mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Support interleaved buffers
This commit is contained in:
33
buffers/buf_usage.go
Executable file
33
buffers/buf_usage.go
Executable file
@ -0,0 +1,33 @@
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package buffers
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import (
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"fmt"
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"github.com/bloeys/nmage/asserts"
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"github.com/go-gl/gl/v4.1-core/gl"
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)
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type BufUsage int
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const (
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//Buffer is set only once and used many times
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BufUsageStatic BufUsage = iota
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//Buffer is changed a lot and used many times
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BufUsageDynamic
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//Buffer is set only once and used by the GPU at most a few times
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BufUsageStream
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)
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func (b BufUsage) ToGL() uint32 {
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switch b {
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case BufUsageStatic:
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return gl.STATIC_DRAW
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case BufUsageDynamic:
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return gl.DYNAMIC_DRAW
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case BufUsageStream:
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return gl.STREAM_DRAW
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}
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asserts.T(false, fmt.Sprintf("Unexpected BufUsage value '%v'", b))
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return 0
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}
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@ -5,169 +5,89 @@ import (
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"github.com/go-gl/gl/v4.1-core/gl"
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)
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type BufGLType int
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const (
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BufGLTypeUnknown BufGLType = 0
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//Generic array of data. Should be used for most data like vertex positions, vertex colors etc.
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BufGLTypeArray BufGLType = gl.ARRAY_BUFFER
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BufGLTypeIndices BufGLType = gl.ELEMENT_ARRAY_BUFFER
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)
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type BufType int
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const (
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BufTypeUnknown BufType = iota
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BufTypeVertPos
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BufTypeColor
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BufTypeIndex
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BufTypeNormal
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)
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func (bt BufType) GetBufferGLType() BufGLType {
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switch bt {
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case BufTypeNormal:
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fallthrough
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case BufTypeColor:
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fallthrough
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case BufTypeVertPos:
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return BufGLTypeArray
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case BufTypeIndex:
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return BufGLTypeIndices
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default:
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logging.WarnLog.Println("Unknown BufferType. BufferType: ", bt)
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return BufGLTypeUnknown
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}
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type BufferLayoutElement struct {
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Offset int
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DataType
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}
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type BufUsage int
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const (
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//Buffer is set only once and used many times
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BufUsageStatic BufUsage = gl.STATIC_DRAW
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//Buffer is changed a lot and used many times
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BufUsageDynamic BufUsage = gl.DYNAMIC_DRAW
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//Buffer is set only once and used by the GPU at most a few times
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BufUsageStream BufUsage = gl.STREAM_DRAW
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)
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type BufferLayout struct {
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Elements []BufferLayoutElement
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}
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type Buffer struct {
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ID uint32
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Type BufType
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GLType BufGLType
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DataTypeInfo
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//DataLen is the number of elements in the uploaded to the buffer
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DataLen int32
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VAOID uint32
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//BufID is the ID of the VBO
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BufID uint32
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//IndexBufID is the ID of the index/element buffer
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IndexBufID uint32
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IndexBufCount int32
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Layout BufferLayout
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Stride int32
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}
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func (b *Buffer) Activate() {
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gl.BindBuffer(uint32(b.GLType), b.ID)
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func (b *Buffer) Bind() {
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gl.BindVertexArray(b.VAOID)
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}
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func (b *Buffer) Deactivate() {
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gl.BindBuffer(uint32(b.GLType), 0)
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}
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type BufferObject struct {
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VAOID uint32
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VertPosBuf *Buffer
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NormalBuf *Buffer
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ColorBuf *Buffer
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IndexBuf *Buffer
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}
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func (bo *BufferObject) GenBuffer(data []float32, bufUsage BufUsage, bufType BufType, bufDataType DataType) {
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gl.BindVertexArray(bo.VAOID)
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//Create vertex buffer object
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var vboID uint32
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gl.GenBuffers(1, &vboID)
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if vboID == 0 {
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logging.ErrLog.Println("Failed to create openGL buffer")
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}
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buf := &Buffer{
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ID: vboID,
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Type: bufType,
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GLType: bufType.GetBufferGLType(),
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DataTypeInfo: GetDataTypeInfo(bufDataType),
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DataLen: int32(len(data)),
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}
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bo.SetBuffer(buf)
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//Fill buffer with data
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gl.BindBuffer(uint32(buf.GLType), buf.ID)
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gl.BufferData(uint32(buf.GLType), int(buf.DataTypeInfo.ElementSize)*len(data), gl.Ptr(data), uint32(bufUsage))
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//Unbind everything
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gl.BindVertexArray(0)
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gl.BindBuffer(uint32(buf.GLType), 0)
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}
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func (bo *BufferObject) GenBufferUint32(data []uint32, bufUsage BufUsage, bufType BufType, bufDataType DataType) {
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gl.BindVertexArray(bo.VAOID)
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//Create vertex buffer object
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var vboID uint32
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gl.GenBuffers(1, &vboID)
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if vboID == 0 {
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logging.ErrLog.Println("Failed to create openGL buffer")
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}
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buf := &Buffer{
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ID: vboID,
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Type: bufType,
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GLType: bufType.GetBufferGLType(),
