mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Initial uniform buffers implementation
This commit is contained in:
@ -1,23 +1,22 @@
|
||||
package buffers
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"github.com/bloeys/nmage/assert"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
//Element represents an element that makes up a buffer (e.g. Vec3 at an offset of 12 bytes)
|
||||
// Element represents an element that makes up a buffer (e.g. Vec3 at an offset of 12 bytes)
|
||||
type Element struct {
|
||||
Offset int
|
||||
ElementType
|
||||
}
|
||||
|
||||
//ElementType is the type of an element thats makes up a buffer (e.g. Vec3)
|
||||
type ElementType int
|
||||
// ElementType is the type of an element thats makes up a buffer (e.g. Vec3)
|
||||
type ElementType uint8
|
||||
|
||||
const (
|
||||
DataTypeUnknown ElementType = iota
|
||||
|
||||
DataTypeUint32
|
||||
DataTypeInt32
|
||||
DataTypeFloat32
|
||||
@ -25,35 +24,48 @@ const (
|
||||
DataTypeVec2
|
||||
DataTypeVec3
|
||||
DataTypeVec4
|
||||
|
||||
DataTypeMat2
|
||||
DataTypeMat3
|
||||
DataTypeMat4
|
||||
)
|
||||
|
||||
func (dt ElementType) GLType() uint32 {
|
||||
|
||||
switch dt {
|
||||
|
||||
case DataTypeUint32:
|
||||
return gl.UNSIGNED_INT
|
||||
case DataTypeInt32:
|
||||
return gl.INT
|
||||
|
||||
case DataTypeFloat32:
|
||||
fallthrough
|
||||
|
||||
case DataTypeVec2:
|
||||
fallthrough
|
||||
case DataTypeVec3:
|
||||
fallthrough
|
||||
case DataTypeVec4:
|
||||
fallthrough
|
||||
case DataTypeMat2:
|
||||
fallthrough
|
||||
case DataTypeMat3:
|
||||
fallthrough
|
||||
case DataTypeMat4:
|
||||
return gl.FLOAT
|
||||
|
||||
default:
|
||||
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
|
||||
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
//CompSize returns the size in bytes for one component of the type (e.g. for Vec2 its 4)
|
||||
// CompSize returns the size in bytes for one component of the type (e.g. for Vec2 its 4).
|
||||
// Bools return 1, although in layout=std140 its 4
|
||||
func (dt ElementType) CompSize() int32 {
|
||||
|
||||
switch dt {
|
||||
|
||||
case DataTypeUint32:
|
||||
fallthrough
|
||||
case DataTypeFloat32:
|
||||
@ -65,15 +77,21 @@ func (dt ElementType) CompSize() int32 {
|
||||
case DataTypeVec3:
|
||||
fallthrough
|
||||
case DataTypeVec4:
|
||||
fallthrough
|
||||
case DataTypeMat2:
|
||||
fallthrough
|
||||
case DataTypeMat3:
|
||||
fallthrough
|
||||
case DataTypeMat4:
|
||||
return 4
|
||||
|
||||
default:
|
||||
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
|
||||
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
//CompCount returns the number of components in the element (e.g. for Vec2 its 2)
|
||||
// CompCount returns the number of components in the element (e.g. for Vec2 its 2)
|
||||
func (dt ElementType) CompCount() int32 {
|
||||
|
||||
switch dt {
|
||||
@ -91,16 +109,24 @@ func (dt ElementType) CompCount() int32 {
|
||||
case DataTypeVec4:
|
||||
return 4
|
||||
|
||||
case DataTypeMat2:
|
||||
return 2 * 2
|
||||
case DataTypeMat3:
|
||||
return 3 * 3
|
||||
case DataTypeMat4:
|
||||
return 4 * 4
|
||||
|
||||
default:
|
||||
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
|
||||
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
//Size returns the total size in bytes (e.g. for vec3 its 3*4=12 bytes)
|
||||
// Size returns the total size in bytes (e.g. for vec3 its 3*4=12 bytes)
|
||||
func (dt ElementType) Size() int32 {
|
||||
|
||||
switch dt {
|
||||
|
||||
case DataTypeUint32:
|
||||
fallthrough
|
||||
case DataTypeFloat32:
|
||||
@ -115,8 +141,110 @@ func (dt ElementType) Size() int32 {
|
||||
case DataTypeVec4:
|
||||
return 4 * 4
|
||||
|
||||
case DataTypeMat2:
|
||||
return 2 * 2 * 4
|
||||
case DataTypeMat3:
|
||||
return 3 * 3 * 4
|
||||
case DataTypeMat4:
|
||||
return 4 * 4 * 4
|
||||
|
||||
default:
|
||||
assert.T(false, fmt.Sprintf("Unknown data type passed. DataType '%v'", dt))
|
||||
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
