mirror of
https://github.com/bloeys/nmage.git
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Split buffer struct into VAO+VBO+IBO structs
This commit is contained in:
@ -1,134 +0,0 @@
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package buffers
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import (
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"github.com/bloeys/nmage/logging"
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"github.com/go-gl/gl/v4.1-core/gl"
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)
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type Buffer struct {
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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 is the number of elements in the index buffer
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// Updated on SetIndexBufData
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IndexBufCount int32
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// IndexBufCount int32
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Stride int32
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layout []Element
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}
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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) UnBind() {
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gl.BindVertexArray(0)
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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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sizeInBytes := len(values) * 4
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if sizeInBytes == 0 {
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gl.BufferData(gl.ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static.ToGL())
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} else {
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gl.BufferData(gl.ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
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}
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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) SetDataWithUsage(values []float32, usage BufUsage) {
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gl.BindVertexArray(b.VAOID)
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gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
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sizeInBytes := len(values) * 4
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if sizeInBytes == 0 {
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gl.BufferData(gl.ARRAY_BUFFER, 0, gl.Ptr(nil), usage.ToGL())
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} else {
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gl.BufferData(gl.ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), usage.ToGL())
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}
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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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sizeInBytes := len(values) * 4
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if sizeInBytes == 0 {
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gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static.ToGL())
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} else {
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gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
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}
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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 (b *Buffer) GetLayout() []Element {
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e := make([]Element, len(b.layout))
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copy(e, b.layout)
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return e
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}
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// SetLayout updates the layout object and the corresponding vertex attributes.
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// Vertex attributes are also enabled.
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func (b *Buffer) SetLayout(layout ...Element) {
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b.layout = layout
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b.Stride = 0
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for i := 0; i < len(b.layout); i++ {
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b.layout[i].Offset = int(b.Stride)
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b.Stride += b.layout[i].Size()
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}
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//Set opengl stuff
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b.Bind()
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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, b.BufID)
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for i := 0; i < len(layout); i++ {
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gl.EnableVertexAttribArray(uint32(i))
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gl.VertexAttribPointerWithOffset(uint32(i), layout[i].ElementType.CompCount(), layout[i].ElementType.GLType(), false, b.Stride, uintptr(layout[i].Offset))
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}
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b.UnBind()
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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}
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func NewBuffer(layout ...Element) Buffer {
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b := Buffer{}
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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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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.SetLayout(layout...)
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return b
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}
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46
buffers/index_buffer.go
Executable file
46
buffers/index_buffer.go
Executable file
@ -0,0 +1,46 @@
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package buffers
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import (
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"github.com/bloeys/nmage/logging"
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"github.com/go-gl/gl/v4.1-core/gl"
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)
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type IndexBuffer struct {
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Id uint32
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// IndexBufCount is the number of elements in the index buffer. Updated in IndexBuffer.SetData
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IndexBufCount int32
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}
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func (ib *IndexBuffer) Bind() {
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ib.Id)
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}
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func (ib *IndexBuffer) UnBind() {
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
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}
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func (ib *IndexBuffer) SetData(values []uint32) {
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ib.Bind()
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sizeInBytes := len(values) * 4
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ib.IndexBufCount = int32(len(values))
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if sizeInBytes == 0 {
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gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static.ToGL())
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} else {
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gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
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}
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}
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func NewIndexBuffer() IndexBuffer {
