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:
@ -5,14 +5,11 @@ import (
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"github.com/bloeys/nmage/logging"
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)
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func True(check bool, msg string) {
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if consts.Debug && !check {
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logging.ErrLog.Panicln(msg)
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}
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}
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func T(check bool, msg string) {
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func False(check bool, msg string) {
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if consts.Debug && check {
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logging.ErrLog.Panicln(msg)
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if !consts.Debug || check {
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return
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}
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logging.ErrLog.Panicln("Assert failed:", msg)
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}
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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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18
main.go
18
main.go
@ -92,14 +92,7 @@ func main() {
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initImGUI()
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//Enable vertex attributes
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simpleMat.SetAttribute("vertPosIn", cubeMesh.BufObj, cubeMesh.BufObj.VertPosBuf)
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simpleMat.EnableAttribute("vertPosIn")
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simpleMat.SetAttribute("vertColorIn", cubeMesh.BufObj, cubeMesh.BufObj.ColorBuf)
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simpleMat.EnableAttribute("vertColorIn")
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simpleMat.SetAttribute("vertNormalIn", cubeMesh.BufObj, cubeMesh.BufObj.NormalBuf)
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simpleMat.EnableAttribute("vertNormalIn")
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simpleMat.SetAttribute(cubeMesh.BufObjV2)
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//Movement, scale and rotation
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translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
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@ -358,23 +351,20 @@ func draw() {
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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simpleMat.Bind()
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cubeMesh.BufObj.Bind()
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cubeMesh.BufObjV2.Bind()
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tempModelMat := modelMat.Clone()
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gl.BindBuffer(gl.ARRAY_BUFFER, cubeMesh.BufObjV2.BufID)
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rowSize := 10
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for y := 0; y < rowSize; y++ {
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for x := 0; x < rowSize; x++ {
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simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(-1, 0, 0)).Mat4)
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gl.DrawElements(gl.TRIANGLES, int32(cubeMesh.BufObj.IndexBuf.DataLen), gl.UNSIGNED_INT, gl.PtrOffset(0))
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gl.DrawElements(gl.TRIANGLES, cubeMesh.BufObjV2.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0))
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}
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simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0)).Mat4)
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}
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simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
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cubeMesh.BufObj.UnBind()
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drawUI()
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window.SDLWin.GLSwap()
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}
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@ -25,16 +25,23 @@ func (m *Material) GetAttribLoc(attribName string) int32 {
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return gl.GetAttribLocation(m.ShaderProg.ID, gl.Str(attribName+"\x00"))
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}
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|
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func (m *Material) SetAttribute(attribName string, bufObj *buffers.BufferObject, buf *buffers.Buffer) {
|
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func (m *Material) SetAttribute(bufObj buffers.Buffer) {
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|
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bufObj.Bind()
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buf.Activate()
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|
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attribLoc := m.GetAttribLoc(attribName)
|
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gl.VertexAttribPointer(uint32(attribLoc), buf.ElementCount, buf.ElementType, false, buf.GetSize(), gl.PtrOffset(0))
|
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//NOTE: VBOs are only bound at 'VertexAttribPointer', not BindBUffer, so we need to bind the buffer and vao here
|
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gl.BindBuffer(gl.ARRAY_BUFFER, bufObj.BufID)
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|
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bufObj.Bind()
|
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buf.Deactivate()
|
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for i := 0; i < len(bufObj.Layout.Elements); i++ {
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|
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gl.EnableVertexAttribArray(uint32(i))
|
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|
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info := buffers.GetDataTypeInfo(bufObj.Layout.Elements[i].DataType)
|