func (dt ElementType) GlStd140BaseAlignment() uint8 {
|
||||
|
||||
switch dt {
|
||||
|
||||
case DataTypeUint32:
|
||||
fallthrough
|
||||
case DataTypeFloat32:
|
||||
fallthrough
|
||||
case DataTypeInt32:
|
||||
return 4
|
||||
|
||||
case DataTypeVec2:
|
||||
return 4 * 2
|
||||
|
||||
// Vec3 has the same alignment as vec4
|
||||
case DataTypeVec3:
|
||||
fallthrough
|
||||
case DataTypeVec4:
|
||||
return 4 * 4
|
||||
|
||||
// Matrices follow: (vec4Alignment) * numColumns
|
||||
case DataTypeMat2:
|
||||
return (4 * 4) * 2
|
||||
case DataTypeMat3:
|
||||
return (4 * 4) * 3
|
||||
case DataTypeMat4:
|
||||
return (4 * 4) * 4
|
||||
|
||||
default:
|
||||
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
func (dt ElementType) GlStd140AlignmentBoundary() uint16 {
|
||||
|
||||
switch dt {
|
||||
|
||||
case DataTypeUint32:
|
||||
fallthrough
|
||||
case DataTypeFloat32:
|
||||
fallthrough
|
||||
case DataTypeInt32:
|
||||
return 4
|
||||
|
||||
case DataTypeVec2:
|
||||
return 8
|
||||
|
||||
case DataTypeVec3:
|
||||
fallthrough
|
||||
case DataTypeVec4:
|
||||
fallthrough
|
||||
case DataTypeMat2:
|
||||
fallthrough
|
||||
case DataTypeMat3:
|
||||
fallthrough
|
||||
case DataTypeMat4:
|
||||
return 16
|
||||
|
||||
default:
|
||||
assert.T(false, "Unknown data type passed. DataType '%d'", dt)
|
||||
return 0
|
||||
}
|
||||
}
|
||||
|
||||
func (dt ElementType) String() string {
|
||||
|
||||
switch dt {
|
||||
|
||||
case DataTypeUint32:
|
||||
return "uint32"
|
||||
case DataTypeFloat32:
|
||||
return "float32"
|
||||
case DataTypeInt32:
|
||||
return "int32"
|
||||
|
||||
case DataTypeVec2:
|
||||
return "Vec2"
|
||||
case DataTypeVec3:
|
||||
return "Vec3"
|
||||
case DataTypeVec4:
|
||||
return "Vec4"
|
||||
|
||||
case DataTypeMat2:
|
||||
return "Mat2"
|
||||
case DataTypeMat3:
|
||||
return "Mat3"
|
||||
case DataTypeMat4:
|
||||
return "Mat4"
|
||||
|
||||
default:
|
||||
return "Unknown"
|
||||
}
|
||||
}
|
||||
|
||||
159
buffers/uniform_buffer.go
Executable file
159
buffers/uniform_buffer.go
Executable file
@ -0,0 +1,159 @@
|
||||
package buffers
|
||||
|
||||
import (
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/assert"
|
||||
"github.com/bloeys/nmage/logging"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
type UniformBufferFieldInput struct {
|
||||
Id uint16
|
||||
Type ElementType
|
||||
}
|
||||
|
||||
type UniformBufferField struct {
|
||||
Id uint16
|
||||
AlignedOffset uint16
|
||||
Type ElementType
|
||||
}
|
||||
|
||||
type UniformBuffer struct {
|
||||
Id uint32
|
||||
// Size is the allocated memory in bytes on the GPU for this uniform buffer
|
||||
Size uint32
|
||||
Fields []UniformBufferField
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) Bind() {
|
||||
gl.BindBuffer(gl.UNIFORM_BUFFER, ub.Id)
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) UnBind() {
|
||||
gl.BindBuffer(gl.UNIFORM_BUFFER, 0)
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) addFields(fields []UniformBufferFieldInput) (totalSize uint32) {
|
||||
|
||||
if len(fields) == 0 {
|
||||
return 0
|
||||
}
|
||||
|
||||
var alignedOffset uint16 = 0
|
||||
ub.Fields = make([]UniformBufferField, 0, len(fields))
|
||||
fieldIdToTypeMap := make(map[uint16]ElementType, len(fields))
|
||||
|
||||
for i := 0; i < len(fields); i++ {
|
||||
|
||||
f := fields[i]
|
||||
|
||||
existingFieldType, ok := fieldIdToTypeMap[f.Id]
|
||||
assert.T(!ok, "Uniform buffer field id is reused within the same uniform buffer. FieldId=%d was first used on a field with type=%s and then used on a different field with type=%s\n", f.Id, existingFieldType.String(), f.Type.String())
|
||||
|
||||
// To understand this take an example. Say we have a total offset of 100 and we are adding a vec4.
|
||||
// Vec4s must be aligned to a 16 byte boundary but 100 is not (100 % 16 != 0).
|
||||
//
|
||||
// To fix this, we take the alignment error which is alignErr=100 % 16=4, but this is error to the nearest
|
||||
// boundary, which is below the offset.
