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41 Commits
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| 83c6f635e5 |
59
.github/workflows/build-nmage.yml
vendored
59
.github/workflows/build-nmage.yml
vendored
@ -1,24 +1,69 @@
|
|||||||
name: build-nmage
|
name: build-nmage
|
||||||
|
|
||||||
on:
|
on:
|
||||||
|
push:
|
||||||
|
branches:
|
||||||
|
- dev
|
||||||
create:
|
create:
|
||||||
workflow_dispatch:
|
workflow_dispatch:
|
||||||
|
|
||||||
jobs:
|
jobs:
|
||||||
build-nmage-macos:
|
build-nmage-windows:
|
||||||
runs-on: macos-12
|
runs-on: windows-latest
|
||||||
steps:
|
|
||||||
|
|
||||||
|
steps:
|
||||||
- name: Install golang
|
- name: Install golang
|
||||||
uses: actions/setup-go@v3
|
uses: actions/setup-go@v5
|
||||||
with:
|
with:
|
||||||
go-version: '>=1.22'
|
go-version: ">=1.23"
|
||||||
|
|
||||||
|
- name: Install assimp-go dll
|
||||||
|
run: |
|
||||||
|
Invoke-WebRequest -Uri "https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp-5.dll" -OutFile "C:\Windows\System32\libassimp-5.dll"
|
||||||
|
|
||||||
|
- name: Download and setup SDL2
|
||||||
|
run: |
|
||||||
|
Invoke-WebRequest -Uri "https://github.com/libsdl-org/SDL/releases/download/release-2.30.7/SDL2-devel-2.30.7-mingw.zip" -OutFile "SDL2.zip"
|
||||||
|
Expand-Archive -Path "SDL2.zip" -DestinationPath "SDL2"
|
||||||
|
Copy-Item -Path "SDL2\SDL2-2.30.7\x86_64-w64-mingw32" -Destination "C:\mingw64" -Recurse -Force
|
||||||
|
|
||||||
|
- name: Clone nmage
|
||||||
|
run: git clone https://github.com/bloeys/nmage
|
||||||
|
|
||||||
|
- name: Build nmage
|
||||||
|
working-directory: nmage
|
||||||
|
run: go build .
|
||||||
|
|
||||||
|
build-nmage-macos:
|
||||||
|
runs-on: ${{ matrix.os }}
|
||||||
|
|
||||||
|
strategy:
|
||||||
|
matrix:
|
||||||
|
# Based on: https://github.com/actions/runner-images?tab=readme-ov-file#available-images
|
||||||
|
os:
|
||||||
|
- macos-13 # x86
|
||||||
|
- macos-14 # Arm
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- name: Install golang
|
||||||
|
uses: actions/setup-go@v5
|
||||||
|
with:
|
||||||
|
go-version: ">=1.23"
|
||||||
|
|
||||||
|
- name: Determine architecture
|
||||||
|
id: arch
|
||||||
|
run: |
|
||||||
|
if [ "$(uname -m)" = "arm64" ]; then
|
||||||
|
echo "arch=arm64" >> "$GITHUB_OUTPUT"
|
||||||
|
else
|
||||||
|
echo "arch=amd64" >> "$GITHUB_OUTPUT"
|
||||||
|
fi
|
||||||
|
|
||||||
- name: Install assimp-go dylib
|
- name: Install assimp-go dylib
|
||||||
run: sudo mkdir -p /usr/local/lib && sudo wget https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp_darwin_amd64.dylib -O /usr/local/lib/libassimp.5.dylib
|
run: sudo mkdir -p /usr/local/lib && sudo wget https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp_darwin_${{ steps.arch.outputs.arch }}.dylib -O /usr/local/lib/libassimp.5.dylib
|
||||||
|
|
||||||
- name: Install SDL2
|
- name: Install SDL2
|
||||||
run: brew install sdl2{,_image,_mixer,_ttf,_gfx} pkg-config
|
run: brew install sdl2{,_image,_ttf,_gfx} pkg-config
|
||||||
|
|
||||||
- name: Clone nmage
|
- name: Clone nmage
|
||||||
run: git clone https://github.com/bloeys/nmage
|
run: git clone https://github.com/bloeys/nmage
|
||||||
|
|||||||
@ -9,25 +9,48 @@ import (
|
|||||||
|
|
||||||
type BufUsage int
|
type BufUsage int
|
||||||
|
|
||||||
|
// Full docs for buffer usage can be found here: https://registry.khronos.org/OpenGL-Refpages/gl4/html/glBufferData.xhtml
|
||||||
const (
|
const (
|
||||||
BufUsage_Unknown BufUsage = iota
|
BufUsage_Unknown BufUsage = iota
|
||||||
|
|
||||||
//Buffer is set only once and used many times
|
//Buffer is set only once and used many times
|
||||||
BufUsage_Static
|
BufUsage_Static_Draw
|
||||||
//Buffer is changed a lot and used many times
|
//Buffer is changed a lot and used many times
|
||||||
BufUsage_Dynamic
|
BufUsage_Dynamic_Draw
|
||||||
//Buffer is set only once and used by the GPU at most a few times
|
//Buffer is set only once and used by the GPU at most a few times
|
||||||
BufUsage_Stream
|
BufUsage_Stream_Draw
|
||||||
|
|
||||||
|
BufUsage_Static_Read
|
||||||
|
BufUsage_Dynamic_Read
|
||||||
|
BufUsage_Stream_Read
|
||||||
|
|
||||||
|
BufUsage_Static_Copy
|
||||||
|
BufUsage_Dynamic_Copy
|
||||||
|
BufUsage_Stream_Copy
|
||||||
)
|
)
|
||||||
|
|
||||||
func (b BufUsage) ToGL() uint32 {
|
func (b BufUsage) ToGL() uint32 {
|
||||||
switch b {
|
switch b {
|
||||||
case BufUsage_Static:
|
case BufUsage_Static_Draw:
|
||||||
return gl.STATIC_DRAW
|
return gl.STATIC_DRAW
|
||||||
case BufUsage_Dynamic:
|
case BufUsage_Dynamic_Draw:
|
||||||
return gl.DYNAMIC_DRAW
|
return gl.DYNAMIC_DRAW
|
||||||
case BufUsage_Stream:
|
case BufUsage_Stream_Draw:
|
||||||
return gl.STREAM_DRAW
|
return gl.STREAM_DRAW
|
||||||
|
|
||||||
|
case BufUsage_Static_Read:
|
||||||
|
return gl.STATIC_READ
|
||||||
|
case BufUsage_Dynamic_Read:
|
||||||
|
return gl.DYNAMIC_READ
|
||||||
|
case BufUsage_Stream_Read:
|
||||||
|
return gl.STREAM_READ
|
||||||
|
|
||||||
|
case BufUsage_Static_Copy:
|
||||||
|
return gl.STATIC_COPY
|
||||||
|
case BufUsage_Dynamic_Copy:
|
||||||
|
return gl.DYNAMIC_COPY
|
||||||
|
case BufUsage_Stream_Copy:
|
||||||
|
return gl.STREAM_COPY
|
||||||
}
|
}
|
||||||
|
|
||||||
assert.T(false, fmt.Sprintf("Unexpected BufUsage value '%v'", b))
|
assert.T(false, fmt.Sprintf("Unexpected BufUsage value '%v'", b))
|
||||||
|
|||||||
@ -1,9 +1,8 @@
|
|||||||
package buffers
|
package buffers
|
||||||
|
|
||||||
import (
|
import (
|
||||||
"fmt"
|
|
||||||
|
|
||||||
"github.com/bloeys/nmage/assert"
|
"github.com/bloeys/nmage/assert"
|
||||||
|
"github.com/bloeys/nmage/logging"
|
||||||
"github.com/go-gl/gl/v4.1-core/gl"
|
"github.com/go-gl/gl/v4.1-core/gl"
|
||||||
)
|
)
|
||||||
|
|
||||||
@ -14,10 +13,11 @@ type Element struct {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// ElementType is the type of an element thats makes up a buffer (e.g. Vec3)
|
// ElementType is the type of an element thats makes up a buffer (e.g. Vec3)
|
||||||
type ElementType int
|
type ElementType uint8
|
||||||
|
|
||||||
const (
|
const (
|
||||||
DataTypeUnknown ElementType = iota
|
DataTypeUnknown ElementType = iota
|
||||||
|
|
||||||
DataTypeUint32
|
DataTypeUint32
|
||||||
DataTypeInt32
|
DataTypeInt32
|
||||||
DataTypeFloat32
|
DataTypeFloat32
|
||||||
@ -25,35 +25,54 @@ const (
|
|||||||
DataTypeVec2
|
DataTypeVec2
|
||||||
DataTypeVec3
|
DataTypeVec3
|
||||||
DataTypeVec4
|
DataTypeVec4
|
||||||
|
|
||||||
|
DataTypeMat2
|
||||||
|
DataTypeMat3
|
||||||
|
DataTypeMat4
|
||||||
|
|
||||||
|
DataTypeStruct
|
||||||
)
|
)
|
||||||
|
|
||||||
func (dt ElementType) GLType() uint32 {
|
func (dt ElementType) GLType() uint32 {
|
||||||
|
|
||||||
switch dt {
|
switch dt {
|
||||||
|
|
||||||
case DataTypeUint32:
|
case DataTypeUint32:
|
||||||
return gl.UNSIGNED_INT
|
return gl.UNSIGNED_INT
|
||||||
case DataTypeInt32:
|
case DataTypeInt32:
|
||||||
return gl.INT
|
return gl.INT
|
||||||
|
|
||||||
case DataTypeFloat32:
|
case DataTypeFloat32:
|
||||||
fallthrough
|
fallthrough
|
||||||
|
|
||||||
case DataTypeVec2:
|
case DataTypeVec2:
|
||||||
fallthrough
|
fallthrough
|
||||||
case DataTypeVec3:
|
case DataTypeVec3:
|
||||||
fallthrough
|
fallthrough
|
||||||
case DataTypeVec4:
|
case DataTypeVec4:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat2:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat3:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat4:
|
||||||
return gl.FLOAT
|
return gl.FLOAT
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
logging.ErrLog.Fatalf("ElementType.GLType of DataTypeStruct is not supported")
|
||||||
|
return 0
|
||||||
|
|
||||||
default:
|
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
|
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 {
