mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Cache uniform/attrib locations+display fps averages over a second
This commit is contained in:
20
main.go
20
main.go
@ -1,6 +1,7 @@
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package main
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import (
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"fmt"
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"runtime"
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"github.com/bloeys/assimp-go/asig"
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@ -146,13 +147,17 @@ func (g *OurGame) Update() {
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imgui.DragFloat3("Cam Pos", &camPos.Data)
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}
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var dtAccum float32 = 0
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var lastElapsedTime uint64 = 0
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var framesSinceLastFPSUpdate uint = 0
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func (g *OurGame) Render() {
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simpleMat.Bind()
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cubeMesh.Buf.Bind()
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tempModelMat := modelMat.Clone()
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rowSize := 10
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rowSize := 100
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for y := 0; y < rowSize; y++ {
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for x := 0; x < rowSize; x++ {
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simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(-1, 0, 0)).Mat4)
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@ -161,6 +166,19 @@ func (g *OurGame) Render() {
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simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0)).Mat4)
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}
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simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
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dtAccum += timing.DT()
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framesSinceLastFPSUpdate++
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if timing.ElapsedTime() > lastElapsedTime {
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avgDT := dtAccum / float32(framesSinceLastFPSUpdate)
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g.GetWindow().SDLWin.SetTitle("nMage (" + fmt.Sprint(1/avgDT, " fps)"))
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dtAccum = 0
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framesSinceLastFPSUpdate = 0
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}
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lastElapsedTime = timing.ElapsedTime()
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}
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func (g *OurGame) FrameEnd() {
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@ -2,6 +2,7 @@ package materials
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import (
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"github.com/bloeys/gglm/gglm"
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"github.com/bloeys/nmage/asserts"
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"github.com/bloeys/nmage/buffers"
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"github.com/bloeys/nmage/logging"
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"github.com/bloeys/nmage/shaders"
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@ -12,6 +13,9 @@ type Material struct {
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Name string
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ShaderProg shaders.ShaderProgram
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TexIDs []uint32
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UnifLocs map[string]int32
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AttribLocs map[string]int32
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}
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func (m *Material) Bind() {
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@ -33,7 +37,29 @@ func (m *Material) UnBind() {
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}
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func (m *Material) GetAttribLoc(attribName string) int32 {
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return gl.GetAttribLocation(m.ShaderProg.ID, gl.Str(attribName+"\x00"))
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loc, ok := m.AttribLocs[attribName]
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if ok {
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return loc
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}
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loc = gl.GetAttribLocation(m.ShaderProg.ID, gl.Str(attribName+"\x00"))
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asserts.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
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m.AttribLocs[attribName] = loc
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return loc
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}
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func (m *Material) GetUnifLoc(uniformName string) int32 {
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loc, ok := m.UnifLocs[uniformName]
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if ok {
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return loc
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}
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loc = gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
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asserts.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
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m.UnifLocs[uniformName] = loc
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return loc
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}
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func (m *Material) SetAttribute(bufObj buffers.Buffer) {
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@ -66,43 +92,35 @@ func (m *Material) DisableAttribute(attribName string) {
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}
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func (m *Material) SetUnifInt32(uniformName string, val int32) {
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loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
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gl.ProgramUniform1i(m.ShaderProg.ID, loc, val)
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gl.ProgramUniform1i(m.ShaderProg.ID, m.GetUnifLoc(uniformName), val)
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}
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func (m *Material) SetUnifFloat32(uniformName string, val float32) {
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loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
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gl.ProgramUniform1f(m.ShaderProg.ID, loc, val)
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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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loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
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gl.ProgramUniform2fv(m.ShaderProg.ID, loc, 1, &vec2.Data[0])
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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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loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
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gl.ProgramUniform3fv(m.ShaderProg.ID, loc, 1, &vec3.Data[0])
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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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loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
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gl.ProgramUniform4fv(m.ShaderProg.ID, loc, 1, &vec4.Data[0])
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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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loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
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gl.ProgramUniformMatrix2fv(m.ShaderProg.ID, loc, 1, false, &mat2.Data[0][0])
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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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loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
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gl.ProgramUniformMatrix3fv(m.ShaderProg.ID, loc, 1, false, &mat3.Data[0][0])
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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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loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
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gl.ProgramUniformMatrix4fv(m.ShaderProg.ID, loc, 1, false, &mat4.Data[0][0])
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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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func (m *Material) Delete() {
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@ -130,5 +148,5 @@ func NewMaterial(matName, shaderPath string) *Material {
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shdrProg.AttachShader(fragShader)
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shdrProg.Link()
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return &Material{Name: matName, ShaderProg: shdrProg}
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return &Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
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}
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@ -20,7 +20,7 @@ func FrameEnded() {
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dt = float32(time.Since(frameStart).Seconds())
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}
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//DT is frame deltatime in milliseconds
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//DT is frame deltatime in seconds
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func DT() float32 {
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return dt
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}
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