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gl.VertexAttribPointer(uint32(i), info.ElementCount, info.ElementType, false, bufObj.Stride, gl.PtrOffset(bufObj.Layout.Elements[i].Offset))
|
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}
|
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|
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bufObj.UnBind()
|
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
|
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}
|
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|
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func (m *Material) EnableAttribute(attribName string) {
|
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|
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@ -11,8 +11,8 @@ import (
|
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)
|
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|
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type Mesh struct {
|
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Name string
|
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BufObj *buffers.BufferObject
|
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Name string
|
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BufObjV2 buffers.Buffer
|
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}
|
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|
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func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh, error) {
|
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@ -27,20 +27,79 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
|
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return nil, errors.New("No meshes found in file: " + modelPath)
|
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}
|
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|
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mesh := &Mesh{Name: name, BufObj: buffers.NewBufferObject()}
|
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mesh := &Mesh{Name: name}
|
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|
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sceneMesh := scene.Meshes[0]
|
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mesh.BufObj.GenBuffer(flattenVec3(sceneMesh.Normals), buffers.BufUsageStatic, buffers.BufTypeNormal, buffers.DataTypeVec3)
|
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mesh.BufObj.GenBuffer(flattenVec3(sceneMesh.Vertices), buffers.BufUsageStatic, buffers.BufTypeVertPos, buffers.DataTypeVec3)
|
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mesh.BufObj.GenBufferUint32(flattenFaces(sceneMesh.Faces), buffers.BufUsageStatic, buffers.BufTypeIndex, buffers.DataTypeUint32)
|
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dataSize := len(sceneMesh.Vertices)*3 + len(sceneMesh.Normals)*3
|
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|
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mesh.BufObjV2 = buffers.NewBuffer(buffers.BufferLayout{
|
||||
Elements: []buffers.BufferLayoutElement{
|
||||
{DataType: buffers.DataTypeVec3},
|
||||
{DataType: buffers.DataTypeVec3},
|
||||
},
|
||||
})
|
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|
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if len(sceneMesh.ColorSets) > 0 {
|
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mesh.BufObj.GenBuffer(flattenVec4(sceneMesh.ColorSets[0]), buffers.BufUsageStatic, buffers.BufTypeColor, buffers.DataTypeVec4)
|
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mesh.BufObjV2.Layout.Elements = append(mesh.BufObjV2.Layout.Elements, buffers.BufferLayoutElement{DataType: buffers.DataTypeVec4})
|
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dataSize += len(sceneMesh.ColorSets) * 4
|
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mesh.BufObjV2.CalcValues()
|
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}
|
||||
|
||||
positions := flattenVec3(sceneMesh.Vertices)
|
||||
normals := flattenVec3(sceneMesh.Normals)
|
||||
colors := []float32{}
|
||||
if len(sceneMesh.ColorSets) > 0 {
|
||||
colors = flattenVec4(sceneMesh.ColorSets[0])
|
||||
}
|
||||
|
||||
var values []float32
|
||||
if len(colors) > 0 {
|
||||
values = interleave(
|
||||
arrInfo{values: positions, valsPerComp: 3},
|
||||
arrInfo{values: normals, valsPerComp: 3},
|
||||
arrInfo{values: colors, valsPerComp: 4},
|
||||
)
|
||||
} else {
|
||||
values = interleave(
|
||||
arrInfo{values: positions, valsPerComp: 3},
|
||||
arrInfo{values: normals, valsPerComp: 3},
|
||||
)
|
||||
}
|
||||
|
||||
mesh.BufObjV2.SetData(values)
|
||||
mesh.BufObjV2.SetIndexBufData(flattenFaces(sceneMesh.Faces))
|
||||
return mesh, nil
|
||||
}
|
||||
|
||||
type arrInfo struct {
|
||||
values []float32
|
||||
valsPerComp int
|
||||
}
|
||||
|
||||
func interleave(arrs ...arrInfo) []float32 {
|
||||
|
||||
if len(arrs) == 0 || len(arrs[0].values) == 0 {
|
||||
panic("No input to interleave or arrays are empty")
|
||||
}
|
||||
|
||||
size := 0
|
||||
for i := 0; i < len(arrs); i++ {
|
||||
size += len(arrs[i].values)
|
||||
}
|
||||
|
||||
out := make([]float32, 0, size)
|
||||
for posInArr := 0; posInArr < len(arrs[0].values)/arrs[0].valsPerComp; posInArr++ {
|
||||
for arrToUse := 0; arrToUse < len(arrs); arrToUse++ {
|
||||
for compToAdd := 0; compToAdd < arrs[arrToUse].valsPerComp; compToAdd++ {
|
||||
|
||||
out = append(out, arrs[arrToUse].values[posInArr*arrs[arrToUse].valsPerComp+compToAdd])
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return out
|
||||
}
|
||||
|
||||
func flattenVec3(vec3s []gglm.Vec3) []float32 {
|
||||
|
||||
floats := make([]float32, len(vec3s)*3)
|
||||
@ -68,7 +127,7 @@ func flattenVec4(vec4s []gglm.Vec4) []float32 {
|
||||
|
||||
func flattenFaces(faces []asig.Face) []uint32 {
|
||||
|
||||
asserts.True(len(faces[0].Indices) == 3, fmt.Sprintf("Face doesn't have 3 indices. Index count: %v\n", len(faces[0].Indices)))
|
||||
asserts.T(len(faces[0].Indices) == 3, fmt.Sprintf("Face doesn't have 3 indices. Index count: %v\n", len(faces[0].Indices)))
|
||||
|
||||
uints := make([]uint32, len(faces)*3)
|
||||
for i := 0; i < len(faces); i++ {
|
||||
|
||||
@ -1,8 +1,8 @@
|
||||
#version 410
|
||||
|
||||
in vec3 vertPosIn;
|
||||
in vec3 vertColorIn;
|
||||
in vec3 vertNormalIn;
|
||||
layout(location=0) in vec3 vertPosIn;
|
||||
layout(location=1) in vec3 vertNormalIn;
|
||||
layout(location=2) in vec3 vertColorIn;
|
||||
|
||||
out vec3 vertColor;
|
||||
out vec3 vertNormal;
|
||||
|
||||
Reference in New Issue
Block a user