|
func (dt ElementType) CompSize() int32 {
|
||||||
|
|
||||||
switch dt {
|
switch dt {
|
||||||
|
|
||||||
case DataTypeUint32:
|
case DataTypeUint32:
|
||||||
fallthrough
|
fallthrough
|
||||||
case DataTypeFloat32:
|
case DataTypeFloat32:
|
||||||
@ -65,10 +84,20 @@ func (dt ElementType) CompSize() int32 {
|
|||||||
case DataTypeVec3:
|
case DataTypeVec3:
|
||||||
fallthrough
|
fallthrough
|
||||||
case DataTypeVec4:
|
case DataTypeVec4:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat2:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat3:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeMat4:
|
||||||
return 4
|
return 4
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
logging.ErrLog.Fatalf("ElementType.CompSize of DataTypeStruct is not supported")
|
||||||
|
return 0
|
||||||
|
|
||||||
default:
|
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
|
return 0
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -91,8 +120,19 @@ func (dt ElementType) CompCount() int32 {
|
|||||||
case DataTypeVec4:
|
case DataTypeVec4:
|
||||||
return 4
|
return 4
|
||||||
|
|
||||||
|
case DataTypeMat2:
|
||||||
|
return 2 * 2
|
||||||
|
case DataTypeMat3:
|
||||||
|
return 3 * 3
|
||||||
|
case DataTypeMat4:
|
||||||
|
return 4 * 4
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
logging.ErrLog.Fatalf("ElementType.CompCount of DataTypeStruct is not supported")
|
||||||
|
return 0
|
||||||
|
|
||||||
default:
|
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
|
return 0
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -101,6 +141,7 @@ func (dt ElementType) CompCount() int32 {
|
|||||||
func (dt ElementType) Size() int32 {
|
func (dt ElementType) Size() int32 {
|
||||||
|
|
||||||
switch dt {
|
switch dt {
|
||||||
|
|
||||||
case DataTypeUint32:
|
case DataTypeUint32:
|
||||||
fallthrough
|
fallthrough
|
||||||
case DataTypeFloat32:
|
case DataTypeFloat32:
|
||||||
@ -115,8 +156,123 @@ func (dt ElementType) Size() int32 {
|
|||||||
case DataTypeVec4:
|
case DataTypeVec4:
|
||||||
return 4 * 4
|
return 4 * 4
|
||||||
|
|
||||||
|
case DataTypeMat2:
|
||||||
|
return 2 * 2 * 4
|
||||||
|
case DataTypeMat3:
|
||||||
|
return 3 * 3 * 4
|
||||||
|
case DataTypeMat4:
|
||||||
|
return 4 * 4 * 4
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
logging.ErrLog.Fatalf("ElementType.Size of DataTypeStruct is not supported")
|
||||||
|
return 0
|
||||||
|
|
||||||
default:
|
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
|
return 0
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (dt ElementType) GlStd140SizeBytes() uint8 {
|
||||||
|
|
||||||
|
switch dt {
|
||||||
|
|
||||||
|
case DataTypeUint32:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeFloat32:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeInt32:
|
||||||
|
return 4
|
||||||
|
|
||||||
|
case DataTypeVec2:
|
||||||
|
return 4 * 2
|
||||||
|
|
||||||
|
case DataTypeVec3:
|
||||||
|
return 4 * 3
|
||||||
|
|
||||||
|
case DataTypeVec4:
|
||||||
|
return 4 * 4
|
||||||
|
|
||||||
|
// Matrices follow: (vec4Alignment) * numColumns
|
||||||
|
case DataTypeMat2:
|
||||||
|
return 2 * 2 * 4
|
||||||
|
case DataTypeMat3:
|
||||||
|
return 3 * 3 * 4
|
||||||
|
case DataTypeMat4:
|
||||||
|
return 4 * 4 * 4
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
logging.ErrLog.Fatalf("ElementType.GlStd140SizeBytes of DataTypeStruct is not supported")
|
||||||
|
return 0
|
||||||
|
|
||||||
|
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:
|
||||||
|
fallthrough
|
||||||
|
case DataTypeStruct:
|
||||||
|
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"
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
return "Struct"
|
||||||
|
|
||||||
|
default:
|
||||||
|
return "Unknown"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@ -27,9 +27,9 @@ func (ib *IndexBuffer) SetData(values []uint32) {
|
|||||||
ib.IndexBufCount = int32(len(values))
|
ib.IndexBufCount = int32(len(values))
|
||||||
|
|
||||||
if sizeInBytes == 0 {
|
if sizeInBytes == 0 {
|
||||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static.ToGL())
|
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, gl.Ptr(nil), BufUsage_Static_Draw.ToGL())
|
||||||
} else {
|
} else {
|
||||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static.ToGL())
|
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, sizeInBytes, gl.Ptr(&values[0]), BufUsage_Static_Draw.ToGL())
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
747
buffers/uniform_buffer.go
Executable file
747
buffers/uniform_buffer.go
Executable file
@ -0,0 +1,747 @@
|
|||||||
|
package buffers
|
||||||
|
|
||||||
|
import (
|
||||||
|
"math"
|
||||||
|
"reflect"
|
||||||
|
|
||||||
|
"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
|
||||||
|
// Count should be set in case this field is an array of type `[Count]Type`.
|
||||||
|
// Count=0 is valid and is equivalent to Count=1, which means the type is NOT an array, but a single field.
|
||||||
|
Count uint16
|
||||||
|
|
||||||
|
// Subfields is used when type is a struct, in which case it holds the fields of the struct.
|
||||||
|
// Ids do not have to be unique across structs.
|
||||||
|
Subfields []UniformBufferFieldInput
|
||||||
|
}
|
||||||
|
|
||||||
|
type UniformBufferField struct {
|
||||||
|
Id uint16
|
||||||
|
AlignedOffset uint16
|
||||||
|
// Count should be set in case this field is an array of type `[Count]Type`.
|
||||||
|
// Count=0 is valid and is equivalent to Count=1, which means the type is NOT an array, but a single field.
|
||||||
|
Count uint16
|
||||||
|
Type ElementType
|
||||||
|
|
||||||
|
// Subfields is used when type is a struct, in which case it holds the fields of the struct.
|
||||||
|
// Ids do not have to be unique across structs.
|
||||||
|
Subfields []UniformBufferField
|
||||||
|
}
|
||||||
|
|
||||||
|
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) SetBindPoint(bindPointIndex uint32) {
|
||||||
|
gl.BindBufferBase(gl.UNIFORM_BUFFER, bindPointIndex, ub.Id)
|
||||||
|
}
|
||||||
|
|
||||||
|
func addUniformBufferFieldsToArray(startAlignedOffset uint16, arrayToAddTo *[]UniformBufferField, fieldsToAdd []UniformBufferFieldInput) (totalSize uint32) {
|
||||||
|
|
||||||
|
if len(fieldsToAdd) == 0 {
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
|
||||||
|
// This function is recursive so only size the array once
|
||||||
|
if cap(*arrayToAddTo) == 0 {
|
||||||
|
*arrayToAddTo = make([]UniformBufferField, 0, len(fieldsToAdd))
|
||||||
|
}
|
||||||
|
|
||||||
|
var alignedOffset uint16 = 0
|
||||||
|
fieldIdToTypeMap := make(map[uint16]ElementType, len(fieldsToAdd))
|
||||||
|
|
||||||
|
for i := 0; i < len(fieldsToAdd); i++ {
|
||||||
|
|
||||||
|
f := fieldsToAdd[i]
|
||||||
|
if f.Count == 0 {
|
||||||
|
f.Count = 1
|
||||||
|
}
|
||||||
|
|
||||||
|
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
|
||||||
|
//
|
||||||
|
// Note that arrays of scalars/vectors are always aligned to 16 bytes, like a vec4
|
||||||
|
//
|
||||||
|
// Official spec and full details in subsection 'Standard Uniform Block Layout' at http://www.opengl.org/registry/specs/ARB/uniform_buffer_object.txt
|
||||||
|
var alignmentBoundary uint16 = 16
|
||||||
|
if f.Count == 1 {
|
||||||
|
alignmentBoundary = f.Type.GlStd140AlignmentBoundary()
|
||||||
|
}
|
||||||
|
|
||||||
|
alignmentError := alignedOffset % alignmentBoundary
|
||||||
|
if alignmentError != 0 {
|
||||||
|
alignedOffset += alignmentBoundary - alignmentError
|
||||||
|
}
|
||||||
|
|
||||||
|
newField := UniformBufferField{Id: f.Id, Type: f.Type, AlignedOffset: startAlignedOffset + alignedOffset, Count: f.Count}
|
||||||
|
*arrayToAddTo = append(*arrayToAddTo, newField)
|
||||||
|
|
||||||
|
// Prepare aligned offset for the next field.
