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

View File

@ -85,8 +85,21 @@ func (ub *UniformBuffer) addFields(fields []UniformBufferFieldInput) (totalSize
newField := UniformBufferField{Id: f.Id, Type: f.Type, AlignedOffset: alignedOffset, Count: f.Count} newField := UniformBufferField{Id: f.Id, Type: f.Type, AlignedOffset: alignedOffset, Count: f.Count}
ub.Fields = append(ub.Fields, newField) ub.Fields = append(ub.Fields, newField)
// Prepare aligned offset for the next field // Prepare aligned offset for the next field.
alignedOffset = newField.AlignedOffset + alignmentBoundary*f.Count //
// Matrices are treated as an array of column vectors, where each column is a vec4,
// that's why we have a multiplier depending on how many columns we have when calculating
// the offset
multiplier := uint16(1)
if f.Type == DataTypeMat2 {
multiplier = 2
} else if f.Type == DataTypeMat3 {
multiplier = 3
} else if f.Type == DataTypeMat4 {
multiplier = 4
}
alignedOffset = newField.AlignedOffset + alignmentBoundary*f.Count*multiplier
} }
return uint32(alignedOffset) return uint32(alignedOffset)
@ -241,57 +254,95 @@ func (ub *UniformBuffer) SetStruct(inputStruct any) {
case DataTypeVec2: case DataTypeVec2:
v2, ok := valField.Interface().(gglm.Vec2) typeMatches = elementType.Name() == "Vec2"
typeMatches = ok
if typeMatches { if typeMatches {
WriteF32SliceToByteBuf(buf, &writeIndex, v2.Data[:])
if isArray {
WriteVec2SliceToByteBufWithAlignment(buf, &writeIndex, 16, valField.Slice(0, valField.Len()).Interface().([]gglm.Vec2))
} else {
v2 := valField.Interface().(gglm.Vec2)
WriteF32SliceToByteBuf(buf, &writeIndex, v2.Data[:])
}
} }
case DataTypeVec3: case DataTypeVec3:
v3, ok := valField.Interface().(gglm.Vec3)
typeMatches = ok typeMatches = elementType.Name() == "Vec3"
if typeMatches { if typeMatches {
WriteF32SliceToByteBuf(buf, &writeIndex, v3.Data[:])
if isArray {
WriteVec3SliceToByteBufWithAlignment(buf, &writeIndex, 16, valField.Slice(0, valField.Len()).Interface().([]gglm.Vec3))
} else {
v3 := valField.Interface().(gglm.Vec3)
WriteF32SliceToByteBuf(buf, &writeIndex, v3.Data[:])
}
} }
case DataTypeVec4: case DataTypeVec4:
v4, ok := valField.Interface().(gglm.Vec4)
typeMatches = ok typeMatches = elementType.Name() == "Vec4"
if typeMatches { if typeMatches {
WriteF32SliceToByteBuf(buf, &writeIndex, v4.Data[:])
if isArray {
WriteVec4SliceToByteBufWithAlignment(buf, &writeIndex, 16, valField.Slice(0, valField.Len()).Interface().([]gglm.Vec4))
} else {
v3 := valField.Interface().(gglm.Vec4)
WriteF32SliceToByteBuf(buf, &writeIndex, v3.Data[:])
}
} }
case DataTypeMat2: case DataTypeMat2:
m2, ok := valField.Interface().(gglm.Mat2)
typeMatches = ok typeMatches = elementType.Name() == "Mat2"
if typeMatches { if typeMatches {
WriteF32SliceToByteBuf(buf, &writeIndex, m2.Data[0][:])
WriteF32SliceToByteBuf(buf, &writeIndex, m2.Data[1][:]) if isArray {
m2Arr := valField.Interface().([]gglm.Mat2)
WriteMat2SliceToByteBufWithAlignment(buf, &writeIndex, 16*2, m2Arr)
} else {
m := valField.Interface().(gglm.Mat2)
WriteF32SliceToByteBuf(buf, &writeIndex, m.Data[0][:])
WriteF32SliceToByteBuf(buf, &writeIndex, m.Data[1][:])
}
} }
case DataTypeMat3: case DataTypeMat3:
m3, ok := valField.Interface().(gglm.Mat3)
typeMatches = ok typeMatches = elementType.Name() == "Mat3"
if typeMatches { if typeMatches {
