What if we could have ubos with nested structs

This commit is contained in:
bloeys
2024-09-14 18:38:59 +04:00
parent 0d34e0fe6e
commit bbc8652292
3 changed files with 124 additions and 67 deletions

72
main.go
View File

@ -213,8 +213,8 @@ const (
UNSCALED_WINDOW_WIDTH = 1280
UNSCALED_WINDOW_HEIGHT = 720
PROFILE_CPU = true
PROFILE_MEM = true
PROFILE_CPU = false
PROFILE_MEM = false
FRAME_TIME_MS_SAMPLES = 10000
)
@ -688,15 +688,14 @@ func testUbos() {
{Id: 2, Type: buffers.DataTypeFloat32}, // 04 32
{Id: 3, Type: buffers.DataTypeMat2}, // 32 48
}) // Total size: 48+32 = 80
ubo.Bind()
println("!!!!!!!!!!!!! Id:", ubo.Id, "; Size:", ubo.Size)
fmt.Printf("%+v\n", ubo.Fields)
ubo.Bind()
ubo.SetFloat32(0, 99)
ubo.SetFloat32(2, 199)
ubo.SetVec3(1, &gglm.Vec3{Data: [3]float32{33, 33, 33}})
ubo.SetMat2(3, &gglm.Mat2{Data: [2][2]float32{{1, 3}, {2, 4}}})
var v gglm.Vec3
@ -776,6 +775,7 @@ func testUbos() {
{Id: 8, Type: buffers.DataTypeMat3, Count: 2},
{Id: 9, Type: buffers.DataTypeMat4, Count: 2},
})
ubo2.Bind()
ubo2.SetStruct(s2)
@ -803,46 +803,66 @@ func testUbos() {
//
// Ubo3
//
type TestUBO3_0 struct {
X int32
}
type TestUBO3_1 struct {
F32 float32
V3 gglm.Vec3
F32 float32
V3 gglm.Vec3
Zero TestUBO3_0
}
type TestUBO3_2 struct {
F32 float32
S TestUBO3_1
XX int32
}
ubo3 := buffers.NewUniformBuffer([]buffers.UniformBufferFieldInput{
{Id: 0, Type: buffers.DataTypeFloat32}, // 04 00
{Id: 1, Type: buffers.DataTypeStruct, Subfields: []buffers.UniformBufferFieldInput{ // 00 16
{Id: 2, Type: buffers.DataTypeFloat32}, // 04 20
{Id: 2, Type: buffers.DataTypeFloat32}, // 04 16
{Id: 3, Type: buffers.DataTypeVec3}, // 16 32
}}, // 32+16 = 48
})
{Id: 4, Type: buffers.DataTypeStruct, Subfields: []buffers.UniformBufferFieldInput{ // 00 48
{Id: 5, Type: buffers.DataTypeInt32}, // 04 48
}},
}},
{Id: 6, Type: buffers.DataTypeInt32}, // 04 64
}) // 68
ubo3.Bind()
fmt.Printf("\n==UBO3==\nSize=%d\nFields: %+v", ubo3.Size, ubo3.Fields)
ubo3.SetBindPoint(2)
groundMat.SetUniformBlockBindingPoint("Test2", 2)
ubo3.SetFloat32(0, 11)
ubo3.SetFloat32(2, 22)
ubo3.SetVec3(3, &gglm.Vec3{Data: [3]float32{33, 44, 55}})
fmt.Printf("\n==UBO3==\nSize=%d\nFields: %+v\n\n", ubo3.Size, ubo3.Fields)
// Bind the uniform block and the vertex buffer both to binding slot 2
gl.BindBufferBase(gl.UNIFORM_BUFFER, 2, ubo3.Id)
s3 := TestUBO3_2{
F32: 76.1,
S: TestUBO3_1{
F32: 89.9,
V3: gglm.NewVec3(7.1, 7.2, 7.3),
Zero: TestUBO3_0{
X: 33,
},
},
XX: 41,
}
name := "Test2\x00"
uniformBlockIndex := gl.GetUniformBlockIndex(groundMat.ShaderProg.Id, gl.Str(name))
gl.UniformBlockBinding(groundMat.ShaderProg.Id, uniformBlockIndex, 2)
ubo3.SetStruct(s3)
// s3 := TestUBO3_2{
// F32: 76.1,
// S: TestUBO3_1{
// F32: 89.9,
// V3: gglm.NewVec3(7.1, 7.2, 7.3),
// },
// }
ubo3F32 := float32(0.0)
ubo3SF32 := float32(0.0)
ubo3SV3 := gglm.Vec3{}
ubo3SZeroX := 0
ubo3Xx := 0
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 0, 4, gl.Ptr(&ubo3F32))
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 16, 4, gl.Ptr(&ubo3SF32))
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 32, 16, gl.Ptr(&ubo3SV3.Data[0]))
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 48, 4, gl.Ptr(&ubo3SZeroX))
gl.GetBufferSubData(gl.UNIFORM_BUFFER, 64, 4, gl.Ptr(&ubo3Xx))
// ubo3.SetStruct(s3)
fmt.Printf("ubo3_f32=%f\nubo3_s_f32=%f\nubo3_s_v3=%s\nubo3_s_zero_x=%d\nubo3_xx=%d\n", ubo3F32, ubo3SF32, ubo3SV3.String(), ubo3SZeroX, ubo3Xx)
}
func (g *Game) initFbos() {