|
||||||
|
//
|
||||||
|
// 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
|
||||||
|
}
|
||||||
|
|
||||||
|
if f.Type == DataTypeStruct {
|
||||||
|
|
||||||
|
subfieldsAlignedOffset := uint16(addUniformBufferFieldsToArray(startAlignedOffset+alignedOffset, arrayToAddTo, f.Subfields))
|
||||||
|
|
||||||
|
// Pad structs to 16 byte boundary
|
||||||
|
padTo16Boundary(&subfieldsAlignedOffset)
|
||||||
|
alignedOffset += subfieldsAlignedOffset * f.Count
|
||||||
|
|
||||||
|
} else {
|
||||||
|
|
||||||
|
// Elements advance the alignedOffset by their actual byte size.
|
||||||
|
// Aligned offset is padded if the place its at is not aligned to the boundary required by the next element.
|
||||||
|
//
|
||||||
|
// The exception is structs, because fields after a struct field are always aligned at a 16 byte boundary.
|
||||||
|
//
|
||||||
|
// For example, a vec3 starting at offset 80, taking 12 bytes, would put the aligned offset at 92.
|
||||||
|
// If the next element is a float32 (alignment boundary = 4) then no padding is required and
|
||||||
|
// the float will start at 92 and end at 96.
|
||||||
|
// However, if the element after the vec3 is a vec3 (alignment boundary = 16), then it would require
|
||||||
|
// a padding of 4 bytes so that it can start at 96, which is aligned to 16. In this case the second vec3
|
||||||
|
// would start at 96 and end at 96+12=108.
|
||||||
|
alignedOffset = newField.AlignedOffset + uint16(f.Type.GlStd140SizeBytes())*f.Count*multiplier - startAlignedOffset
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return uint32(alignedOffset)
|
||||||
|
}
|
||||||
|
|
||||||
|
func padTo16Boundary[T uint16 | int | int32](val *T) {
|
||||||
|
alignmentError := *val % 16
|
||||||
|
if alignmentError != 0 {
|
||||||
|
*val += 16 - alignmentError
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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 (ub *UniformBuffer) SetStruct(inputStruct any) {
|
||||||
|
setStruct(ub.Fields, make([]byte, ub.Size), inputStruct, 1000_000, false, 0)
|
||||||
|
}
|
||||||
|
|
||||||
|
func setStruct(fields []UniformBufferField, buf []byte, inputStruct any, maxFieldsToConsume int, onlyBufWrite bool, writeOffset int) (bytesWritten, fieldsConsumed int) {
|
||||||
|
|
||||||
|
if len(fields) == 0 {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
if inputStruct == nil {
|
||||||
|
logging.ErrLog.Panicf("UniformBuffer.SetStruct called with a value that is nil")
|
||||||
|
}
|
||||||
|
|
||||||
|
structVal := reflect.ValueOf(inputStruct)
|
||||||
|
if structVal.Kind() != reflect.Struct {
|
||||||
|
logging.ErrLog.Panicf("UniformBuffer.SetStruct called with a value that is not a struct. Val=%v\n", inputStruct)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Needed because fieldIndex can move faster than struct fields in case of struct fields
|
||||||
|
structFieldIndex := 0
|
||||||
|
for fieldIndex := 0; fieldIndex < len(fields) && fieldIndex < maxFieldsToConsume; fieldIndex++ {
|
||||||
|
|
||||||
|
ubField := &fields[fieldIndex]
|
||||||
|
valField := structVal.Field(structFieldIndex)
|
||||||
|
|
||||||
|
fieldsConsumed++
|
||||||
|
structFieldIndex++
|
||||||
|
|
||||||
|
kind := valField.Kind()
|
||||||
|
if kind == reflect.Pointer {
|
||||||
|
valField = valField.Elem()
|
||||||
|
}
|
||||||
|
|
||||||
|
var elementType reflect.Type
|
||||||
|
isArray := kind == reflect.Slice || kind == reflect.Array
|
||||||
|
if isArray {
|
||||||
|
elementType = valField.Type().Elem()
|
||||||
|
kind = elementType.Kind()
|
||||||
|
} else {
|
||||||
|
elementType = valField.Type()
|
||||||
|
}
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
assert.T(valField.Len() == int(ubField.Count), "ubo field of id=%d is an array/slice field of length=%d but got input of length=%d\n", ubField.Id, ubField.Count, valField.Len())
|
||||||
|
}
|
||||||
|
|
||||||
|
typeMatches := false
|
||||||
|
bytesWritten = int(ubField.AlignedOffset) + writeOffset
|
||||||
|
|
||||||
|
switch ubField.Type {
|
||||||
|
|
||||||
|
case DataTypeUint32:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "uint32"
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
Write32BitIntegerSliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]uint32))
|
||||||
|
} else {
|
||||||
|
Write32BitIntegerToByteBuf(buf, &bytesWritten, uint32(valField.Uint()))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeFloat32:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "float32"
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
WriteF32SliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]float32))
|
||||||
|
} else {
|
||||||
|
WriteF32ToByteBuf(buf, &bytesWritten, float32(valField.Float()))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeInt32:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "int32"
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
Write32BitIntegerSliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]int32))
|
||||||
|
} else {
|
||||||
|
Write32BitIntegerToByteBuf(buf, &bytesWritten, uint32(valField.Int()))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeVec2:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "Vec2"
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
WriteVec2SliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]gglm.Vec2))
|
||||||
|
} else {
|
||||||
|
v2 := valField.Interface().(gglm.Vec2)
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, v2.Data[:])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeVec3:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "Vec3"
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
WriteVec3SliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]gglm.Vec3))
|
||||||
|
} else {
|
||||||
|
v3 := valField.Interface().(gglm.Vec3)
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, v3.Data[:])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeVec4:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "Vec4"
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
WriteVec4SliceToByteBufWithAlignment(buf, &bytesWritten, 16, valField.Slice(0, valField.Len()).Interface().([]gglm.Vec4))
|
||||||
|
} else {
|
||||||
|
v3 := valField.Interface().(gglm.Vec4)
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, v3.Data[:])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeMat2:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "Mat2"
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
m2Arr := valField.Interface().([]gglm.Mat2)
|
||||||
|
WriteMat2SliceToByteBufWithAlignment(buf, &bytesWritten, 16*2, m2Arr)
|
||||||
|
} else {
|
||||||
|
m := valField.Interface().(gglm.Mat2)
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[0][:])
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[1][:])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeMat3:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "Mat3"
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
m3Arr := valField.Interface().([]gglm.Mat3)
|
||||||
|
WriteMat3SliceToByteBufWithAlignment(buf, &bytesWritten, 16*3, m3Arr)
|
||||||
|
} else {
|
||||||
|
m := valField.Interface().(gglm.Mat3)
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[0][:])
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[1][:])
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[2][:])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeMat4:
|
||||||
|
|
||||||
|
typeMatches = elementType.Name() == "Mat4"
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
m4Arr := valField.Interface().([]gglm.Mat4)
|
||||||
|
WriteMat4SliceToByteBufWithAlignment(buf, &bytesWritten, 16*4, m4Arr)
|
||||||
|
} else {
|
||||||
|
m := valField.Interface().(gglm.Mat4)
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[0][:])
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[1][:])
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[2][:])
|
||||||
|
WriteF32SliceToByteBuf(buf, &bytesWritten, m.Data[3][:])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
case DataTypeStruct:
|
||||||
|
|
||||||
|
typeMatches = kind == reflect.Struct
|
||||||
|
|
||||||
|
if typeMatches {
|
||||||
|
|
||||||
|
if isArray {
|
||||||
|
|
||||||
|
offset := 0
|
||||||
|
arrSize := valField.Len()
|
||||||
|
fieldsToUse := fields[fieldIndex+1:]
|
||||||
|
for i := 0; i < arrSize; i++ {
|
||||||
|
|
||||||
|
setStructBytesWritten, setStructFieldsConsumed := setStruct(fieldsToUse, buf, valField.Index(i).Interface(), elementType.NumField(), true, offset*i)
|
||||||
|
|
||||||
|
if offset == 0 {
|
||||||
|
offset = setStructBytesWritten
|
||||||
|
padTo16Boundary(&offset)
|
||||||
|
|
||||||
|
bytesWritten += offset * arrSize
|
||||||
|
|
||||||
|
// Tracking consumed fields is needed because if we have a struct inside another struct
|
||||||
|
// elementType.NumField() will only give us the fields consumed by the first struct,
|
||||||
|
// but we need to count all fields of all nested structs inside this one
|
||||||
|
fieldIndex += setStructFieldsConsumed
|
||||||
|
fieldsConsumed += setStructFieldsConsumed
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
} else {
|
||||||
|
|
||||||
|
setStructBytesWritten, setStructFieldsConsumed := setStruct(fields[fieldIndex+1:], buf, valField.Interface(), valField.NumField(), true, writeOffset)
|