WriteF32SliceToByteBuf(buf, &writeIndex, m3.Data[0][:])
WriteF32SliceToByteBuf(buf, &writeIndex, m3.Data[1][:]) if isArray {
WriteF32SliceToByteBuf(buf, &writeIndex, m3.Data[2][:]) m3Arr := valField.Interface().([]gglm.Mat3)
WriteMat3SliceToByteBufWithAlignment(buf, &writeIndex, 16*3, m3Arr)
} else {
m := valField.Interface().(gglm.Mat3)
WriteF32SliceToByteBuf(buf, &writeIndex, m.Data[0][:])
WriteF32SliceToByteBuf(buf, &writeIndex, m.Data[1][:])
WriteF32SliceToByteBuf(buf, &writeIndex, m.Data[2][:])
}
} }
case DataTypeMat4: case DataTypeMat4:
m4, ok := valField.Interface().(gglm.Mat4)
typeMatches = ok typeMatches = elementType.Name() == "Mat4"
if typeMatches { if typeMatches {
WriteF32SliceToByteBuf(buf, &writeIndex, m4.Data[0][:])
WriteF32SliceToByteBuf(buf, &writeIndex, m4.Data[1][:]) if isArray {
WriteF32SliceToByteBuf(buf, &writeIndex, m4.Data[2][:]) m4Arr := valField.Interface().([]gglm.Mat4)
WriteF32SliceToByteBuf(buf, &writeIndex, m4.Data[3][:]) WriteMat4SliceToByteBufWithAlignment(buf, &writeIndex, 16*4, m4Arr)
} else {
m := valField.Interface().(gglm.Mat4)
WriteF32SliceToByteBuf(buf, &writeIndex, m.Data[0][:])
WriteF32SliceToByteBuf(buf, &writeIndex, m.Data[1][:])
WriteF32SliceToByteBuf(buf, &writeIndex, m.Data[2][:])
WriteF32SliceToByteBuf(buf, &writeIndex, m.Data[3][:])
}
} }
default: default:
@ -387,6 +438,156 @@ func WriteF32SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentP
} }
} }
func WriteVec2SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerVector int, vals []gglm.Vec2) {
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)
for i := 0; i < len(vals); i++ {
bitsX := math.Float32bits(vals[i].X())
bitsY := math.Float32bits(vals[i].Y())
buf[*startIndex] = byte(bitsX)
buf[*startIndex+1] = byte(bitsX >> 8)
buf[*startIndex+2] = byte(bitsX >> 16)
buf[*startIndex+3] = byte(bitsX >> 24)
buf[*startIndex+4] = byte(bitsY)
buf[*startIndex+5] = byte(bitsY >> 8)
buf[*startIndex+6] = byte(bitsY >> 16)
buf[*startIndex+7] = byte(bitsY >> 24)
*startIndex += alignmentPerVector
}
}
func WriteVec3SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerVector int, vals []gglm.Vec3) {
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)
for i := 0; i < len(vals); i++ {
bitsX := math.Float32bits(vals[i].X())
bitsY := math.Float32bits(vals[i].Y())
bitsZ := math.Float32bits(vals[i].Z())
buf[*startIndex] = byte(bitsX)
buf[*startIndex+1] = byte(bitsX >> 8)
buf[*startIndex+2] = byte(bitsX >> 16)
buf[*startIndex+3] = byte(bitsX >> 24)
buf[*startIndex+4] = byte(bitsY)
buf[*startIndex+5] = byte(bitsY >> 8)
buf[*startIndex+6] = byte(bitsY >> 16)
buf[*startIndex+7] = byte(bitsY >> 24)
buf[*startIndex+8] = byte(bitsZ)
buf[*startIndex+9] = byte(bitsZ >> 8)
buf[*startIndex+10] = byte(bitsZ >> 16)
buf[*startIndex+11] = byte(bitsZ >> 24)
*startIndex += alignmentPerVector
}
}
func WriteVec4SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerVector int, vals []gglm.Vec4) {
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)
for i := 0; i < len(vals); i++ {
bitsX := math.Float32bits(vals[i].X())
bitsY := math.Float32bits(vals[i].Y())
bitsZ := math.Float32bits(vals[i].Z())
bitsW := math.Float32bits(vals[i].W())
buf[*startIndex] = byte(bitsX)
buf[*startIndex+1] = byte(bitsX >> 8)
buf[*startIndex+2] = byte(bitsX >> 16)
buf[*startIndex+3] = byte(bitsX >> 24)
