go-opengl-pixel/pixelgl/vertex.go

228 lines
6.4 KiB
Go

package pixelgl
import (
"github.com/go-gl/gl/v3.3-core/gl"
"github.com/pkg/errors"
)
// VertexFormat defines a data format in a vertex buffer.
//
// Example:
//
// vf := VertexFormat{{Position, 2}, {Color, 4}, {TexCoord, 2}}
type VertexFormat []VertexAttribute
// Size returns the total size of all vertex attributes in a vertex format.
func (vf VertexFormat) Size() int {
size := 0
for _, va := range vf {
size += va.Size
}
return size
}
// VertexAttribute specifies a single attribute in a vertex buffer.
// All vertex attributes are composed of float64s.
//
// A vertex attribute has a Purpose (such as Position, Color, etc.) and Size. Size specifies
// the number of float64s the vertex attribute is composed of.
type VertexAttribute struct {
Purpose VertexAttributePurpose
Size int
}
// VertexAttributePurpose clarifies the purpose of a vertex attribute. This can be a color, position, texture
// coordinates or anything else.
//
// VertexAttributePurpose may be used to correctly assign data to a vertex buffer.
type VertexAttributePurpose int
// Position, Color and TexCoord are the standard vertex attributes.
//
// Feel free to define more vertex attribute purposes (e.g. in an effects library).
const (
Position VertexAttributePurpose = iota
Color
TexCoord
NumStandardVertexAttrib
)
// 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 {
parent BeginEnder
format VertexFormat
vao uint32
vbo uint32
mode VertexDrawMode
count int
}
// NewVertexArray creates a new vertex array and wraps another BeginEnder around it.
func NewVertexArray(parent BeginEnder, format VertexFormat, mode VertexDrawMode, usage VertexUsage, data []float64) (*VertexArray, error) {
parent.Begin()
defer parent.End()
va := &VertexArray{
parent: parent,
format: format,
mode: mode,
}
err := DoGLErr(func() {
gl.GenVertexArrays(1, &va.vao)
gl.BindVertexArray(va.vao)
gl.GenBuffers(1, &va.vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
gl.BufferData(gl.ARRAY_BUFFER, 8*len(data), gl.Ptr(data), uint32(usage))
stride := format.Size()
va.count = len(data) / stride
offset := 0
for i, attr := range format {
gl.VertexAttribPointer(
uint32(i),
int32(attr.Size),
gl.DOUBLE,
false,
int32(8*stride),
gl.PtrOffset(8*offset),
)
gl.EnableVertexAttribArray(uint32(i))
offset += attr.Size
}
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
gl.BindVertexArray(0)
})
if err != nil {
return nil, errors.Wrap(err, "failed to create a 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() {
DoNoBlock(func() {
gl.DeleteVertexArrays(1, &va.vao)
gl.DeleteBuffers(1, &va.vbo)
})
}
// 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.Begin()
va.End()
}
// Data returns a copy of data inside a vertex array (actually it's vertex buffer).
func (va *VertexArray) Data() []float64 {
data := make([]float64, va.count*va.format.Size())
Do(func() {
gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
gl.GetBufferSubData(gl.ARRAY_BUFFER, 0, 8*len(data), gl.Ptr(data))
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
})
return data
}
// UpdateData overwrites the current vertex array data starting at the index offset.
//
// Offset is not a number of bytes, instead, it's an index in the array.
//
// If offset is negative or offset+len(data)>len(originaldata) the program panics.
func (va *VertexArray) UpdateData(offset int, data []float64) {
DoNoBlock(func() {
gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
gl.BufferSubData(gl.ARRAY_BUFFER, 8*offset, 8*len(data), gl.Ptr(data))
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
if err := getLastGLErr(); err != nil {
panic(errors.Wrap(err, "failed to update vertex array"))
}
})
}
// Begin binds a vertex array and it's associated vertex buffer.
func (va *VertexArray) Begin() {
va.parent.Begin()
DoNoBlock(func() {
gl.BindVertexArray(va.vao)
gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
})
}
// End draws a vertex array and unbinds it alongside with it's associated vertex buffer.
func (va *VertexArray) End() {
DoNoBlock(func() {
gl.DrawArrays(uint32(va.mode), 0, int32(va.count))
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
gl.BindVertexArray(0)
})
va.parent.End()
}