Support ubo matrix arrays+fix ubo matrix field bug

This commit is contained in:
bloeys
2024-05-26 21:14:33 +04:00
parent 79cb6805c4
commit 870653019c
2 changed files with 266 additions and 40 deletions

53
main.go
View File

@ -739,19 +739,29 @@ func testUbos() {
// Ubo2
//
type TestUBO2 struct {
F32 float32
V3 gglm.Vec3
F32Slice []float32
I32 int32
I32Slice []int32
F32 float32
V3 gglm.Vec3
F32Slice []float32
I32 int32
I32Slice []int32
V3Slice []gglm.Vec3
V4Slice []gglm.Vec4
Mat2Slice []gglm.Mat2
Mat3Slice []gglm.Mat3
Mat4Slice []gglm.Mat4
}
s2 := TestUBO2{
F32: 1.5,
V3: gglm.Vec3{Data: [3]float32{11, 22, 33}},
F32Slice: []float32{-1, -2, -3, -4},
I32: 55,
I32Slice: []int32{41, 42, 43, 44, 45},
F32: 1.5,
V3: gglm.Vec3{Data: [3]float32{11, 22, 33}},
F32Slice: []float32{-1, -2, -3, -4},
I32: 55,
I32Slice: []int32{41, 42, 43},
V3Slice: []gglm.Vec3{gglm.NewVec3(1.1, 1.2, 1.3), gglm.NewVec3(2.1, 2.2, 2.3)},
V4Slice: []gglm.Vec4{gglm.NewVec4(1.1, 1.2, 1.3, 1.4), gglm.NewVec4(2.1, 2.2, 2.3, 2.4)},
Mat2Slice: []gglm.Mat2{gglm.NewMat2Diag(1.1), gglm.NewMat2Diag(2.1)},
Mat3Slice: []gglm.Mat3{gglm.NewMat3Diag(3.1), gglm.NewMat3Diag(4.1)},
Mat4Slice: []gglm.Mat4{gglm.NewMat4Diag(5.1), gglm.NewMat4Diag(6.1)},
}
ubo2 := buffers.NewUniformBuffer([]buffers.UniformBufferFieldInput{
@ -759,21 +769,36 @@ func testUbos() {
{Id: 1, Type: buffers.DataTypeVec3},
{Id: 2, Type: buffers.DataTypeFloat32, Count: 4},
{Id: 3, Type: buffers.DataTypeInt32},
{Id: 4, Type: buffers.DataTypeInt32, Count: 5},
{Id: 4, Type: buffers.DataTypeInt32, Count: 3},
{Id: 5, Type: buffers.DataTypeVec3, Count: 2},
{Id: 6, Type: buffers.DataTypeVec4, Count: 2},
{Id: 7, Type: buffers.DataTypeMat2, Count: 2},
{Id: 8, Type: buffers.DataTypeMat3, Count: 2},
{Id: 9, Type: buffers.DataTypeMat4, Count: 2},
})
ubo2.SetStruct(s2)
var someInt32 int32
fArr := [4 * 4]float32{}
i32Arr := [5 * 4]int32{}
i32Arr := [3 * 4]int32{}
vec3Slice := [2 * 4]float32{}
vec4Slice := [2 * 4]float32{}
mat2Slice := [2 * 2 * 4]float32{}
mat3Slice := [2 * 3 * 4]float32{}
mat4Slice := [2 * 4 * 4]float32{}
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 0, 4, gl.Ptr(&x))
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 16, 12, gl.Ptr(&v.Data[0]))
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32, 16*4, gl.Ptr(&fArr[0]))
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4, 4, gl.Ptr(&someInt32))
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16, 16*5, gl.Ptr(&i32Arr[0]))
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16, 16*3, gl.Ptr(&i32Arr[0]))
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3, 16*2, gl.Ptr(&vec3Slice[0]))
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3+16*2, 16*2, gl.Ptr(&vec4Slice[0]))
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4+16+16*3+16*2+16*2, 2*16*2, gl.Ptr(&mat2Slice[0]))
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]))
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]))
fmt.Printf("f32=%f; v3=%s; f32Slice=%v; i32=%d; i32Arr=%v\n", x, v.String(), fArr, someInt32, i32Arr)
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)
}
func (g *Game) initFbos() {