mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 05:18:21 +00:00
Support ubo matrix arrays+fix ubo matrix field bug
This commit is contained in:
@ -85,8 +85,21 @@ func (ub *UniformBuffer) addFields(fields []UniformBufferFieldInput) (totalSize
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newField := UniformBufferField{Id: f.Id, Type: f.Type, AlignedOffset: alignedOffset, Count: f.Count}
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ub.Fields = append(ub.Fields, newField)
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// Prepare aligned offset for the next field
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alignedOffset = newField.AlignedOffset + alignmentBoundary*f.Count
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// Prepare aligned offset for the next field.
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//
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// Matrices are treated as an array of column vectors, where each column is a vec4,
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// that's why we have a multiplier depending on how many columns we have when calculating
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// the offset
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multiplier := uint16(1)
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if f.Type == DataTypeMat2 {
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multiplier = 2
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} else if f.Type == DataTypeMat3 {
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multiplier = 3
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} else if f.Type == DataTypeMat4 {
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multiplier = 4
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}
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alignedOffset = newField.AlignedOffset + alignmentBoundary*f.Count*multiplier
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}
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return uint32(alignedOffset)
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@ -241,57 +254,95 @@ func (ub *UniformBuffer) SetStruct(inputStruct any) {
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case DataTypeVec2:
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v2, ok := valField.Interface().(gglm.Vec2)
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typeMatches = ok
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typeMatches = elementType.Name() == "Vec2"
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if typeMatches {
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WriteF32SliceToByteBuf(buf, &writeIndex, v2.Data[:])
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if isArray {
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WriteVec2SliceToByteBufWithAlignment(buf, &writeIndex, 16, valField.Slice(0, valField.Len()).Interface().([]gglm.Vec2))
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} else {
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v2 := valField.Interface().(gglm.Vec2)
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WriteF32SliceToByteBuf(buf, &writeIndex, v2.Data[:])
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}
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}
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case DataTypeVec3:
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v3, ok := valField.Interface().(gglm.Vec3)
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typeMatches = ok
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typeMatches = elementType.Name() == "Vec3"
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if typeMatches {
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WriteF32SliceToByteBuf(buf, &writeIndex, v3.Data[:])
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if isArray {
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WriteVec3SliceToByteBufWithAlignment(buf, &writeIndex, 16, valField.Slice(0, valField.Len()).Interface().([]gglm.Vec3))
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} else {
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v3 := valField.Interface().(gglm.Vec3)
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WriteF32SliceToByteBuf(buf, &writeIndex, v3.Data[:])
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}
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}
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case DataTypeVec4:
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v4, ok := valField.Interface().(gglm.Vec4)
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typeMatches = ok
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typeMatches = elementType.Name() == "Vec4"
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if typeMatches {
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WriteF32SliceToByteBuf(buf, &writeIndex, v4.Data[:])
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if isArray {
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WriteVec4SliceToByteBufWithAlignment(buf, &writeIndex, 16, valField.Slice(0, valField.Len()).Interface().([]gglm.Vec4))
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} else {
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v3 := valField.Interface().(gglm.Vec4)
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WriteF32SliceToByteBuf(buf, &writeIndex, v3.Data[:])
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}
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}
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case DataTypeMat2:
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m2, ok := valField.Interface().(gglm.Mat2)
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typeMatches = ok
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typeMatches = elementType.Name() == "Mat2"
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if typeMatches {
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WriteF32SliceToByteBuf(buf, &writeIndex, m2.Data[0][:])
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WriteF32SliceToByteBuf(buf, &writeIndex, m2.Data[1][:])
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if isArray {
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m2Arr := valField.Interface().([]gglm.Mat2)
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WriteMat2SliceToByteBufWithAlignment(buf, &writeIndex, 16*2, m2Arr)
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} else {
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m := valField.Interface().(gglm.Mat2)
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WriteF32SliceToByteBuf(buf, &writeIndex, m.Data[0][:])
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WriteF32SliceToByteBuf(buf, &writeIndex, m.Data[1][:])
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}
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}
