go-opengl-pixel/pixelgl/vertex.go

464 lines
12 KiB
Go

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
vertexNum, indexNum 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, vertexNum 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)
},
},
vertexNum: vertexNum,
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, vertexNum*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
}
// VertexNum returns the number of vertices in a vertex array.
func (va *VertexArray) VertexNum() int {
return va.vertexNum
}
// 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.indexNum = 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.indexNum)
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.vertexNum {
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.vertexNum {
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.vertexNum {
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.vertexNum {
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.vertexNum {
panic("set vertex array: wrong number of supplied vertices")
}
data := make([]float32, va.vertexNum*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.vertexNum*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.vertexNum)
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.indexNum), gl.UNSIGNED_INT, gl.PtrOffset(0))
va.vao.restore()
})
})
}