Add all gl BufUsage values+support bufusage in ubo

This commit is contained in:
bloeys
2024-09-15 16:29:54 +04:00
parent 3cdd40f0a2
commit 5c98903723
5 changed files with 39 additions and 14 deletions

View File

@ -9,25 +9,48 @@ import (
type BufUsage int
// Full docs for buffer usage can be found here: https://registry.khronos.org/OpenGL-Refpages/gl4/html/glBufferData.xhtml
const (
BufUsage_Unknown BufUsage = iota
//Buffer is set only once and used many times
BufUsage_Static
BufUsage_Static_Draw
//Buffer is changed a lot and used many times
BufUsage_Dynamic
BufUsage_Dynamic_Draw
//Buffer is set only once and used by the GPU at most a few times
BufUsage_Stream
BufUsage_Stream_Draw
BufUsage_Static_Read
BufUsage_Dynamic_Read
BufUsage_Stream_Read
BufUsage_Static_Copy
BufUsage_Dynamic_Copy
BufUsage_Stream_Copy
)
func (b BufUsage) ToGL() uint32 {
switch b {
case BufUsage_Static:
case BufUsage_Static_Draw:
return gl.STATIC_DRAW
case BufUsage_Dynamic:
case BufUsage_Dynamic_Draw:
return gl.DYNAMIC_DRAW
case BufUsage_Stream:
case BufUsage_Stream_Draw:
return gl.STREAM_DRAW
case BufUsage_Static_Read:
return gl.STATIC_READ
case BufUsage_Dynamic_Read:
return gl.DYNAMIC_READ
case BufUsage_Stream_Read:
return gl.STREAM_READ
case BufUsage_Static_Copy:
return gl.STATIC_COPY
case BufUsage_Dynamic_Copy:
return gl.DYNAMIC_COPY
case BufUsage_Stream_Copy:
return gl.STREAM_COPY
}
assert.T(false, fmt.Sprintf("Unexpected BufUsage value '%v'", b))

View File

@ -27,9 +27,9 @@ func (ib *IndexBuffer) SetData(values []uint32) {
ib.IndexBufCount = int32(len(values))
if sizeInBytes == 0 {
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static.ToGL())
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static_Draw.ToGL())
} else {
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static_Draw.ToGL())
}
}

View File

@ -728,7 +728,7 @@ func ReflectValueMatchesUniformBufferField(v reflect.Value, ubField *UniformBuff
}
}
func NewUniformBuffer(fields []UniformBufferFieldInput) UniformBuffer {
func NewUniformBuffer(fields []UniformBufferFieldInput, usage BufUsage) UniformBuffer {
ub := UniformBuffer{}
@ -740,7 +740,7 @@ func NewUniformBuffer(fields []UniformBufferFieldInput) UniformBuffer {
}
ub.Bind()
gl.BufferData(gl.UNIFORM_BUFFER, int(ub.Size), gl.Ptr(nil), gl.STATIC_DRAW)
gl.BufferData(gl.UNIFORM_BUFFER, int(ub.Size), gl.Ptr(nil), usage.ToGL())
ub.UnBind()
return ub

View File

@ -39,9 +39,9 @@ import (
- Normals maps ✅
- HDR ✅
- Fix bad point light acne ✅
- UBO support
- UBO support
- Skeletal animations
- Cascaded shadow mapping
- (?) Cascaded shadow mapping
- In some cases we DO want input even when captured by UI. We need two systems within input package, one filtered and one not✅
- (?) Support OpenGL 4.1 and 4.6, and default to 4.6
- Proper model loading (i.e. load model by reading all its meshes, textures, and so on together)
@ -688,7 +688,7 @@ func (g *Game) Init() {
// We don't actually care about the values here because the quad is hardcoded in the shader,
// but we just want to have a vao with 6 vertices and uv0 so opengl can be called properly
screenQuadVbo := buffers.NewVertexBuffer(buffers.Element{ElementType: buffers.DataTypeVec3}, buffers.Element{ElementType: buffers.DataTypeVec2})
screenQuadVbo.SetData(make([]float32, 6), buffers.BufUsage_Static)
screenQuadVbo.SetData(make([]float32, 6), buffers.BufUsage_Static_Draw)
screenQuadVao = buffers.NewVertexArray()
screenQuadVao.AddVertexBuffer(screenQuadVbo)
@ -712,6 +712,7 @@ func (g *Game) initUbos() {
{Id: 0, Type: buffers.DataTypeVec3},
{Id: 1, Type: buffers.DataTypeMat4},
},
buffers.BufUsage_Dynamic_Draw,
)
globalMatricesUbo.SetBindPoint(0)
@ -760,6 +761,7 @@ func (g *Game) initUbos() {
// Ambient
{Id: 21, Type: buffers.DataTypeVec3}, // 12 192
},
buffers.BufUsage_Dynamic_Draw,
)
// fmt.Printf("\n==Lights UBO (id=%d)==\nSize=%d\nFields: %+v\n\n", lightsUbo.Id, lightsUbo.Size, lightsUbo.Fields)

View File

@ -151,7 +151,7 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (Mesh, e
indexBufData = append(indexBufData, indices...)
}
vbo.SetData(vertexBufData, buffers.BufUsage_Static)
vbo.SetData(vertexBufData, buffers.BufUsage_Static_Draw)
ibo.SetData(indexBufData)
mesh.Vao.AddVertexBuffer(vbo)