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https://github.com/bloeys/nmage.git
synced 2025-12-29 05:18:21 +00:00
Get rid of more pointers to make allocs predictable
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@ -9,6 +9,10 @@ import (
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"github.com/go-gl/gl/v4.1-core/gl"
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)
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var (
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lastMatId uint32
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)
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type TextureSlot uint32
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const (
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@ -43,6 +47,7 @@ func (ms *MaterialSettings) Has(flags MaterialSettings) bool {
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}
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type Material struct {
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Id uint32
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Name string
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ShaderProg shaders.ShaderProgram
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Settings MaterialSettings
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@ -153,27 +158,27 @@ func (m *Material) SetUnifFloat32(uniformName string, val float32) {
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gl.ProgramUniform1f(m.ShaderProg.Id, m.GetUnifLoc(uniformName), val)
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}
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func (m *Material) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
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func (m *Material) SetUnifVec2(uniformName string, vec2 gglm.Vec2) {
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gl.ProgramUniform2fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec2.Data[0])
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}
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func (m *Material) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) {
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func (m *Material) SetUnifVec3(uniformName string, vec3 gglm.Vec3) {
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gl.ProgramUniform3fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec3.Data[0])
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}
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func (m *Material) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
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func (m *Material) SetUnifVec4(uniformName string, vec4 gglm.Vec4) {
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gl.ProgramUniform4fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec4.Data[0])
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}
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func (m *Material) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
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func (m *Material) SetUnifMat2(uniformName string, mat2 gglm.Mat2) {
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gl.ProgramUniformMatrix2fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat2.Data[0][0])
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}
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func (m *Material) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
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func (m *Material) SetUnifMat3(uniformName string, mat3 gglm.Mat3) {
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gl.ProgramUniformMatrix3fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat3.Data[0][0])
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}
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func (m *Material) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
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func (m *Material) SetUnifMat4(uniformName string, mat4 gglm.Mat4) {
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gl.ProgramUniformMatrix4fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat4.Data[0][0])
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}
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@ -181,6 +186,11 @@ func (m *Material) Delete() {
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gl.DeleteProgram(m.ShaderProg.Id)
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}
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func getNewMatId() uint32 {
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lastMatId++
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return lastMatId
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}
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func NewMaterial(matName, shaderPath string) Material {
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shdrProg, err := shaders.LoadAndCompileCombinedShader(shaderPath)
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@ -189,6 +199,7 @@ func NewMaterial(matName, shaderPath string) Material {
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}
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return Material{
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Id: getNewMatId(),
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Name: matName,
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ShaderProg: shdrProg,
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UnifLocs: make(map[string]int32),
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@ -209,6 +220,7 @@ func NewMaterialSrc(matName string, shaderSrc []byte) Material {
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}
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return Material{
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Id: getNewMatId(),
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Name: matName,
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ShaderProg: shdrProg,
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UnifLocs: make(map[string]int32),
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