufferSubData(gl.ARRAY_BUFFER, offset, len(data)*4, gl.Ptr(data)) va.vbo.restore() }) } // Vertex returns values of all vertex attributes of the specified vertex in a map. 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) Do(func() { va.vbo.bind() offset := va.stride * vertex gl.GetBufferSubData(gl.ARRAY_BUFFER, offset, len(data)*4, gl.Ptr(data)) va.vbo.restore() }) 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. func (va *VertexArray) SetVertices(vertices []map[Attr]interface{}) { if len(vertices) != va.numVertices { panic("set vertex array: wrong number of supplied vertices") } data := make([]float32, va.numVertices*va.format.Size()/4) for vertex := range vertices { for attr, value := range vertices[vertex] { if !va.format.Contains(attr) { continue } offset := va.stride*vertex + va.offset[attr.Name] switch attr.Type { case Float: data[offset/4] = value.(float32) case Vec2: value := value.(mgl32.Vec2) copy(data[offset/4:offset/4+attr.Type.Size()/4], value[:]) case Vec3: value := value.(mgl32.Vec3) copy(data[offset/4:offset/4+attr.Type.Size()/4], value[:]) case Vec4: value := value.(mgl32.Vec4) copy(data[offset/4:offset/4+attr.Type.Size()/4], value[:]) default: panic("set vertex: invalid attribute type") } } } DoNoBlock(func() { va.vbo.bind() gl.BufferSubData(gl.ARRAY_BUFFER, 0, len(data)*4, gl.Ptr(data)) va.vbo.restore() }) } // 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{}) { data := make([]float32, va.numVertices*va.format.Size()/4) Do(func() { va.vbo.bind() gl.GetBufferSubData(gl.ARRAY_BUFFER, 0, len(data)*4, gl.Ptr(data)) va.vbo.restore() }) vertices = make([]map[Attr]interface{}, va.numVertices) for vertex := range vertices { values := make(map[Attr]interface{}) for name, typ := range va.format { attr := Attr{name, typ} offset := va.stride*vertex + va.offset[attr.Name] switch attr.Type { case Float: values[attr] = data[offset/4] case Vec2: var value mgl32.Vec2 copy(value[:], data[offset/4:offset/4+attr.Type.Size()/4]) values[attr] = value case Vec3: var value mgl32.Vec3 copy(value[:], data[offset/4:offset/4+attr.Type.Size()/4]) values[attr] = value case Vec4: var value mgl32.Vec4 copy(value[:], data[offset/4:offset/4+attr.Type.Size()/4]) values[attr] = value } } vertices[vertex] = values } return vertices } // 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)) { va.parent.Do(func(ctx Context) { DoNoBlock(func() { va.vao.bind() }) sub(ctx) DoNoBlock(func() { gl.DrawElements(gl.TRIANGLES, int32(va.numIndices), gl.UNSIGNED_INT, gl.PtrOffset(0)) va.vao.restore() }) }) }