buf[*startIndex+4] = byte(bitsY)
buf[*startIndex+5] = byte(bitsY >> 8)
buf[*startIndex+6] = byte(bitsY >> 16)
buf[*startIndex+7] = byte(bitsY >> 24)
buf[*startIndex+8] = byte(bitsZ)
buf[*startIndex+9] = byte(bitsZ >> 8)
buf[*startIndex+10] = byte(bitsZ >> 16)
buf[*startIndex+11] = byte(bitsZ >> 24)
buf[*startIndex+12] = byte(bitsW)
buf[*startIndex+13] = byte(bitsW >> 8)
buf[*startIndex+14] = byte(bitsW >> 16)
buf[*startIndex+15] = byte(bitsW >> 24)
*startIndex += alignmentPerVector
}
}
func WriteMat2SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerMatrix int, vals []gglm.Mat2) {
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)
for i := 0; i < len(vals); i++ {
m := &vals[i]
WriteVec2SliceToByteBufWithAlignment(
buf,
startIndex,
16,
[]gglm.Vec2{
{Data: m.Data[0]},
{Data: m.Data[1]},
},
)
}
}
func WriteMat3SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerMatrix int, vals []gglm.Mat3) {
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)
for i := 0; i < len(vals); i++ {
m := &vals[i]
WriteVec3SliceToByteBufWithAlignment(
buf,
startIndex,
16,
[]gglm.Vec3{
{Data: m.Data[0]},
{Data: m.Data[1]},
{Data: m.Data[2]},
},
)
}
}
func WriteMat4SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerMatrix int, vals []gglm.Mat4) {
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)
for i := 0; i < len(vals); i++ {
m := &vals[i]
WriteVec4SliceToByteBufWithAlignment(
buf,
startIndex,
16,
[]gglm.Vec4{
{Data: m.Data[0]},
{Data: m.Data[1]},
{Data: m.Data[2]},
{Data: m.Data[3]},
},
)
}
}
func ReflectValueMatchesUniformBufferField(v reflect.Value, ubField *UniformBufferField) bool { func ReflectValueMatchesUniformBufferField(v reflect.Value, ubField *UniformBufferField) bool {
if v.Kind() == reflect.Pointer { if v.Kind() == reflect.Pointer {

53
main.go
View File

@ -739,19 +739,29 @@ func testUbos() {
// Ubo2 // Ubo2
// //
type TestUBO2 struct { type TestUBO2 struct {
F32 float32 F32 float32
V3 gglm.Vec3 V3 gglm.Vec3
F32Slice []float32 F32Slice []float32
I32 int32 I32 int32
I32Slice []int32 I32Slice []int32
V3Slice []gglm.Vec3
V4Slice []gglm.Vec4
Mat2Slice []gglm.Mat2
Mat3Slice []gglm.Mat3
Mat4Slice []gglm.Mat4
} }
s2 := TestUBO2{ s2 := TestUBO2{
F32: 1.5, F32: 1.5,
V3: gglm.Vec3{Data: [3]float32{11, 22, 33}}, V3: gglm.Vec3{Data: [3]float32{11, 22, 33}},
F32Slice: []float32{-1, -2, -3, -4}, F32Slice: []float32{-1, -2, -3, -4},
I32: 55, I32: 55,
I32Slice: []int32{41, 42, 43, 44, 45}, 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{ ubo2 := buffers.NewUniformBuffer([]buffers.UniformBufferFieldInput{
@ -759,21 +769,36 @@ func testUbos() {
{Id: 1, Type: buffers.DataTypeVec3}, {Id: 1, Type: buffers.DataTypeVec3},
{Id: 2, Type: buffers.DataTypeFloat32, Count: 4}, {Id: 2, Type: buffers.DataTypeFloat32, Count: 4},
{Id: 3, Type: buffers.DataTypeInt32}, {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) ubo2.SetStruct(s2)
var someInt32 int32 var someInt32 int32
fArr := [4 * 4]float32{} 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, 0, 4, gl.Ptr(&x))
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 16, 12, gl.Ptr(&v.Data[0])) 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, gl.Ptr(&fArr[0]))
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32+16*4, 4, gl.Ptr(&someInt32)) 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() { func (g *Game) initFbos() {