Simplify interleave code

This commit is contained in:
bloeys
2022-01-27 10:34:51 +04:00
parent c989505aa7
commit f49c6bc9bb
3 changed files with 44 additions and 35 deletions

View File

@ -6,10 +6,7 @@ import (
)
func T(check bool, msg string) {
if !consts.Debug || check {
return
}
if consts.Debug && !check {
logging.ErrLog.Panicln("Assert failed:", msg)
}
}

View File

@ -352,7 +352,7 @@ func draw() {
cubeMesh.Buf.Bind()
tempModelMat := modelMat.Clone()
rowSize := 100
rowSize := 10
for y := 0; y < rowSize; y++ {
for x := 0; x < rowSize; x++ {
simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(-1, 0, 0)).Mat4)

View File

@ -31,32 +31,23 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
sceneMesh := scene.Meshes[0]
mesh.Buf = buffers.NewBuffer()
dataSize := len(sceneMesh.Vertices)*3 + len(sceneMesh.Normals)*3
layoutToUse := []buffers.Element{{ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec3}}
if len(sceneMesh.ColorSets) > 0 {
layoutToUse = append(layoutToUse, buffers.Element{ElementType: buffers.DataTypeVec4})
dataSize += len(sceneMesh.ColorSets) * 4
}
mesh.Buf.SetLayout(layoutToUse...)
positions := flattenVec3(sceneMesh.Vertices)
normals := flattenVec3(sceneMesh.Normals)
colors := []float32{}
if len(sceneMesh.ColorSets) > 0 {
colors = flattenVec4(sceneMesh.ColorSets[0])
}
var values []float32
if len(colors) > 0 {
if len(sceneMesh.ColorSets) > 0 {
values = interleave(
arrInfo{values: positions, valsPerComp: 3},
arrInfo{values: normals, valsPerComp: 3},
arrInfo{values: colors, valsPerComp: 4},
arrToInterleave{V3s: sceneMesh.Vertices},
arrToInterleave{V3s: sceneMesh.Normals},
arrToInterleave{V4s: sceneMesh.ColorSets[0]},
)
} else {
values = interleave(
arrInfo{values: positions, valsPerComp: 3},
arrInfo{values: normals, valsPerComp: 3},
arrToInterleave{V3s: sceneMesh.Vertices},
arrToInterleave{V3s: sceneMesh.Normals},
)
}
@ -65,29 +56,50 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
return mesh, nil
}
type arrInfo struct {
values []float32
valsPerComp int
type arrToInterleave struct {
V3s []gglm.Vec3
V4s []gglm.Vec4
}
func interleave(arrs ...arrInfo) []float32 {
func (a *arrToInterleave) get(i int) []float32 {
if len(arrs) == 0 || len(arrs[0].values) == 0 {
panic("No input to interleave or arrays are empty")
asserts.T(len(a.V3s) == 0 || len(a.V4s) == 0, "One array should be set in arrToInterleave, but both arrays are set")
if len(a.V3s) > 0 {
return a.V3s[i].Data[:]
} else {
return a.V4s[i].Data[:]
}
}
size := 0
func interleave(arrs ...arrToInterleave) []float32 {
asserts.T(len(arrs) > 0, "No input sent to interleave")
asserts.T(len(arrs[0].V3s) > 0 || len(arrs[0].V4s) > 0, "Interleave arrays are empty")
elementCount := 0
if len(arrs[0].V3s) > 0 {
elementCount = len(arrs[0].V3s)
} else {
elementCount = len(arrs[0].V4s)
}
totalSize := 0
for i := 0; i < len(arrs); i++ {
size += len(arrs[i].values)
asserts.T(len(arrs[i].V3s) == elementCount || len(arrs[i].V4s) == elementCount, "Mesh vertex data given to interleave is not the same length")
if len(arrs[i].V3s) > 0 {
totalSize += len(arrs[i].V3s) * 3
} else {
totalSize += len(arrs[i].V4s) * 4
}
}
out := make([]float32, 0, size)
for posInArr := 0; posInArr < len(arrs[0].values)/arrs[0].valsPerComp; posInArr++ {
out := make([]float32, 0, totalSize)
for i := 0; i < elementCount; i++ {
for arrToUse := 0; arrToUse < len(arrs); arrToUse++ {
for compToAdd := 0; compToAdd < arrs[arrToUse].valsPerComp; compToAdd++ {
out = append(out, arrs[arrToUse].values[posInArr*arrs[arrToUse].valsPerComp+compToAdd])
}
out = append(out, arrs[arrToUse].get(i)...)
}
}