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case DataTypeMat3:
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m3, ok := valField.Interface().(gglm.Mat3)
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typeMatches = ok
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typeMatches = elementType.Name() == "Mat3"
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if typeMatches {
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WriteF32SliceToByteBuf(buf, &writeIndex, m3.Data[0][:])
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WriteF32SliceToByteBuf(buf, &writeIndex, m3.Data[1][:])
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WriteF32SliceToByteBuf(buf, &writeIndex, m3.Data[2][:])
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if isArray {
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m3Arr := valField.Interface().([]gglm.Mat3)
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WriteMat3SliceToByteBufWithAlignment(buf, &writeIndex, 16*3, m3Arr)
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} else {
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m := valField.Interface().(gglm.Mat3)
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WriteF32SliceToByteBuf(buf, &writeIndex, m.Data[0][:])
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WriteF32SliceToByteBuf(buf, &writeIndex, m.Data[1][:])
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WriteF32SliceToByteBuf(buf, &writeIndex, m.Data[2][:])
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}
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}
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case DataTypeMat4:
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m4, ok := valField.Interface().(gglm.Mat4)
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typeMatches = ok
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typeMatches = elementType.Name() == "Mat4"
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if typeMatches {
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WriteF32SliceToByteBuf(buf, &writeIndex, m4.Data[0][:])
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WriteF32SliceToByteBuf(buf, &writeIndex, m4.Data[1][:])
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WriteF32SliceToByteBuf(buf, &writeIndex, m4.Data[2][:])
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WriteF32SliceToByteBuf(buf, &writeIndex, m4.Data[3][:])
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if isArray {
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m4Arr := valField.Interface().([]gglm.Mat4)
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WriteMat4SliceToByteBufWithAlignment(buf, &writeIndex, 16*4, m4Arr)
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} else {
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m := valField.Interface().(gglm.Mat4)
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WriteF32SliceToByteBuf(buf, &writeIndex, m.Data[0][:])
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WriteF32SliceToByteBuf(buf, &writeIndex, m.Data[1][:])
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WriteF32SliceToByteBuf(buf, &writeIndex, m.Data[2][:])
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WriteF32SliceToByteBuf(buf, &writeIndex, m.Data[3][:])
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}
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}
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default:
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@ -387,6 +438,156 @@ func WriteF32SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentP
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}
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}
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func WriteVec2SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerVector int, vals []gglm.Vec2) {
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assert.T(*startIndex+len(vals)*alignmentPerVector <= len(buf), "failed to write slice of gglm.Vec2 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerVector, *startIndex, len(buf), len(vals)*alignmentPerVector)
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for i := 0; i < len(vals); i++ {
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bitsX := math.Float32bits(vals[i].X())
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bitsY := math.Float32bits(vals[i].Y())
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buf[*startIndex] = byte(bitsX)
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buf[*startIndex+1] = byte(bitsX >> 8)
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buf[*startIndex+2] = byte(bitsX >> 16)
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buf[*startIndex+3] = byte(bitsX >> 24)
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buf[*startIndex+4] = byte(bitsY)
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buf[*startIndex+5] = byte(bitsY >> 8)
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buf[*startIndex+6] = byte(bitsY >> 16)
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buf[*startIndex+7] = byte(bitsY >> 24)
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*startIndex += alignmentPerVector
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}
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}
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func WriteVec3SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerVector int, vals []gglm.Vec3) {
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assert.T(*startIndex+len(vals)*alignmentPerVector <= len(buf), "failed to write slice of gglm.Vec3 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerVector, *startIndex, len(buf), len(vals)*alignmentPerVector)
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for i := 0; i < len(vals); i++ {
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bitsX := math.Float32bits(vals[i].X())
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bitsY := math.Float32bits(vals[i].Y())
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bitsZ := math.Float32bits(vals[i].Z())
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buf[*startIndex] = byte(bitsX)
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buf[*startIndex+1] = byte(bitsX >> 8)
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buf[*startIndex+2] = byte(bitsX >> 16)
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buf[*startIndex+3] = byte(bitsX >> 24)
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buf[*startIndex+4] = byte(bitsY)
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buf[*startIndex+5] = byte(bitsY >> 8)
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buf[*startIndex+6] = byte(bitsY >> 16)
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buf[*startIndex+7] = byte(bitsY >> 24)
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buf[*startIndex+8] = byte(bitsZ)
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buf[*startIndex+9] = byte(bitsZ >> 8)