||||||
|
|
||||||
|
bytesWritten += setStructBytesWritten
|
||||||
|
fieldIndex += setStructFieldsConsumed
|
||||||
|
fieldsConsumed += setStructFieldsConsumed
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
default:
|
||||||
|
assert.T(false, "Unknown uniform buffer data type passed. DataType '%d'", ubField.Type)
|
||||||
|
}
|
||||||
|
|
||||||
|
if !typeMatches {
|
||||||
|
logging.ErrLog.Panicf("Struct field ordering and types must match uniform buffer fields, but at field index %d got UniformBufferField=%v but a struct field of type %s\n", fieldIndex, ubField, valField.String())
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if bytesWritten == 0 {
|
||||||
|
return 0, fieldsConsumed
|
||||||
|
}
|
||||||
|
|
||||||
|
if !onlyBufWrite {
|
||||||
|
gl.BufferSubData(gl.UNIFORM_BUFFER, 0, bytesWritten, gl.Ptr(&buf[0]))
|
||||||
|
}
|
||||||
|
|
||||||
|
return bytesWritten - int(fields[0].AlignedOffset) - writeOffset, fieldsConsumed
|
||||||
|
}
|
||||||
|
|
||||||
|
func Write32BitIntegerToByteBuf[T uint32 | int32](buf []byte, startIndex *int, val T) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+4 <= len(buf), "failed to write uint32/int32 to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d", *startIndex, len(buf))
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(val)
|
||||||
|
buf[*startIndex+1] = byte(val >> 8)
|
||||||
|
buf[*startIndex+2] = byte(val >> 16)
|
||||||
|
buf[*startIndex+3] = byte(val >> 24)
|
||||||
|
|
||||||
|
*startIndex += 4
|
||||||
|
}
|
||||||
|
|
||||||
|
func Write32BitIntegerSliceToByteBufWithAlignment[T uint32 | int32](buf []byte, startIndex *int, alignmentPerField int, vals []T) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*alignmentPerField <= len(buf), "failed to write uint32/int32 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", alignmentPerField, *startIndex, len(buf), len(vals)*alignmentPerField)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
val := vals[i]
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(val)
|
||||||
|
buf[*startIndex+1] = byte(val >> 8)
|
||||||
|
buf[*startIndex+2] = byte(val >> 16)
|
||||||
|
buf[*startIndex+3] = byte(val >> 24)
|
||||||
|
|
||||||
|
*startIndex += alignmentPerField
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteF32ToByteBuf(buf []byte, startIndex *int, val float32) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+4 <= len(buf), "failed to write float32 to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d", *startIndex, len(buf))
|
||||||
|
|
||||||
|
bits := math.Float32bits(val)
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(bits)
|
||||||
|
buf[*startIndex+1] = byte(bits >> 8)
|
||||||
|
buf[*startIndex+2] = byte(bits >> 16)
|
||||||
|
buf[*startIndex+3] = byte(bits >> 24)
|
||||||
|
|
||||||
|
*startIndex += 4
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteF32SliceToByteBuf(buf []byte, startIndex *int, vals []float32) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*4 <= len(buf), "failed to write slice of float32 to buffer because the buffer doesn't have enough space. Start index=%d, Buffer length=%d, but needs %d bytes free", *startIndex, len(buf), len(vals)*4)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
bits := math.Float32bits(vals[i])
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(bits)
|
||||||
|
buf[*startIndex+1] = byte(bits >> 8)
|
||||||
|
buf[*startIndex+2] = byte(bits >> 16)
|
||||||
|
buf[*startIndex+3] = byte(bits >> 24)
|
||||||
|
|
||||||
|
*startIndex += 4
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func WriteF32SliceToByteBufWithAlignment(buf []byte, startIndex *int, alignmentPerField int, vals []float32) {
|
||||||
|
|
||||||
|
assert.T(*startIndex+len(vals)*alignmentPerField <= len(buf), "failed to write slice of float32 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", alignmentPerField, *startIndex, len(buf), len(vals)*alignmentPerField)
|
||||||
|
|
||||||
|
for i := 0; i < len(vals); i++ {
|
||||||
|
|
||||||
|
bits := math.Float32bits(vals[i])
|
||||||
|
|
||||||
|
buf[*startIndex] = byte(bits)
|
||||||
|
buf[*startIndex+1] = byte(bits >> 8)
|
||||||
|
buf[*startIndex+2] = byte(bits >> 16)
|
||||||
|
buf[*startIndex+3] = byte(bits >> 24)
|
||||||
|
|
||||||
|
*startIndex += alignmentPerField
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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 {
|
||||||
|
|
||||||
|
if v.Kind() == reflect.Pointer {
|
||||||
|
v = v.Elem()
|
||||||
|
}
|
||||||
|
|
||||||
|
switch ubField.Type {
|
||||||
|
|
||||||
|
case DataTypeUint32:
|
||||||
|
t := v.Type()
|
||||||
|
return t.Name() == "uint32"
|
||||||
|
case DataTypeFloat32:
|
||||||
|
t := v.Type()
|
||||||
|
return t.Name() == "float32"
|
||||||
|
case DataTypeInt32:
|
||||||
|
t := v.Type()
|
||||||
|
return t.Name() == "int32"
|
||||||
|
case DataTypeVec2:
|
||||||
|
_, ok := v.Interface().(gglm.Vec2)
|
||||||
|
return ok
|
||||||
|
case DataTypeVec3:
|
||||||
|
_, ok := v.Interface().(gglm.Vec3)
|
||||||
|
return ok
|
||||||
|
case DataTypeVec4:
|
||||||
|
_, ok := v.Interface().(gglm.Vec4)
|
||||||
|
return ok
|
||||||
|
case DataTypeMat2:
|
||||||
|
_, ok := v.Interface().(gglm.Mat2)
|
||||||
|
return ok
|
||||||
|
case DataTypeMat3:
|
||||||
|
_, ok := v.Interface().(gglm.Mat3)
|
||||||
|
return ok
|
||||||
|
case DataTypeMat4:
|
||||||
|
_, ok := v.Interface().(gglm.Mat4)
|
||||||
|
return ok
|
||||||
|
|
||||||
|
default:
|
||||||
|
assert.T(false, "Unknown uniform buffer data type passed. DataType '%d'", ubField.Type)
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func NewUniformBuffer(fields []UniformBufferFieldInput, usage BufUsage) UniformBuffer {
|
||||||
|
|
||||||
|
ub := UniformBuffer{}
|
||||||
|
|
||||||
|
ub.Size = addUniformBufferFieldsToArray(0, &ub.Fields, 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), usage.ToGL())
|
||||||
|
ub.UnBind()
|
||||||
|
|
||||||
|
return ub
|
||||||
|
}
|
||||||
@ -55,7 +55,7 @@ func NewVertexBuffer(layout ...Element) VertexBuffer {
|
|||||||
|
|
||||||
gl.GenBuffers(1, &vb.Id)
|
gl.GenBuffers(1, &vb.Id)
|
||||||
if vb.Id == 0 {
|
if vb.Id == 0 {
|
||||||
logging.ErrLog.Println("Failed to create OpenGL buffer")
|
logging.ErrLog.Panicln("Failed to create OpenGL buffer")
|
||||||
}
|
}
|
||||||
|
|
||||||
vb.SetLayout(layout...)
|
vb.SetLayout(layout...)
|
||||||
|
|||||||
@ -9,7 +9,6 @@ import (
|
|||||||
"github.com/bloeys/nmage/assert"
|
"github.com/bloeys/nmage/assert"
|
||||||
"github.com/bloeys/nmage/assets"
|
"github.com/bloeys/nmage/assets"
|
||||||
"github.com/bloeys/nmage/input"
|
"github.com/bloeys/nmage/input"
|
||||||
"github.com/bloeys/nmage/renderer"
|
|
||||||
"github.com/bloeys/nmage/timing"
|
"github.com/bloeys/nmage/timing"
|
||||||
nmageimgui "github.com/bloeys/nmage/ui/imgui"
|
nmageimgui "github.com/bloeys/nmage/ui/imgui"
|
||||||
"github.com/go-gl/gl/v4.1-core/gl"
|
"github.com/go-gl/gl/v4.1-core/gl"
|
||||||
@ -31,7 +30,6 @@ type Window struct {
|
|||||||
SDLWin *sdl.Window
|
SDLWin *sdl.Window
|
||||||
GlCtx sdl.GLContext
|
GlCtx sdl.GLContext
|
||||||
EventCallbacks []func(sdl.Event)
|
EventCallbacks []func(sdl.Event)
|
||||||
Rend renderer.Render
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func (w *Window) handleInputs() {
|
func (w *Window) handleInputs() {
|
||||||
@ -109,9 +107,9 @@ func (w *Window) handleInputs() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||||
imIo.SetMouseButtonDown(imgui.MouseButtonLeft, isSdlButtonLeftDown)
|
imIo.SetMouseButtonDown(int(imgui.MouseButtonLeft), isSdlButtonLeftDown)
|
||||||
imIo.SetMouseButtonDown(imgui.MouseButtonRight, isSdlButtonRightDown)
|
imIo.SetMouseButtonDown(int(imgui.MouseButtonRight), isSdlButtonRightDown)
|
||||||
imIo.SetMouseButtonDown(imgui.MouseButtonMiddle, isSdlButtonMiddleDown)
|
imIo.SetMouseButtonDown(int(imgui.MouseButtonMiddle), isSdlButtonMiddleDown)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (w *Window) handleWindowResize() {
|
func (w *Window) handleWindowResize() {
|
||||||
@ -170,22 +168,21 @@ func initSDL() error {
|
|||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
|
|
||||||
func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (Window, error) {
|
func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFlags) (Window, error) {
|
||||||
return createWindow(title, x, y, width, height, WindowFlags_OPENGL|flags, rend)
|
return createWindow(title, x, y, width, height, WindowFlags_OPENGL|flags)
|
||||||
}
|
}
|
||||||
|
|
||||||
func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags, rend renderer.Render) (Window, error) {
|
func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags) (Window, error) {
|
||||||
return createWindow(title, sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, width, height, WindowFlags_OPENGL|flags, rend)
|
return createWindow(title, sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, width, height, WindowFlags_OPENGL|flags)
|
||||||
}
|
}
|
||||||
|
|
||||||
func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (Window, error) {
|
func createWindow(title string, x, y, width, height int32, flags WindowFlags) (Window, error) {
|
||||||
|
|
||||||
assert.T(isInited, "engine.Init() was not called!")
|
assert.T(isInited, "engine.Init() was not called!")
