package pixelgl import ( "unsafe" "github.com/go-gl/gl/v3.3-core/gl" "github.com/go-gl/mathgl/mgl32" "github.com/pkg/errors" ) // VertexFormat defines a data format in a vertex buffer. // // Example: // // VertexFormat{"position": {Position, Vec2}, "colr": {Color, Vec4}, "texCoord": {TexCoord, Vec2}} // // Note: vertex array currently doesn't support matrices in vertex format. type VertexFormat []Attr // Size calculates the total size of a single vertex in this vertex format (sum of the sizes of all vertex attributes). func (vf VertexFormat) Size() int { total := 0 for _, attr := range vf { total += attr.Type.Size() } return total } // VertexUsage specifies how often the vertex array data will be updated. type VertexUsage int const ( // StaticUsage means the data never or rarely gets updated. StaticUsage VertexUsage = gl.STATIC_DRAW // DynamicUsage means the data gets updated often. DynamicUsage VertexUsage = gl.DYNAMIC_DRAW // StreamUsage means the data gets updated every frame. 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 } // 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) { va := &VertexArray{ parent: parent, format: format, count: count, stride: format.Size(), attrs: make(map[Attr]int), mode: mode, } offset := 0 for _, attr := range format { switch attr.Type { case Float, Vec2, Vec3, Vec4: default: return nil, errors.New("failed to create vertex array: invalid vertex format: invalid attribute type") } if _, ok := va.attrs[attr]; ok { return nil, errors.New("failed to create vertex array: invalid vertex format: duplicate vertex attribute") } va.attrs[attr] = offset offset += attr.Type.Size() } var err, glerr error parent.Do(func(ctx Context) { err, glerr = DoErrGLErr(func() error { 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) gl.BufferData(gl.ARRAY_BUFFER, len(emptyData), gl.Ptr(emptyData), uint32(usage)) offset := 0 for i, attr := range format { var size int32 switch attr.Type { case Float: size = 1 case Vec2: size = 2 case Vec3: size = 3 case Vec4: size = 4 } gl.VertexAttribPointer( uint32(i), size, gl.FLOAT, false, int32(va.stride), gl.PtrOffset(offset), ) gl.EnableVertexAttribArray(uint32(i)) offset += attr.Type.Size() } gl.BindBuffer(gl.ARRAY_BUFFER, 0) gl.BindVertexArray(0) return nil }) }) if err != nil && glerr != nil { return nil, errors.Wrap(errors.Wrap(glerr, err.Error()), "failed to create vertex array") } if err != nil { return nil, errors.Wrap(err, "failed to create vertex array") } if glerr != nil { return nil, errors.Wrap(glerr, "failed to create vertex array") } return va, nil } // Delete deletes a vertex array and it's associated vertex buffer. Don't use a vertex array after deletion. func (va *VertexArray) Delete() { va.parent.Do(func(ctx Context) { DoNoBlock(func() { gl.DeleteVertexArrays(1, &va.vao) gl.DeleteBuffers(1, &va.vbo) }) }) } // ID returns an OpenGL identifier of a vertex array. func (va *VertexArray) ID() uint32 { return va.vao } // Count returns the number of vertices in a vertex array. func (va *VertexArray) Count() int { return va.count } // VertexFormat returns the format of the vertices inside a vertex array. // // Do not change this format! 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) } // Draw draws a vertex array. func (va *VertexArray) Draw() { va.Do(func(Context) {}) } // 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 { panic("set vertex error: invalid vertex index") } DoNoBlock(func() { gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo) offset := va.stride * vertex gl.BufferSubData(gl.ARRAY_BUFFER, offset, va.format.Size(), gl.Ptr(data)) gl.BindBuffer(gl.ARRAY_BUFFER, 0) if err := getLastGLErr(); err != nil { panic(errors.Wrap(err, "set vertex error")) } }) } func (va *VertexArray) checkVertex(vertex int) { if vertex < 0 || vertex >= va.count { panic("invalid vertex index") } } // SetVertexAttributeFloat sets the value of a specified vertex attribute Attr{Purpose: purpose, Type: Float} of type Float // of the specified vertex. // // This function returns false if the specified vertex attribute does not exist. Note that the function panics if // the vertex if out of range. func (va *VertexArray) SetVertexAttributeFloat(vertex int, purpose AttrPurpose, value float32) (ok bool) { va.checkVertex(vertex) attr := Attr{Purpose: purpose, Type: Float} if _, ok := va.attrs[attr]; !ok { return false } DoNoBlock(func() { gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo) offset := va.stride*vertex + va.attrs[attr] gl.BufferSubData(gl.ARRAY_BUFFER, offset, attr.Type.Size(), unsafe.Pointer(&value)) gl.BindBuffer(gl.ARRAY_BUFFER, 0) if err := getLastGLErr(); err != nil { panic(errors.Wrap(err, "set attribute vertex")) } }) return true } // SetVertexAttributeVec2 sets the value of a specified vertex attribute Attr{Purpose: purpose, Type: Vec2} of type Vec2 // of the specified vertex. // // This function returns false if the specified vertex attribute does not exist. Note that the function panics if // the vertex if out of range. func (va *VertexArray) SetVertexAttributeVec2(vertex int, purpose AttrPurpose, value mgl32.Vec2) (ok bool) { va.checkVertex(vertex) attr := Attr{Purpose: purpose, Type: Vec2} if _, ok := va.attrs[attr]; !ok { return false } DoNoBlock(func() { gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo) offset := va.stride*vertex + va.attrs[attr] gl.BufferSubData(gl.ARRAY_BUFFER, offset, attr.Type.Size(), unsafe.Pointer(&value)) gl.BindBuffer(gl.ARRAY_BUFFER, 0) if err := getLastGLErr(); err != nil { panic(errors.Wrap(err, "set attribute vertex")) } }) return true } // SetVertexAttributeVec3 sets the value of a specified vertex attribute Attr{Purpose: purpose, Type: Vec3} of type Vec3 // of the specified vertex. // // This function returns false if the specified vertex attribute does not exist. Note that the function panics if // the vertex if out of range. func (va *VertexArray) SetVertexAttributeVec3(vertex int, purpose AttrPurpose, value mgl32.Vec3) (ok bool) { va.checkVertex(vertex) attr := Attr{Purpose: purpose, Type: Vec3} if _, ok := va.attrs[attr]; !ok { return false } DoNoBlock(func() { gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo) offset := va.stride*vertex + va.attrs[attr] gl.BufferSubData(gl.ARRAY_BUFFER, offset, attr.Type.Size(), unsafe.Pointer(&value)) gl.BindBuffer(gl.ARRAY_BUFFER, 0) if err := getLastGLErr(); err != nil { panic(errors.Wrap(err, "set attribute vertex")) } }) return true } // SetVertexAttributeVec4 sets the value of a specified vertex attribute Attr{Purpose: purpose, Type: Vec4} of type Vec4 // of the specified vertex. // // This function returns false if the specified vertex attribute does not exist. Note that the function panics if // the vertex if out of range. func (va *VertexArray) SetVertexAttributeVec4(vertex int, purpose AttrPurpose, value mgl32.Vec4) (ok bool) { va.checkVertex(vertex) attr := Attr{Purpose: purpose, Type: Vec4} if _, ok := va.attrs[attr]; !ok { return false } DoNoBlock(func() { gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo) offset := va.stride*vertex + va.attrs[attr] gl.BufferSubData(gl.ARRAY_BUFFER, offset, attr.Type.Size(), unsafe.Pointer(&value)) gl.BindBuffer(gl.ARRAY_BUFFER, 0) if err := getLastGLErr(); err != nil { panic(errors.Wrap(err, "set attribute vertex")) } }) return true } // 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) { if va.enabled { sub(ctx) return } 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.BindVertexArray(0) }) }) }