228 lines
6.4 KiB
Go
228 lines
6.4 KiB
Go
package pixelgl
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import (
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"github.com/go-gl/gl/v3.3-core/gl"
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"github.com/pkg/errors"
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)
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// VertexFormat defines a data format in a vertex buffer.
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//
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// Example:
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//
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// vf := VertexFormat{{Position, 2}, {Color, 4}, {TexCoord, 2}}
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type VertexFormat []VertexAttribute
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// Size returns the total size of all vertex attributes in a vertex format.
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func (vf VertexFormat) Size() int {
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size := 0
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for _, va := range vf {
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size += va.Size
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}
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return size
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}
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// VertexAttribute specifies a single attribute in a vertex buffer.
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// All vertex attributes are composed of float64s.
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//
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// A vertex attribute has a Purpose (such as Position, Color, etc.) and Size. Size specifies
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// the number of float64s the vertex attribute is composed of.
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type VertexAttribute struct {
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Purpose VertexAttributePurpose
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Size int
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}
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// VertexAttributePurpose clarifies the purpose of a vertex attribute. This can be a color, position, texture
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// coordinates or anything else.
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//
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// VertexAttributePurpose may be used to correctly assign data to a vertex buffer.
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type VertexAttributePurpose int
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// Position, Color and TexCoord are the standard vertex attributes.
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//
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// Feel free to define more vertex attribute purposes (e.g. in an effects library).
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const (
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Position VertexAttributePurpose = iota
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Color
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TexCoord
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NumStandardVertexAttrib
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)
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// VertexUsage specifies how often the vertex array data will be updated.
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type VertexUsage int
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const (
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// StaticUsage means the data never or rarely gets updated.
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StaticUsage VertexUsage = gl.STATIC_DRAW
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// DynamicUsage means the data gets updated often.
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DynamicUsage VertexUsage = gl.DYNAMIC_DRAW
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// StreamUsage means the data gets updated every frame.
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StreamUsage VertexUsage = gl.STREAM_DRAW
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)
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// VertexDrawMode specifies how should the vertices be drawn.
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type VertexDrawMode int
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const (
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// PointsDrawMode just draws individual points
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PointsDrawMode VertexDrawMode = gl.POINTS
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// LinesDrawMode takes pairs of vertices and draws a line from each pair
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LinesDrawMode VertexDrawMode = gl.LINES
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// LineStripDrawMode takes each two subsequent vertices and draws a line from each two
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LineStripDrawMode VertexDrawMode = gl.LINE_STRIP
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// LineLoopDrawMode is same as line strip, but also draws a line between the first and the last vertex
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LineLoopDrawMode VertexDrawMode = gl.LINE_LOOP
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// TrianglesDrawMode takes triples of vertices and draws a triangle from each triple
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TrianglesDrawMode VertexDrawMode = gl.TRIANGLES
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// TriangleStripDrawMode takes each three subsequent vertices and draws a triangle from each three
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TriangleStripDrawMode VertexDrawMode = gl.TRIANGLE_STRIP
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// TriangleFanDrawMode draws triangles from the first vertex and each two subsequent: {0, 1, 2, 3} -> {0, 1, 2}, {0, 2, 3}.
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TriangleFanDrawMode VertexDrawMode = gl.TRIANGLE_FAN
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)
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// VertexArray is an OpenGL vertex array object that also holds it's own vertex buffer object.
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// From the user's points of view, VertexArray is an array of vertices that can be drawn.
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type VertexArray struct {
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parent BeginEnder
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format VertexFormat
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vao uint32
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vbo uint32
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mode VertexDrawMode
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count int
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}
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// NewVertexArray creates a new vertex array and wraps another BeginEnder around it.
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func NewVertexArray(parent BeginEnder, format VertexFormat, mode VertexDrawMode, usage VertexUsage, data []float64) (*VertexArray, error) {
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parent.Begin()
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defer parent.End()
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va := &VertexArray{
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parent: parent,
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format: format,
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mode: mode,
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}
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err := DoGLErr(func() {
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gl.GenVertexArrays(1, &va.vao)
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gl.BindVertexArray(va.vao)
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gl.GenBuffers(1, &va.vbo)
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gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
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gl.BufferData(gl.ARRAY_BUFFER, 8*len(data), gl.Ptr(data), uint32(usage))
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stride := format.Size()
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va.count = len(data) / stride
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offset := 0
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for i, attr := range format {
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gl.VertexAttribPointer(
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uint32(i),
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int32(attr.Size),
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gl.DOUBLE,
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false,
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int32(8*stride),
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gl.PtrOffset(8*offset),
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)
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gl.EnableVertexAttribArray(uint32(i))
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offset += attr.Size
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}
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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gl.BindVertexArray(0)
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})
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if err != nil {
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return nil, errors.Wrap(err, "failed to create a vertex array")
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}
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return va, nil
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}
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// Delete deletes a vertex array and it's associated vertex buffer. Don't use a vertex array after deletion.
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func (va *VertexArray) Delete() {
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DoNoBlock(func() {
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gl.DeleteVertexArrays(1, &va.vao)
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gl.DeleteBuffers(1, &va.vbo)
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})
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}
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// VertexFormat returns the format of the vertices inside a vertex array.
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//
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// Do not change this format!
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func (va *VertexArray) VertexFormat() VertexFormat {
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return va.format
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}
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// SetDrawMode sets the draw mode of a vertex array. Subsequent calls to Draw will use this draw mode.
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func (va *VertexArray) SetDrawMode(mode VertexDrawMode) {
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DoNoBlock(func() {
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va.mode = mode
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})
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}
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// DrawMode returns the most recently set draw mode of a vertex array.
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func (va *VertexArray) DrawMode() VertexDrawMode {
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mode := DoVal(func() interface{} {
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return va.mode
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})
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return mode.(VertexDrawMode)
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}
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// Draw draws a vertex array.
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func (va *VertexArray) Draw() {
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va.Begin()
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va.End()
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}
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// Data returns a copy of data inside a vertex array (actually it's vertex buffer).
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func (va *VertexArray) Data() []float64 {
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data := make([]float64, va.count*va.format.Size())
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Do(func() {
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gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
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gl.GetBufferSubData(gl.ARRAY_BUFFER, 0, 8*len(data), gl.Ptr(data))
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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})
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return data
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}
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// UpdateData overwrites the current vertex array data starting at the index offset.
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//
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// Offset is not a number of bytes, instead, it's an index in the array.
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//
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// If offset is negative or offset+len(data)>len(originaldata) the program panics.
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func (va *VertexArray) UpdateData(offset int, data []float64) {
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DoNoBlock(func() {
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gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
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gl.BufferSubData(gl.ARRAY_BUFFER, 8*offset, 8*len(data), gl.Ptr(data))
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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if err := getLastGLErr(); err != nil {
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panic(errors.Wrap(err, "failed to update vertex array"))
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}
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})
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}
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// Begin binds a vertex array and it's associated vertex buffer.
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func (va *VertexArray) Begin() {
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va.parent.Begin()
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DoNoBlock(func() {
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gl.BindVertexArray(va.vao)
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gl.BindBuffer(gl.ARRAY_BUFFER, va.vbo)
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})
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}
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// End draws a vertex array and unbinds it alongside with it's associated vertex buffer.
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func (va *VertexArray) End() {
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DoNoBlock(func() {
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gl.DrawArrays(uint32(va.mode), 0, int32(va.count))
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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gl.BindVertexArray(0)
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})
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va.parent.End()
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}
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