|
||||||
|
|
||||||
win := Window{
|
win := Window{
|
||||||
SDLWin: nil,
|
SDLWin: nil,
|
||||||
EventCallbacks: make([]func(sdl.Event), 0),
|
EventCallbacks: make([]func(sdl.Event), 0),
|
||||||
Rend: rend,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
var err error
|
var err error
|
||||||
|
|||||||
@ -1,6 +1,7 @@
|
|||||||
package engine
|
package engine
|
||||||
|
|
||||||
import (
|
import (
|
||||||
|
"github.com/bloeys/nmage/renderer"
|
||||||
"github.com/bloeys/nmage/timing"
|
"github.com/bloeys/nmage/timing"
|
||||||
nmageimgui "github.com/bloeys/nmage/ui/imgui"
|
nmageimgui "github.com/bloeys/nmage/ui/imgui"
|
||||||
"github.com/go-gl/gl/v4.1-core/gl"
|
"github.com/go-gl/gl/v4.1-core/gl"
|
||||||
@ -20,7 +21,7 @@ type Game interface {
|
|||||||
DeInit()
|
DeInit()
|
||||||
}
|
}
|
||||||
|
|
||||||
func Run(g Game, w *Window, ui nmageimgui.ImguiInfo) {
|
func Run(g Game, w *Window, rend renderer.Render, ui nmageimgui.ImguiInfo) {
|
||||||
|
|
||||||
isRunning = true
|
isRunning = true
|
||||||
|
|
||||||
@ -40,7 +41,6 @@ func Run(g Game, w *Window, ui nmageimgui.ImguiInfo) {
|
|||||||
|
|
||||||
for isRunning {
|
for isRunning {
|
||||||
|
|
||||||
//PERF: Cache these
|
|
||||||
width, height = w.SDLWin.GetSize()
|
width, height = w.SDLWin.GetSize()
|
||||||
fbWidth, fbHeight = w.SDLWin.GLGetDrawableSize()
|
fbWidth, fbHeight = w.SDLWin.GLGetDrawableSize()
|
||||||
|
|
||||||
@ -56,7 +56,7 @@ func Run(g Game, w *Window, ui nmageimgui.ImguiInfo) {
|
|||||||
w.SDLWin.GLSwap()
|
w.SDLWin.GLSwap()
|
||||||
|
|
||||||
g.FrameEnd()
|
g.FrameEnd()
|
||||||
w.Rend.FrameEnd()
|
rend.FrameEnd()
|
||||||
timing.FrameEnded()
|
timing.FrameEnded()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
11
go.mod
11
go.mod
@ -1,6 +1,6 @@
|
|||||||
module github.com/bloeys/nmage
|
module github.com/bloeys/nmage
|
||||||
|
|
||||||
go 1.22
|
go 1.23
|
||||||
|
|
||||||
require github.com/veandco/go-sdl2 v0.4.35
|
require github.com/veandco/go-sdl2 v0.4.35
|
||||||
|
|
||||||
@ -8,12 +8,15 @@ require github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6
|
|||||||
|
|
||||||
require (
|
require (
|
||||||
github.com/bloeys/assimp-go v0.4.4
|
github.com/bloeys/assimp-go v0.4.4
|
||||||
github.com/bloeys/gglm v0.49.0
|
github.com/bloeys/gglm v0.50.0
|
||||||
)
|
)
|
||||||
|
|
||||||
require (
|
require (
|
||||||
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2
|
github.com/AllenDang/cimgui-go v0.0.0-20240912193335-545751598105
|
||||||
github.com/mandykoh/prism v0.35.1
|
github.com/mandykoh/prism v0.35.1
|
||||||
)
|
)
|
||||||
|
|
||||||
require github.com/mandykoh/go-parallel v0.1.0 // indirect
|
require (
|
||||||
|
github.com/mandykoh/go-parallel v0.1.0 // indirect
|
||||||
|
golang.org/x/exp v0.0.0-20240506185415-9bf2ced13842 // indirect
|
||||||
|
)
|
||||||
|
|||||||
8
go.sum
8
go.sum
@ -1,9 +1,11 @@
|
|||||||
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2 h1:3HA/5qD8Rimxz/y1sLyVaM7ws1dzjXzMt4hOBiwHggo=
|
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2 h1:3HA/5qD8Rimxz/y1sLyVaM7ws1dzjXzMt4hOBiwHggo=
|
||||||
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2/go.mod h1:iNfbIyOBN8k3XScMxULbrwYbPsXEAUD0Jb6UwrspQb8=
|
github.com/AllenDang/cimgui-go v0.0.0-20230720025235-f2ff398a66b2/go.mod h1:iNfbIyOBN8k3XScMxULbrwYbPsXEAUD0Jb6UwrspQb8=
|
||||||
|
github.com/AllenDang/cimgui-go v0.0.0-20240912193335-545751598105 h1:bhXqv2EG5YCLdgkLSFCpqeVz4cCoNbi4RDFrHrwxQ1o=
|
||||||
|
github.com/AllenDang/cimgui-go v0.0.0-20240912193335-545751598105/go.mod h1:CYfBRenCaNtSvKVzChYh6gswUSo6c5IUcYeV6eCCRw0=
|
||||||
github.com/bloeys/assimp-go v0.4.4 h1:Yn5e/RpE0Oes0YMBy8O7KkwAO4R/RpgrZPJCt08dVIU=
|
github.com/bloeys/assimp-go v0.4.4 h1:Yn5e/RpE0Oes0YMBy8O7KkwAO4R/RpgrZPJCt08dVIU=
|
||||||
github.com/bloeys/assimp-go v0.4.4/go.mod h1:my3yRxT7CfOztmvi+0svmwbaqw0KFrxaHxncoyaEIP0=
|
github.com/bloeys/assimp-go v0.4.4/go.mod h1:my3yRxT7CfOztmvi+0svmwbaqw0KFrxaHxncoyaEIP0=
|
||||||
github.com/bloeys/gglm v0.49.0 h1:YtbyHpszYhjnxw7KVV0LaCdBktRMqfGx/i37EMomxsE=
|
github.com/bloeys/gglm v0.50.0 h1:DlGLp9z8KMNx+hNR6PjnPmC0HjDRC19QwAKL1iwhOxs=
|
||||||
github.com/bloeys/gglm v0.49.0/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
|
github.com/bloeys/gglm v0.50.0/go.mod h1:5s2U/NiOrtJyrSup1j8wK+QOBmGIO03ub0LHMvuNSK8=
|
||||||
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6 h1:zDw5v7qm4yH7N8C8uWd+8Ii9rROdgWxQuGoJ9WDXxfk=
|
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6 h1:zDw5v7qm4yH7N8C8uWd+8Ii9rROdgWxQuGoJ9WDXxfk=
|
||||||
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6/go.mod h1:9YTyiznxEY1fVinfM7RvRcjRHbw2xLBJ3AAGIT0I4Nw=
|
github.com/go-gl/gl v0.0.0-20211210172815-726fda9656d6/go.mod h1:9YTyiznxEY1fVinfM7RvRcjRHbw2xLBJ3AAGIT0I4Nw=
|
||||||
github.com/mandykoh/go-parallel v0.1.0 h1:7vJMNMC4dsbgZdkAb2A8tV5ENY1v7VxIO1wzQWZoT8k=
|
github.com/mandykoh/go-parallel v0.1.0 h1:7vJMNMC4dsbgZdkAb2A8tV5ENY1v7VxIO1wzQWZoT8k=
|
||||||
@ -15,6 +17,8 @@ github.com/veandco/go-sdl2 v0.4.35/go.mod h1:OROqMhHD43nT4/i9crJukyVecjPNYYuCofe
|
|||||||
github.com/yuin/goldmark v1.4.13/go.mod h1:6yULJ656Px+3vBD8DxQVa3kxgyrAnzto9xy5taEt/CY=
|
github.com/yuin/goldmark v1.4.13/go.mod h1:6yULJ656Px+3vBD8DxQVa3kxgyrAnzto9xy5taEt/CY=
|
||||||
golang.org/x/crypto v0.0.0-20190308221718-c2843e01d9a2/go.mod h1:djNgcEr1/C05ACkg1iLfiJU5Ep61QUkGW8qpdssI0+w=
|
golang.org/x/crypto v0.0.0-20190308221718-c2843e01d9a2/go.mod h1:djNgcEr1/C05ACkg1iLfiJU5Ep61QUkGW8qpdssI0+w=
|
||||||
golang.org/x/crypto v0.0.0-20210921155107-089bfa567519/go.mod h1:GvvjBRRGRdwPK5ydBHafDWAxML/pGHZbMvKqRZ5+Abc=
|
golang.org/x/crypto v0.0.0-20210921155107-089bfa567519/go.mod h1:GvvjBRRGRdwPK5ydBHafDWAxML/pGHZbMvKqRZ5+Abc=
|
||||||
|
golang.org/x/exp v0.0.0-20240506185415-9bf2ced13842 h1:vr/HnozRka3pE4EsMEg1lgkXJkTFJCVUX+S/ZT6wYzM=
|
||||||
|
golang.org/x/exp v0.0.0-20240506185415-9bf2ced13842/go.mod h1:XtvwrStGgqGPLc4cjQfWqZHG1YFdYs6swckp8vpsjnc=
|
||||||
golang.org/x/image v0.5.0 h1:5JMiNunQeQw++mMOz48/ISeNu3Iweh/JaZU8ZLqHRrI=
|
golang.org/x/image v0.5.0 h1:5JMiNunQeQw++mMOz48/ISeNu3Iweh/JaZU8ZLqHRrI=
|
||||||
golang.org/x/image v0.5.0/go.mod h1:FVC7BI/5Ym8R25iw5OLsgshdUBbT1h5jZTpA+mvAdZ4=
|
golang.org/x/image v0.5.0/go.mod h1:FVC7BI/5Ym8R25iw5OLsgshdUBbT1h5jZTpA+mvAdZ4=
|
||||||
golang.org/x/mod v0.6.0-dev.0.20220419223038-86c51ed26bb4/go.mod h1:jJ57K6gSWd91VN4djpZkiMVwK6gcyfeH4XE8wZrZaV4=
|
golang.org/x/mod v0.6.0-dev.0.20220419223038-86c51ed26bb4/go.mod h1:jJ57K6gSWd91VN4djpZkiMVwK6gcyfeH4XE8wZrZaV4=
|
||||||
|
|||||||
@ -1,6 +1,8 @@
|
|||||||
package materials
|
package materials
|
||||||
|
|
||||||
import (
|
import (
|
||||||
|
_ "unsafe"
|
||||||
|
|
||||||
"github.com/bloeys/gglm/gglm"
|
"github.com/bloeys/gglm/gglm"
|
||||||
"github.com/bloeys/nmage/assert"
|
"github.com/bloeys/nmage/assert"
|
||||||
"github.com/bloeys/nmage/assets"
|
"github.com/bloeys/nmage/assets"
|
||||||
@ -9,6 +11,16 @@ import (
|
|||||||
"github.com/go-gl/gl/v4.1-core/gl"
|
"github.com/go-gl/gl/v4.1-core/gl"
|
||||||
)
|
)
|
||||||
|
|
||||||
|
// @TODO: This noescape magic is to avoid heap allocations done when
|
||||||
|
// passing vectors or matrices into cgo via set uniform calls.