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ib := IndexBuffer{}
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gl.GenBuffers(1, &ib.Id)
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if ib.Id == 0 {
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logging.ErrLog.Println("Failed to create OpenGL buffer")
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}
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return ib
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}
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54
buffers/vertex_array.go
Executable file
54
buffers/vertex_array.go
Executable file
@ -0,0 +1,54 @@
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package buffers
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import (
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"github.com/bloeys/nmage/logging"
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"github.com/go-gl/gl/v4.1-core/gl"
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)
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type VertexArray struct {
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Id uint32
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Vbos []VertexBuffer
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IndexBuffer IndexBuffer
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}
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func (va *VertexArray) Bind() {
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gl.BindVertexArray(va.Id)
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}
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func (va *VertexArray) UnBind() {
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gl.BindVertexArray(0)
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}
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func (va *VertexArray) AddVertexBuffer(vbo VertexBuffer) {
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// NOTE: VBOs are only bound at 'VertexAttribPointer' (and related) calls
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va.Bind()
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vbo.Bind()
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for i := 0; i < len(vbo.layout); i++ {
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l := &vbo.layout[i]
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gl.EnableVertexAttribArray(uint32(i))
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gl.VertexAttribPointerWithOffset(uint32(i), l.ElementType.CompCount(), l.ElementType.GLType(), false, vbo.Stride, uintptr(l.Offset))
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}
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}
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func (va *VertexArray) SetIndexBuffer(ib IndexBuffer) {
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va.Bind()
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ib.Bind()
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va.IndexBuffer = ib
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}
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func NewVertexArray() VertexArray {
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vao := VertexArray{}
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gl.GenVertexArrays(1, &vao.Id)
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if vao.Id == 0 {
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logging.ErrLog.Println("Failed to create OpenGL vertex array object")
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}
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return vao
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}
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63
buffers/vertex_buffer.go
Executable file
63
buffers/vertex_buffer.go
Executable file
@ -0,0 +1,63 @@
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package buffers
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import (
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"github.com/bloeys/nmage/logging"
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"github.com/go-gl/gl/v4.1-core/gl"
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)
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type VertexBuffer struct {
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Id uint32
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Stride int32
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layout []Element
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}
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func (vb *VertexBuffer) Bind() {
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gl.BindBuffer(gl.ARRAY_BUFFER, vb.Id)
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}
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func (vb *VertexBuffer) UnBind() {
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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}
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func (vb *VertexBuffer) SetData(values []float32, usage BufUsage) {
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vb.Bind()
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sizeInBytes := len(values) * 4
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if sizeInBytes == 0 {
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gl.BufferData(gl.ARRAY_BUFFER, 0, gl.Ptr(nil), usage.ToGL())
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} else {
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gl.BufferData(gl.ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), usage.ToGL())
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}
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}
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func (vb *VertexBuffer) GetLayout() []Element {
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e := make([]Element, len(vb.layout))
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copy(e, vb.layout)
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return e
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}
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func (vb *VertexBuffer) SetLayout(layout ...Element) {
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vb.Stride = 0
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vb.layout = layout
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for i := 0; i < len(vb.layout); i++ {
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vb.layout[i].Offset = int(vb.Stride)
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vb.Stride += vb.layout[i].Size()
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}
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}
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func NewVertexBuffer(layout ...Element) VertexBuffer {
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vb := VertexBuffer{}
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gl.GenBuffers(1, &vb.Id)
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if vb.Id == 0 {
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logging.ErrLog.Println("Failed to create OpenGL buffer")
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}
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vb.SetLayout(layout...)
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return vb
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}
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4
main.go
4
main.go
@ -34,7 +34,7 @@ import (
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- Cascaded shadow mapping
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- Skeletal animations
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- Proper model loading (i.e. load model by reading all its meshes, textures, and so on together)
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- Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
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- Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing) ✅
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- Renderer batching
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- Scene graph
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- Separate engine loop from rendering loop? or leave it to the user?