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buf[*startIndex+10] = byte(bitsZ >> 16)
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buf[*startIndex+11] = byte(bitsZ >> 24)
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*startIndex += alignmentPerVector
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}
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}
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func WriteVec4SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerVector int, vals []gglm.Vec4) {
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assert.T(*startIndex+len(vals)*alignmentPerVector <= len(buf), "failed to write slice of gglm.Vec4 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerVector, *startIndex, len(buf), len(vals)*alignmentPerVector)
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for i := 0; i < len(vals); i++ {
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bitsX := math.Float32bits(vals[i].X())
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bitsY := math.Float32bits(vals[i].Y())
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bitsZ := math.Float32bits(vals[i].Z())
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bitsW := math.Float32bits(vals[i].W())
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buf[*startIndex] = byte(bitsX)
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buf[*startIndex+1] = byte(bitsX >> 8)
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buf[*startIndex+2] = byte(bitsX >> 16)
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buf[*startIndex+3] = byte(bitsX >> 24)
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buf[*startIndex+4] = byte(bitsY)
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buf[*startIndex+5] = byte(bitsY >> 8)
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buf[*startIndex+6] = byte(bitsY >> 16)
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buf[*startIndex+7] = byte(bitsY >> 24)
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buf[*startIndex+8] = byte(bitsZ)
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buf[*startIndex+9] = byte(bitsZ >> 8)
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buf[*startIndex+10] = byte(bitsZ >> 16)
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buf[*startIndex+11] = byte(bitsZ >> 24)
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buf[*startIndex+12] = byte(bitsW)
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buf[*startIndex+13] = byte(bitsW >> 8)
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buf[*startIndex+14] = byte(bitsW >> 16)
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buf[*startIndex+15] = byte(bitsW >> 24)
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*startIndex += alignmentPerVector
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}
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}
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func WriteMat2SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerMatrix int, vals []gglm.Mat2) {
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assert.T(*startIndex+len(vals)*alignmentPerMatrix <= len(buf), "failed to write slice of gglm.Mat2 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerMatrix, *startIndex, len(buf), len(vals)*alignmentPerMatrix)
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for i := 0; i < len(vals); i++ {
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m := &vals[i]
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WriteVec2SliceToByteBufWithAlignment(
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buf,
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startIndex,
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16,
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[]gglm.Vec2{
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{Data: m.Data[0]},
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{Data: m.Data[1]},
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},
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)
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}
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}
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func WriteMat3SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerMatrix int, vals []gglm.Mat3) {
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assert.T(*startIndex+len(vals)*alignmentPerMatrix <= len(buf), "failed to write slice of gglm.Mat3 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerMatrix, *startIndex, len(buf), len(vals)*alignmentPerMatrix)
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for i := 0; i < len(vals); i++ {
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m := &vals[i]
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WriteVec3SliceToByteBufWithAlignment(
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buf,
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startIndex,
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16,
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[]gglm.Vec3{
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{Data: m.Data[0]},
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{Data: m.Data[1]},
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{Data: m.Data[2]},
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},
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)
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}
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}
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func WriteMat4SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerMatrix int, vals []gglm.Mat4) {
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assert.T(*startIndex+len(vals)*alignmentPerMatrix <= len(buf), "failed to write slice of gglm.Mat2 with custom alignment=%d to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", alignmentPerMatrix, *startIndex, len(buf), len(vals)*alignmentPerMatrix)
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for i := 0; i < len(vals); i++ {
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m := &vals[i]
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WriteVec4SliceToByteBufWithAlignment(
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buf,
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startIndex,
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16,
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[]gglm.Vec4{
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{Data: m.Data[0]},
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{Data: m.Data[1]},
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{Data: m.Data[2]},
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{Data: m.Data[3]},
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},
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)
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}