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DataTypeInfo: GetDataTypeInfo(bufDataType),
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DataLen: int32(len(data)),
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}
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bo.SetBuffer(buf)
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//Fill buffer with data
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gl.BindBuffer(uint32(buf.GLType), buf.ID)
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gl.BufferData(uint32(buf.GLType), int(buf.DataTypeInfo.ElementSize)*len(data), gl.Ptr(data), uint32(bufUsage))
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//Unbind everything
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gl.BindVertexArray(0)
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gl.BindBuffer(uint32(buf.GLType), 0)
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}
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func (bo *BufferObject) SetBuffer(buf *Buffer) {
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switch buf.Type {
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case BufTypeVertPos:
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bo.VertPosBuf = buf
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case BufTypeNormal:
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bo.NormalBuf = buf
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case BufTypeColor:
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bo.ColorBuf = buf
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case BufTypeIndex:
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bo.IndexBuf = buf
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default:
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logging.WarnLog.Println("Unknown buffer type in SetBuffer. Type:", buf.Type)
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}
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}
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func (bo *BufferObject) Bind() {
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gl.BindVertexArray(bo.VAOID)
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}
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func (bo *BufferObject) UnBind() {
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func (b *Buffer) UnBind() {
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gl.BindVertexArray(0)
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}
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func NewBufferObject() *BufferObject {
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func (b *Buffer) CalcValues() {
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var vaoID uint32
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gl.GenVertexArrays(1, &vaoID)
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if vaoID == 0 {
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b.Stride = 0
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for i := 0; i < len(b.Layout.Elements); i++ {
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info := GetDataTypeInfo(b.Layout.Elements[i].DataType)
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b.Layout.Elements[i].Offset = int(b.Stride)
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b.Stride += info.GetSize()
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}
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}
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func (b *Buffer) SetData(values []float32) {
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gl.BindVertexArray(b.VAOID)
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gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
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gl.BufferData(gl.ARRAY_BUFFER, len(values)*4, gl.Ptr(values), BufUsageStatic.ToGL())
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gl.BindVertexArray(0)
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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}
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func (b *Buffer) SetIndexBufData(values []uint32) {
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b.IndexBufCount = int32(len(values))
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gl.BindVertexArray(b.VAOID)
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b.IndexBufID)
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gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(values)*4, gl.Ptr(values), BufUsageStatic.ToGL())
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gl.BindVertexArray(0)
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
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}
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func NewBuffer(layout BufferLayout) Buffer {
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b := Buffer{
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Layout: layout,
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}
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gl.GenVertexArrays(1, &b.VAOID)
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if b.VAOID == 0 {
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logging.ErrLog.Println("Failed to create openGL vertex array object")
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}
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return &BufferObject{VAOID: vaoID}
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gl.GenBuffers(1, &b.BufID)
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if b.BufID == 0 {
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logging.ErrLog.Println("Failed to create openGL buffer")
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}
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gl.GenBuffers(1, &b.IndexBufID)
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if b.IndexBufID == 0 {
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logging.ErrLog.Println("Failed to create openGL buffer")
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}
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b.CalcValues()
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return b
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}
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@ -1,7 +1,9 @@
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package buffers
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import (
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"github.com/bloeys/nmage/logging"
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"fmt"
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"github.com/bloeys/nmage/asserts"
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"github.com/go-gl/gl/v4.1-core/gl"
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)
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@ -26,8 +28,6 @@ type DataTypeInfo struct {
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ElementCount int32
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//ElementType is the type of each primitive (e.g. for vec3 its gl.FLOAT)
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ElementType uint32
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//GLType is the type of the variable represented (e.g. for vec3 its gl.FLOAT_VEC2)
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GLType uint32
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}
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//GetSize returns the total size in bytes (e.g. for vec3 its 4*3)
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@ -45,7 +45,6 @@ func GetDataTypeInfo(dt DataType) DataTypeInfo {
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ElementSize: 4,
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ElementCount: 1,
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ElementType: gl.INT,
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GLType: gl.INT,
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}
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case DataTypeFloat32:
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@ -53,14 +52,12 @@ func GetDataTypeInfo(dt DataType) DataTypeInfo {
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ElementSize: 4,
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ElementCount: 1,
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ElementType: gl.FLOAT,
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GLType: gl.FLOAT,
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}
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case DataTypeFloat64:
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return DataTypeInfo{
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ElementSize: 8,
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ElementCount: 1,
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ElementType: gl.DOUBLE,
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GLType: gl.DOUBLE,
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}
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case DataTypeVec2:
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@ -68,25 +65,22 @@ func GetDataTypeInfo(dt DataType) DataTypeInfo {
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ElementSize: 4,
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ElementCount: 2,
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ElementType: gl.FLOAT,
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GLType: gl.FLOAT_VEC2,
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}
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case DataTypeVec3:
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return DataTypeInfo{
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ElementSize: 4,
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ElementCount: 3,
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ElementType: gl.FLOAT,
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GLType: gl.FLOAT_VEC3,
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}
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case DataTypeVec4:
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return DataTypeInfo{
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ElementSize: 4,
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ElementCount: 4,
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ElementType: gl.FLOAT,
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GLType: gl.FLOAT_VEC4,
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}
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default:
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logging.WarnLog.Println("Unknown data type passed. DataType:", dt)
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asserts.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
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return DataTypeInfo{}
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}
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}
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Block a user