|
||||||
|
//
|
||||||
|
// But I would rather this kind of stuff is done on the gl wrapper level.
|
||||||
|
// Should we wrap the OpenGL APIs we use ourself?
|
||||||
|
|
||||||
|
var (
|
||||||
|
lastMatId uint32
|
||||||
|
)
|
||||||
|
|
||||||
type TextureSlot uint32
|
type TextureSlot uint32
|
||||||
|
|
||||||
const (
|
const (
|
||||||
@ -43,6 +55,7 @@ func (ms *MaterialSettings) Has(flags MaterialSettings) bool {
|
|||||||
}
|
}
|
||||||
|
|
||||||
type Material struct {
|
type Material struct {
|
||||||
|
Id uint32
|
||||||
Name string
|
Name string
|
||||||
ShaderProg shaders.ShaderProgram
|
ShaderProg shaders.ShaderProgram
|
||||||
Settings MaterialSettings
|
Settings MaterialSettings
|
||||||
@ -111,6 +124,21 @@ func (m *Material) UnBind() {
|
|||||||
gl.UseProgram(0)
|
gl.UseProgram(0)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (m *Material) SetUniformBlockBindingPoint(uniformBlockName string, bindPointIndex uint32) {
|
||||||
|
|
||||||
|
nullStr := gl.Str(uniformBlockName + "\x00")
|
||||||
|
index := gl.GetUniformBlockIndex(m.ShaderProg.Id, nullStr)
|
||||||
|
assert.T(
|
||||||
|
index != gl.INVALID_INDEX,
|
||||||
|
"SetUniformBlockBindingPoint for material=%s (matId=%d; shaderId=%d) failed because the uniform block=%s wasn't found",
|
||||||
|
m.Name,
|
||||||
|
m.Id,
|
||||||
|
m.ShaderProg.Id,
|
||||||
|
uniformBlockName,
|
||||||
|
)
|
||||||
|
gl.UniformBlockBinding(m.ShaderProg.Id, index, bindPointIndex)
|
||||||
|
}
|
||||||
|
|
||||||
func (m *Material) GetAttribLoc(attribName string) int32 {
|
func (m *Material) GetAttribLoc(attribName string) int32 {
|
||||||
|
|
||||||
loc, ok := m.AttribLocs[attribName]
|
loc, ok := m.AttribLocs[attribName]
|
||||||
@ -118,7 +146,8 @@ func (m *Material) GetAttribLoc(attribName string) int32 {
|
|||||||
return loc
|
return loc
|
||||||
}
|
}
|
||||||
|
|
||||||
loc = gl.GetAttribLocation(m.ShaderProg.Id, gl.Str(attribName+"\x00"))
|
name := gl.Str(attribName + "\x00")
|
||||||
|
loc = gl.GetAttribLocation(m.ShaderProg.Id, name)
|
||||||
assert.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
|
assert.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
|
||||||
m.AttribLocs[attribName] = loc
|
m.AttribLocs[attribName] = loc
|
||||||
return loc
|
return loc
|
||||||
@ -131,7 +160,8 @@ func (m *Material) GetUnifLoc(uniformName string) int32 {
|
|||||||
return loc
|
return loc
|
||||||
}
|
}
|
||||||
|
|
||||||
loc = gl.GetUniformLocation(m.ShaderProg.Id, gl.Str(uniformName+"\x00"))
|
name := gl.Str(uniformName + "\x00")
|
||||||
|
loc = gl.GetUniformLocation(m.ShaderProg.Id, name)
|
||||||
assert.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
|
assert.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
|
||||||
m.UnifLocs[uniformName] = loc
|
m.UnifLocs[uniformName] = loc
|
||||||
return loc
|
return loc
|
||||||
@ -154,33 +184,86 @@ func (m *Material) SetUnifFloat32(uniformName string, val float32) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
|
func (m *Material) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
|
||||||
gl.ProgramUniform2fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec2.Data[0])
|
internalSetUnifVec2(m.ShaderProg.Id, m.GetUnifLoc(uniformName), vec2)
|
||||||
|
}
|
||||||
|
|
||||||
|
//go:noescape
|
||||||
|
//go:linkname internalSetUnifVec2 github.com/bloeys/nmage/materials.SetUnifVec2
|
||||||
|
func internalSetUnifVec2(shaderProgId uint32, unifLoc int32, vec2 *gglm.Vec2)
|
||||||
|
|
||||||
|
func SetUnifVec2(shaderProgId uint32, unifLoc int32, vec2 *gglm.Vec2) {
|
||||||
|
gl.ProgramUniform2fv(shaderProgId, unifLoc, 1, &vec2.Data[0])
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) {
|
func (m *Material) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) {
|
||||||
gl.ProgramUniform3fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec3.Data[0])
|
internalSetUnifVec3(m.ShaderProg.Id, m.GetUnifLoc(uniformName), vec3)
|
||||||
|
}
|
||||||
|
|
||||||
|
//go:noescape
|
||||||
|
//go:linkname internalSetUnifVec3 github.com/bloeys/nmage/materials.SetUnifVec3
|
||||||
|
func internalSetUnifVec3(shaderProgId uint32, unifLoc int32, vec3 *gglm.Vec3)
|
||||||
|
|
||||||
|
func SetUnifVec3(shaderProgId uint32, unifLoc int32, vec3 *gglm.Vec3) {
|
||||||
|
gl.ProgramUniform3fv(shaderProgId, unifLoc, 1, &vec3.Data[0])
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
|
func (m *Material) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
|
||||||
gl.ProgramUniform4fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec4.Data[0])
|
internalSetUnifVec4(m.ShaderProg.Id, m.GetUnifLoc(uniformName), vec4)
|
||||||
|
}
|
||||||
|
|
||||||
|
//go:noescape
|
||||||
|
//go:linkname internalSetUnifVec4 github.com/bloeys/nmage/materials.SetUnifVec4
|
||||||
|
func internalSetUnifVec4(shaderProgId uint32, unifLoc int32, vec4 *gglm.Vec4)
|
||||||
|
|
||||||
|
func SetUnifVec4(shaderProgId uint32, unifLoc int32, vec4 *gglm.Vec4) {
|
||||||
|
gl.ProgramUniform4fv(shaderProgId, unifLoc, 1, &vec4.Data[0])
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
|
func (m *Material) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
|
||||||
gl.ProgramUniformMatrix2fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat2.Data[0][0])
|
internalSetUnifMat2(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat2)
|
||||||
|
}
|
||||||
|
|
||||||
|
//go:noescape
|
||||||
|
//go:linkname internalSetUnifMat2 github.com/bloeys/nmage/materials.SetUnifMat2
|
||||||
|
func internalSetUnifMat2(shaderProgId uint32, unifLoc int32, mat2 *gglm.Mat2)
|
||||||
|
|
||||||
|
func SetUnifMat2(shaderProgId uint32, unifLoc int32, mat2 *gglm.Mat2) {
|
||||||
|
gl.ProgramUniformMatrix2fv(shaderProgId, unifLoc, 1, false, &mat2.Data[0][0])
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
|
func (m *Material) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
|
||||||
gl.ProgramUniformMatrix3fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat3.Data[0][0])
|
internalSetUnifMat3(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat3)
|
||||||
|
}
|
||||||
|
|
||||||
|
//go:noescape
|
||||||
|
//go:linkname internalSetUnifMat3 github.com/bloeys/nmage/materials.SetUnifMat3
|
||||||
|
func internalSetUnifMat3(shaderProgId uint32, unifLoc int32, mat3 *gglm.Mat3)
|
||||||
|
|
||||||
|
func SetUnifMat3(shaderProgId uint32, unifLoc int32, mat3 *gglm.Mat3) {
|
||||||
|
gl.ProgramUniformMatrix3fv(shaderProgId, unifLoc, 1, false, &mat3.Data[0][0])
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
|
func (m *Material) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
|
||||||
gl.ProgramUniformMatrix4fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat4.Data[0][0])
|
internalSetUnifMat4(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat4)
|
||||||
|
}
|
||||||
|
|
||||||
|
//go:noescape
|
||||||
|
//go:linkname internalSetUnifMat4 github.com/bloeys/nmage/materials.SetUnifMat4
|
||||||
|
func internalSetUnifMat4(shaderProgId uint32, unifLoc int32, mat4 *gglm.Mat4)
|
||||||
|
|
||||||
|
func SetUnifMat4(shaderProgId uint32, unifLoc int32, mat4 *gglm.Mat4) {
|
||||||
|
gl.ProgramUniformMatrix4fv(shaderProgId, unifLoc, 1, false, &mat4.Data[0][0])
|
||||||
}
|
}
|
||||||
|
|
||||||
func (m *Material) Delete() {
|
func (m *Material) Delete() {
|
||||||
gl.DeleteProgram(m.ShaderProg.Id)
|
gl.DeleteProgram(m.ShaderProg.Id)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func getNewMatId() uint32 {
|
||||||
|
lastMatId++
|
||||||
|
return lastMatId
|
||||||
|
}
|
||||||
|
|
||||||
func NewMaterial(matName, shaderPath string) Material {
|
func NewMaterial(matName, shaderPath string) Material {
|
||||||
|
|
||||||
shdrProg, err := shaders.LoadAndCompileCombinedShader(shaderPath)
|
shdrProg, err := shaders.LoadAndCompileCombinedShader(shaderPath)
|
||||||
@ -189,6 +272,7 @@ func NewMaterial(matName, shaderPath string) Material {
|
|||||||
}
|
}
|
||||||
|
|
||||||
return Material{
|
return Material{
|
||||||
|
Id: getNewMatId(),
|
||||||
Name: matName,
|
Name: matName,
|
||||||
ShaderProg: shdrProg,
|
ShaderProg: shdrProg,
|
||||||
UnifLocs: make(map[string]int32),
|
UnifLocs: make(map[string]int32),
|
||||||
@ -209,6 +293,7 @@ func NewMaterialSrc(matName string, shaderSrc []byte) Material {
|
|||||||
}
|
}
|
||||||
|
|
||||||
return Material{
|
return Material{
|
||||||
|
Id: getNewMatId(),
|
||||||
Name: matName,
|
Name: matName,
|
||||||
ShaderProg: shdrProg,
|
ShaderProg: shdrProg,
|
||||||
UnifLocs: make(map[string]int32),
|
UnifLocs: make(map[string]int32),
|
||||||
|
|||||||
@ -151,7 +151,7 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (Mesh, e
|
|||||||
indexBufData = append(indexBufData, indices...)