|
||||
//
|
||||
// To get the nearest boundary larger than the offset we can:
|
||||
// offset + (boundary - alignErr) == 100 + (16 - 4) == 112; 112 % 16 == 0, meaning its a boundary
|
||||
alignmentBoundary := f.Type.GlStd140AlignmentBoundary()
|
||||
alignmentError := alignedOffset % alignmentBoundary
|
||||
if alignmentError != 0 {
|
||||
alignedOffset += alignmentBoundary - alignmentError
|
||||
}
|
||||
|
||||
newField := UniformBufferField{Id: f.Id, Type: f.Type, AlignedOffset: alignedOffset}
|
||||
ub.Fields = append(ub.Fields, newField)
|
||||
|
||||
// Prepare aligned offset for the next field
|
||||
alignedOffset = newField.AlignedOffset + uint16(f.Type.GlStd140BaseAlignment())
|
||||
}
|
||||
|
||||
return uint32(alignedOffset)
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) getField(fieldId uint16, fieldType ElementType) UniformBufferField {
|
||||
|
||||
for i := 0; i < len(ub.Fields); i++ {
|
||||
|
||||
f := ub.Fields[i]
|
||||
|
||||
if f.Id != fieldId {
|
||||
continue
|
||||
}
|
||||
|
||||
assert.T(f.Type == fieldType, "Uniform buffer field id is reused within the same uniform buffer. FieldId=%d was first used on a field with type=%v, but is now being used on a field with type=%v\n", fieldId, f.Type.String(), fieldType.String())
|
||||
|
||||
return f
|
||||
}
|
||||
|
||||
logging.ErrLog.Panicf("couldn't find uniform buffer field of id=%d and type=%s\n", fieldId, fieldType.String())
|
||||
return UniformBufferField{}
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetInt32(fieldId uint16, val int32) {
|
||||
|
||||
f := ub.getField(fieldId, DataTypeInt32)
|
||||
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4, gl.Ptr(&val))
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetUint32(fieldId uint16, val uint32) {
|
||||
|
||||
f := ub.getField(fieldId, DataTypeUint32)
|
||||
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4, gl.Ptr(&val))
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetFloat32(fieldId uint16, val float32) {
|
||||
|
||||
f := ub.getField(fieldId, DataTypeFloat32)
|
||||
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4, gl.Ptr(&val))
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetVec2(fieldId uint16, val *gglm.Vec2) {
|
||||
f := ub.getField(fieldId, DataTypeVec2)
|
||||
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*2, gl.Ptr(&val.Data[0]))
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetVec3(fieldId uint16, val *gglm.Vec3) {
|
||||
f := ub.getField(fieldId, DataTypeVec3)
|
||||
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*3, gl.Ptr(&val.Data[0]))
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetVec4(fieldId uint16, val *gglm.Vec4) {
|
||||
f := ub.getField(fieldId, DataTypeVec4)
|
||||
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*4, gl.Ptr(&val.Data[0]))
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetMat2(fieldId uint16, val *gglm.Mat2) {
|
||||
f := ub.getField(fieldId, DataTypeMat2)
|
||||
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*4, gl.Ptr(&val.Data[0][0]))
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetMat3(fieldId uint16, val *gglm.Mat3) {
|
||||
f := ub.getField(fieldId, DataTypeMat3)
|
||||
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*9, gl.Ptr(&val.Data[0][0]))
|
||||
}
|
||||
|
||||
func (ub *UniformBuffer) SetMat4(fieldId uint16, val *gglm.Mat4) {
|
||||
f := ub.getField(fieldId, DataTypeMat4)
|
||||
gl.BufferSubData(gl.UNIFORM_BUFFER, int(f.AlignedOffset), 4*16, gl.Ptr(&val.Data[0][0]))
|
||||
}
|
||||
|
||||
func NewUniformBuffer(fields []UniformBufferFieldInput) UniformBuffer {
|
||||
|
||||
ub := UniformBuffer{}
|
||||
|
||||
ub.Size = ub.addFields(fields)
|
||||
|
||||
gl.GenBuffers(1, &ub.Id)
|
||||
if ub.Id == 0 {
|
||||
logging.ErrLog.Panicln("Failed to create OpenGL buffer for a uniform buffer")
|
||||
}
|
||||
|
||||
ub.Bind()
|
||||
gl.BufferData(gl.UNIFORM_BUFFER, int(ub.Size), gl.Ptr(nil), gl.STATIC_DRAW)
|
||||
|
||||
return ub
|
||||
}
|
||||
@ -55,7 +55,7 @@ func NewVertexBuffer(layout ...Element) VertexBuffer {
|
||||
|
||||
gl.GenBuffers(1, &vb.Id)
|
||||
if vb.Id == 0 {
|
||||
logging.ErrLog.Println("Failed to create OpenGL buffer")
|
||||
logging.ErrLog.Panicln("Failed to create OpenGL buffer")
|
||||
}
|
||||
|
||||
vb.SetLayout(layout...)
|
||||
|
||||
Reference in New Issue
Block a user