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@ -812,7 +812,7 @@ func (g *Game) DrawSkybox() {
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gl.Disable(gl.CULL_FACE)
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gl.DepthFunc(gl.LEQUAL)
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skyboxMesh.Buf.Bind()
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skyboxMesh.Vao.Bind()
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skyboxMat.Bind()
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_CUBE_MAP, skyboxCmap.TexID)
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@ -2,7 +2,6 @@ package meshes
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import (
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"errors"
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"fmt"
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"github.com/bloeys/assimp-go/asig"
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"github.com/bloeys/gglm/gglm"
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@ -18,7 +17,7 @@ type SubMesh struct {
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type Mesh struct {
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Name string
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Buf buffers.Buffer
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Vao buffers.VertexArray
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SubMeshes []SubMesh
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}
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@ -36,21 +35,25 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
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mesh := &Mesh{
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Name: name,
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Buf: buffers.NewBuffer(),
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Vao: buffers.NewVertexArray(),
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SubMeshes: make([]SubMesh, 0, 1),
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}
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vbo := buffers.NewVertexBuffer()
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ibo := buffers.NewIndexBuffer()
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// Initial sizes assuming one submesh that has vertex pos+normals+texCoords, and 3 indices per face
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var vertexBufData []float32 = make([]float32, 0, len(scene.Meshes[0].Vertices)*3*3*2)
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var indexBufData []uint32 = make([]uint32, 0, len(scene.Meshes[0].Faces)*3)
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// fmt.Printf("\nMesh %s has %d meshe(s) with first mesh having %d vertices\n", name, len(scene.Meshes), len(scene.Meshes[0].Vertices))
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for i := 0; i < len(scene.Meshes); i++ {
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sceneMesh := scene.Meshes[i]
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if len(sceneMesh.TexCoords[0]) == 0 {
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sceneMesh.TexCoords[0] = make([]gglm.Vec3, len(sceneMesh.Vertices))
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println("Zeroing tex coords for submesh", i)
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}
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layoutToUse := []buffers.Element{{ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec2}}
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@ -59,10 +62,16 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
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}
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if i == 0 {
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mesh.Buf.SetLayout(layoutToUse...)
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vbo.SetLayout(layoutToUse...)
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} else {
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firstSubmeshLayout := mesh.Buf.GetLayout()
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// @TODO @NOTE: This requirement is because we are using one VAO+VBO for all
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// the meshes and so the buffer must have one format.
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//
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// If we want to allow different layouts then we can simply create one vbo per layout and put
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// meshes of the same layout in the same vbo, and we store the index of the vbo the mesh
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// uses in the submesh struct.
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firstSubmeshLayout := vbo.GetLayout()
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assert.T(len(firstSubmeshLayout) == len(layoutToUse), "Vertex layout of submesh '%d' of mesh '%s' at path '%s' does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, name, modelPath, firstSubmeshLayout, layoutToUse)
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for i := 0; i < len(firstSubmeshLayout); i++ {
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@ -79,7 +88,7 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
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mesh.SubMeshes = append(mesh.SubMeshes, SubMesh{
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// Index of the vertex to start from (e.g. if index buffer says use vertex 5, and BaseVertex=3, the vertex used will be vertex 8)
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BaseVertex: int32(len(vertexBufData)*4) / mesh.Buf.Stride,
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BaseVertex: int32(len(vertexBufData)*4) / vbo.Stride,
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// Which index (in the index buffer) to start from
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BaseIndex: uint32(len(indexBufData)),
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// How many indices in this submesh
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@ -90,9 +99,16 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
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indexBufData = append(indexBufData, indices...)
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}
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// fmt.Printf("!!! Vertex count: %d; Submeshes: %+v\n", len(vertexBufData)*4/int(mesh.Buf.Stride), mesh.SubMeshes)
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mesh.Buf.SetData(vertexBufData)
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mesh.Buf.SetIndexBufData(indexBufData)
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vbo.SetData(vertexBufData, buffers.BufUsage_Static)
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ibo.SetData(indexBufData)
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mesh.Vao.AddVertexBuffer(vbo)
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mesh.Vao.SetIndexBuffer(ibo)
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// This is needed so that if you load meshes one after the other the
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// following mesh doesn't attach its vbo/ibo to this vao
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mesh.Vao.UnBind()
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return mesh, nil
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}
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@ -170,7 +186,7 @@ func interleave(arrs ...arrToInterleave) []float32 {
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func flattenFaces(faces []asig.Face) []uint32 {
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assert.T(len(faces[0].Indices) == 3, fmt.Sprintf("Face doesn't have 3 indices. Index count: %v\n", len(faces[0].Indices)))
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assert.T(len(faces[0].Indices) == 3, "Face doesn't have 3 indices. Index count: %v\n", len(faces[0].Indices))
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uints := make([]uint32, len(faces)*3)
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for i := 0; i < len(faces); i++ {
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@ -18,7 +18,7 @@ type Rend3DGL struct {
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func (r3d *Rend3DGL) Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material) {
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if mesh != r3d.BoundMesh {
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mesh.Buf.Bind()
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mesh.Vao.Bind()
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r3d.BoundMesh = mesh
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}
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