|
indexBufData = append(indexBufData, indices...)
|
||||||
}
|
}
|
||||||
|
|
||||||
vbo.SetData(vertexBufData, buffers.BufUsage_Static)
|
vbo.SetData(vertexBufData, buffers.BufUsage_Static_Draw)
|
||||||
ibo.SetData(indexBufData)
|
ibo.SetData(indexBufData)
|
||||||
|
|
||||||
mesh.Vao.AddVertexBuffer(vbo)
|
mesh.Vao.AddVertexBuffer(vbo)
|
||||||
|
|||||||
@ -12,21 +12,21 @@ import (
|
|||||||
var _ renderer.Render = &Rend3DGL{}
|
var _ renderer.Render = &Rend3DGL{}
|
||||||
|
|
||||||
type Rend3DGL struct {
|
type Rend3DGL struct {
|
||||||
BoundVao *buffers.VertexArray
|
BoundVaoId uint32
|
||||||
BoundMesh *meshes.Mesh
|
BoundMatId uint32
|
||||||
BoundMat *materials.Material
|
BoundMeshVaoId uint32
|
||||||
}
|
}
|
||||||
|
|
||||||
func (r *Rend3DGL) DrawMesh(mesh *meshes.Mesh, modelMat *gglm.TrMat, mat *materials.Material) {
|
func (r *Rend3DGL) DrawMesh(mesh *meshes.Mesh, modelMat *gglm.TrMat, mat *materials.Material) {
|
||||||
|
|
||||||
if mesh != r.BoundMesh {
|
if mesh.Vao.Id != r.BoundMeshVaoId {
|
||||||
mesh.Vao.Bind()
|
mesh.Vao.Bind()
|
||||||
r.BoundMesh = mesh
|
r.BoundMeshVaoId = mesh.Vao.Id
|
||||||
}
|
}
|
||||||
|
|
||||||
if mat != r.BoundMat {
|
if mat.Id != r.BoundMatId {
|
||||||
mat.Bind()
|
mat.Bind()
|
||||||
r.BoundMat = mat
|
r.BoundMatId = mat.Id
|
||||||
}
|
}
|
||||||
|
|
||||||
if mat.Settings.Has(materials.MaterialSettings_HasModelMtx) {
|
if mat.Settings.Has(materials.MaterialSettings_HasModelMtx) {
|
||||||
@ -45,14 +45,14 @@ func (r *Rend3DGL) DrawMesh(mesh *meshes.Mesh, modelMat *gglm.TrMat, mat *materi
|
|||||||
|
|
||||||
func (r *Rend3DGL) DrawVertexArray(mat *materials.Material, vao *buffers.VertexArray, firstElement int32, elementCount int32) {
|
func (r *Rend3DGL) DrawVertexArray(mat *materials.Material, vao *buffers.VertexArray, firstElement int32, elementCount int32) {
|
||||||
|
|
||||||
if vao != r.BoundVao {
|
if vao.Id != r.BoundVaoId {
|
||||||
vao.Bind()
|
vao.Bind()
|
||||||
r.BoundVao = vao
|
r.BoundVaoId = vao.Id
|
||||||
}
|
}
|
||||||
|
|
||||||
if mat != r.BoundMat {
|
if mat.Id != r.BoundMatId {
|
||||||
mat.Bind()
|
mat.Bind()
|
||||||
r.BoundMat = mat
|
r.BoundMatId = mat.Id
|
||||||
}
|
}
|
||||||
|
|
||||||
gl.DrawArrays(gl.TRIANGLES, firstElement, elementCount)
|
gl.DrawArrays(gl.TRIANGLES, firstElement, elementCount)
|
||||||
@ -60,14 +60,14 @@ func (r *Rend3DGL) DrawVertexArray(mat *materials.Material, vao *buffers.VertexA
|
|||||||
|
|
||||||
func (r *Rend3DGL) DrawCubemap(mesh *meshes.Mesh, mat *materials.Material) {
|
func (r *Rend3DGL) DrawCubemap(mesh *meshes.Mesh, mat *materials.Material) {
|
||||||
|
|
||||||
if mesh != r.BoundMesh {
|
if mesh.Vao.Id != r.BoundMeshVaoId {
|
||||||
mesh.Vao.Bind()
|
mesh.Vao.Bind()
|
||||||
r.BoundMesh = mesh
|
r.BoundMeshVaoId = mesh.Vao.Id
|
||||||
}
|
}
|
||||||
|
|
||||||
if mat != r.BoundMat {
|
if mat.Id != r.BoundMatId {
|
||||||
mat.Bind()
|
mat.Bind()
|
||||||
r.BoundMat = mat
|
r.BoundMatId = mat.Id
|
||||||
}
|
}
|
||||||
|
|
||||||
for i := 0; i < len(mesh.SubMeshes); i++ {
|
for i := 0; i < len(mesh.SubMeshes); i++ {
|
||||||
@ -76,8 +76,9 @@ func (r *Rend3DGL) DrawCubemap(mesh *meshes.Mesh, mat *materials.Material) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (r3d *Rend3DGL) FrameEnd() {
|
func (r3d *Rend3DGL) FrameEnd() {
|
||||||
r3d.BoundMesh = nil
|
r3d.BoundVaoId = 0
|
||||||
r3d.BoundMat = nil
|
r3d.BoundMatId = 0
|
||||||
|
r3d.BoundMeshVaoId = 0
|
||||||
}
|
}
|
||||||
|
|
||||||
func NewRend3DGL() *Rend3DGL {
|
func NewRend3DGL() *Rend3DGL {
|
||||||
|
|||||||
@ -14,33 +14,25 @@ layout(location=3) in vec2 vertUV0In;
|
|||||||
layout(location=4) in vec3 vertColorIn;
|
layout(location=4) in vec3 vertColorIn;
|
||||||
|
|
||||||
//
|
//
|
||||||
// Uniforms
|
// UBOs
|
||||||
//
|
//
|
||||||
uniform vec3 camPos;
|
|
||||||
uniform mat4 modelMat;
|
|
||||||
uniform mat3 normalMat;
|
|
||||||
uniform mat4 projViewMat;
|
|
||||||
uniform mat4 dirLightProjViewMat;
|
|
||||||
uniform mat4 spotLightProjViewMats[NUM_SPOT_LIGHTS];
|
|
||||||
|
|
||||||
struct DirLight {
|
struct DirLight {
|
||||||
vec3 dir;
|
vec3 dir;
|
||||||
vec3 diffuseColor;
|
vec3 diffuseColor;
|
||||||
vec3 specularColor;
|
vec3 specularColor;
|
||||||
sampler2D shadowMap;
|
|
||||||
};
|
};
|
||||||
uniform DirLight dirLight;
|
uniform sampler2D dirLightShadowMap;
|
||||||
|
|
||||||
struct PointLight {
|
struct PointLight {
|
||||||
vec3 pos;
|
vec3 pos;
|
||||||
vec3 diffuseColor;
|
vec3 diffuseColor;
|
||||||
vec3 specularColor;
|
vec3 specularColor;
|
||||||
float constant;
|
float radius;
|
||||||
float linear;
|
float falloff;
|
||||||
float quadratic;
|
float maxBias;
|
||||||
|
float nearPlane;
|
||||||
float farPlane;
|
float farPlane;
|
||||||
};
|
};
|
||||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
|
||||||
|
|
||||||
struct SpotLight {
|
struct SpotLight {
|
||||||
vec3 pos;
|
vec3 pos;
|
||||||
@ -50,7 +42,25 @@ struct SpotLight {
|
|||||||
float innerCutoff;
|
float innerCutoff;
|
||||||
float outerCutoff;
|
float outerCutoff;
|
||||||
};
|
};
|
||||||
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
|
|
||||||
|
layout (std140) uniform GlobalMatrices {
|
||||||
|
vec3 camPos;
|
||||||
|
mat4 projViewMat;
|
||||||
|
};
|
||||||
|
|
||||||
|
layout (std140) uniform Lights {
|
||||||
|
DirLight dirLight;
|
||||||
|
PointLight pointLights[NUM_POINT_LIGHTS];
|
||||||
|
SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||||
|
vec3 ambientColor;
|
||||||
|
};
|
||||||
|
|
||||||
|
//
|
||||||
|
// Uniforms
|
||||||
|
//
|
||||||
|
uniform mat4 modelMat;
|
||||||
|
uniform mat4 dirLightProjViewMat;
|
||||||
|
uniform mat4 spotLightProjViewMats[NUM_SPOT_LIGHTS];
|
||||||
|
|
||||||
//
|
//
|
||||||
// Outputs
|
// Outputs
|
||||||
@ -154,20 +164,19 @@ struct DirLight {
|
|||||||
vec3 dir;
|
vec3 dir;
|
||||||
vec3 diffuseColor;
|
vec3 diffuseColor;
|
||||||
vec3 specularColor;
|
vec3 specularColor;
|
||||||
sampler2D shadowMap;
|
|
||||||
};
|
};
|
||||||
uniform DirLight dirLight;
|
uniform sampler2D dirLightShadowMap;
|
||||||
|
|
||||||
struct PointLight {
|
struct PointLight {
|
||||||
vec3 pos;
|
vec3 pos;
|
||||||
vec3 diffuseColor;
