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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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