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}
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func ReflectValueMatchesUniformBufferField(v reflect.Value, ubField *UniformBufferField) bool {
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if v.Kind() == reflect.Pointer {
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53
main.go
53
main.go
@ -739,19 +739,29 @@ func testUbos() {
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// Ubo2
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//
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type TestUBO2 struct {
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F32 float32
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V3 gglm.Vec3
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F32Slice []float32
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I32 int32
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I32Slice []int32
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F32 float32
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V3 gglm.Vec3
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F32Slice []float32
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I32 int32
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I32Slice []int32
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V3Slice []gglm.Vec3
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V4Slice []gglm.Vec4
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Mat2Slice []gglm.Mat2
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Mat3Slice []gglm.Mat3
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Mat4Slice []gglm.Mat4
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}
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s2 := TestUBO2{
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F32: 1.5,
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V3: gglm.Vec3{Data: [3]float32{11, 22, 33}},
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F32Slice: []float32{-1, -2, -3, -4},
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I32: 55,
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I32Slice: []int32{41, 42, 43, 44, 45},
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F32: 1.5,
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V3: gglm.Vec3{Data: [3]float32{11, 22, 33}},
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F32Slice: []float32{-1, -2, -3, -4},
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I32: 55,
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I32Slice: []int32{41, 42, 43},
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V3Slice: []gglm.Vec3{gglm.NewVec3(1.1, 1.2, 1.3), gglm.NewVec3(2.1, 2.2, 2.3)},
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V4Slice: []gglm.Vec4{gglm.NewVec4(1.1, 1.2, 1.3, 1.4), gglm.NewVec4(2.1, 2.2, 2.3, 2.4)},
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Mat2Slice: []gglm.Mat2{gglm.NewMat2Diag(1.1), gglm.NewMat2Diag(2.1)},
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Mat3Slice: []gglm.Mat3{gglm.NewMat3Diag(3.1), gglm.NewMat3Diag(4.1)},
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Mat4Slice: []gglm.Mat4{gglm.NewMat4Diag(5.1), gglm.NewMat4Diag(6.1)},
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}
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ubo2 := buffers.NewUniformBuffer([]buffers.UniformBufferFieldInput{
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@ -759,21 +769,36 @@ func testUbos() {
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{Id: 1, Type: buffers.DataTypeVec3},
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{Id: 2, Type: buffers.DataTypeFloat32, Count: 4},
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{Id: 3, Type: buffers.DataTypeInt32},
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{Id: 4, Type: buffers.DataTypeInt32, Count: 5},
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{Id: 4, Type: buffers.DataTypeInt32, Count: 3},
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{Id: 5, Type: buffers.DataTypeVec3, Count: 2},
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{Id: 6, Type: buffers.DataTypeVec4, Count: 2},
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{Id: 7, Type: buffers.DataTypeMat2, Count: 2},
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{Id: 8, Type: buffers.DataTypeMat3, Count: 2},
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{Id: 9, Type: buffers.DataTypeMat4, Count: 2},
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})
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ubo2.SetStruct(s2)
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var someInt32 int32
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fArr := [4 * 4]float32{}
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i32Arr := [5 * 4]int32{}
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i32Arr := [3 * 4]int32{}
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vec3Slice := [2 * 4]float32{}
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vec4Slice := [2 * 4]float32{}
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mat2Slice := [2 * 2 * 4]float32{}
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mat3Slice := [2 * 3 * 4]float32{}
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mat4Slice := [2 * 4 * 4]float32{}
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 0, 4, gl.Ptr(&x))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 16, 12, gl.Ptr(&v.Data[0]))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32, 16*4, gl.Ptr(&fArr[0]))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4, 4, gl.Ptr(&someInt32))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16, 16*5, gl.Ptr(&i32Arr[0]))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16, 16*3, gl.Ptr(&i32Arr[0]))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3, 16*2, gl.Ptr(&vec3Slice[0]))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3+16*2, 16*2, gl.Ptr(&vec4Slice[0]))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3+16*2+16*2, 2*16*2, gl.Ptr(&mat2Slice[0]))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3+16*2+16*2+2*16*2, 2*16*3, gl.Ptr(&mat3Slice[0]))
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gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3+16*2+16*2+2*16*2+2*16*3, 2*16*4, gl.Ptr(&mat4Slice[0]))
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fmt.Printf("f32=%f; v3=%s; f32Slice=%v; i32=%d; i32Arr=%v\n", x, v.String(), fArr, someInt32, i32Arr)
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fmt.Printf("f32=%f; v3=%s; f32Slice=%v; i32=%d; i32Arr=%v; v3Slice=%v; v4Slice=%v; mat2Slice=%v; mat3Slice=%v; mat4Slice=%v\n", x, v.String(), fArr, someInt32, i32Arr, vec3Slice, vec4Slice, mat2Slice, mat3Slice, mat4Slice)
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}
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func (g *Game) initFbos() {
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