|
vec3 diffuseColor;
|
||||||
vec3 specularColor;
|
vec3 specularColor;
|
||||||
float constant;
|
float radius;
|
||||||
float linear;
|
float falloff;
|
||||||
float quadratic;
|
float maxBias;
|
||||||
|
float nearPlane;
|
||||||
float farPlane;
|
float farPlane;
|
||||||
};
|
};
|
||||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
|
||||||
uniform samplerCubeArray pointLightCubeShadowMaps;
|
uniform samplerCubeArray pointLightCubeShadowMaps;
|
||||||
|
|
||||||
struct SpotLight {
|
struct SpotLight {
|
||||||
@ -178,10 +187,19 @@ struct SpotLight {
|
|||||||
float innerCutoff;
|
float innerCutoff;
|
||||||
float outerCutoff;
|
float outerCutoff;
|
||||||
};
|
};
|
||||||
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
|
|
||||||
uniform sampler2DArray spotLightShadowMaps;
|
uniform sampler2DArray spotLightShadowMaps;
|
||||||
|
|
||||||
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
|
layout (std140) uniform GlobalMatrices {
|
||||||
|
vec3 camPos;
|
||||||
|
mat4 projViewMat;
|
||||||
|
};
|
||||||
|
|
||||||
|
layout (std140) uniform Lights {
|
||||||
|
DirLight dirLight;
|
||||||
|
PointLight pointLights[NUM_POINT_LIGHTS];
|
||||||
|
SpotLight spotLights[NUM_SPOT_LIGHTS];
|
||||||
|
vec3 ambientColor;
|
||||||
|
};
|
||||||
|
|
||||||
//
|
//
|
||||||
// Outputs
|
// Outputs
|
||||||
@ -248,34 +266,88 @@ vec3 CalcDirLight()
|
|||||||
vec3 finalSpecular = specularAmount * dirLight.specularColor * specularTexColor.rgb;
|
vec3 finalSpecular = specularAmount * dirLight.specularColor * specularTexColor.rgb;
|
||||||
|
|
||||||
// Shadow
|
// Shadow
|
||||||
float shadow = CalcDirShadow(dirLight.shadowMap, lightDir);
|
float shadow = CalcDirShadow(dirLightShadowMap, lightDir);
|
||||||
|
|
||||||
return (finalDiffuse + finalSpecular) * (1 - shadow);
|
return (finalDiffuse + finalSpecular) * (1 - shadow);
|
||||||
}
|
}
|
||||||
|
|
||||||
float CalcPointShadow(int lightIndex, vec3 worldLightPos, vec3 tangentLightDir, float farPlane) {
|
float CalcPointShadow(int lightIndex, vec3 worldLightPos, vec3 tangentLightDir, float maxBias, float nearPlane, float farPlane) {
|
||||||
|
|
||||||
vec3 lightToFrag = fragPos - worldLightPos;
|
vec3 lightToFrag = fragPos - worldLightPos;
|
||||||
|
|
||||||
|
// Get depth of current fragment
|
||||||
|
float currentDepth = length(lightToFrag);
|
||||||
|
|
||||||
|
if (currentDepth < nearPlane) {
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
float closestDepth = texture(pointLightCubeShadowMaps, vec4(lightToFrag, lightIndex)).r;
|
float closestDepth = texture(pointLightCubeShadowMaps, vec4(lightToFrag, lightIndex)).r;
|
||||||
|
|
||||||
// We stored depth in the cubemap in the range [0, 1], so now we move back to [0, farPlane]
|
// We stored depth in the cubemap in the range [0, 1], so now we move back to [0, farPlane]
|
||||||
closestDepth *= farPlane;
|
closestDepth *= farPlane;
|
||||||
|
|
||||||
// Get depth of current fragment
|
float bias = max(maxBias * (1 - dot(normalizedVertNorm, tangentLightDir)), 0.005);
|
||||||
float currentDepth = length(lightToFrag);
|
|
||||||
|
|
||||||
float bias = max(0.05 * (1 - dot(normalizedVertNorm, tangentLightDir)), 0.005);
|
float shadow = currentDepth - bias > closestDepth ? 1 : 0;
|
||||||
|
|
||||||
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
|
|
||||||
|
|
||||||
return shadow;
|
return shadow;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// The following point light attenuation formulas
|
||||||
|
// are from https://lisyarus.github.io/blog/posts/point-light-attenuation.html
|
||||||
|
//
|
||||||
|
// I found them more intuitive than the standard implementation and it also ensures
|
||||||
|
// we have zero light at the selected distance.
|
||||||
|
//
|
||||||
|
float sqr(float x)
|
||||||
|
{
|
||||||
|
return x * x;
|
||||||
|
}
|
||||||
|
|
||||||
|
// This version doesn't have a harsh cutoff at radius
|
||||||
|
float AttenuateNoCusp(float dist, float radius, float falloff)
|
||||||
|
{
|
||||||
|
// Since we only use this as attenuation and max intensity defines
|
||||||
|
// the max output value, anything more than 1 would increase
|
||||||
|
// the output of the light, which I don't think makes sense for
|
||||||
|
// our attenuation purposes.
|
||||||
|
//
|
||||||
|
// Seems to me this can be done simply by increasing color values above 255.
|
||||||
|
//
|
||||||
|
// Forcing to 1 for now.
|
||||||
|
#define MAX_INTENSITY 1
|
||||||
|
|
||||||
|
float s = dist / radius;
|
||||||
|
|
||||||
|
if (s >= 1.0)
|
||||||
|
return 0.0;
|
||||||
|
|
||||||
|
float s2 = sqr(s);
|
||||||
|
|
||||||
|
return MAX_INTENSITY * sqr(1 - s2) / (1 + falloff * s2);
|
||||||
|
}
|
||||||
|
|
||||||
|
// This version has a harsh/immediate cutoff at radius
|
||||||
|
float AttenuateCusp(float dist, float radius, float falloff)
|
||||||
|
{
|
||||||
|
#define MAX_INTENSITY 1
|
||||||
|
|
||||||
|
float s = dist / radius;
|
||||||
|
|
||||||
|
if (s >= 1.0)
|
||||||
|
return 0.0;
|
||||||
|
|
||||||
|
float s2 = sqr(s);
|
||||||
|
|
||||||
|
return MAX_INTENSITY * sqr(1 - s2) / (1 + falloff * s);
|
||||||
|
}
|
||||||
|
|
||||||
vec3 CalcPointLight(PointLight pointLight, int lightIndex)
|
vec3 CalcPointLight(PointLight pointLight, int lightIndex)
|
||||||
{
|
{
|
||||||
// Ignore unset lights
|
// Ignore inactive lights
|
||||||
if (pointLight.constant == 0){
|
if (pointLight.radius == 0){
|
||||||
return vec3(0);
|
return vec3(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -293,10 +365,10 @@ vec3 CalcPointLight(PointLight pointLight, int lightIndex)
|
|||||||
|
|
||||||
// Attenuation
|
// Attenuation
|
||||||
float distToLight = length(tangentLightPos - tangentFragPos);
|
float distToLight = length(tangentLightPos - tangentFragPos);
|
||||||
float attenuation = 1 / (pointLight.constant + pointLight.linear * distToLight + pointLight.quadratic * (distToLight * distToLight));
|
float attenuation = AttenuateNoCusp(distToLight, pointLight.radius, pointLight.falloff);
|
||||||
|
|
||||||
// Shadow
|
// Shadow
|
||||||
float shadow = CalcPointShadow(lightIndex, pointLight.pos, tangentLightDir, pointLight.farPlane);
|
float shadow = CalcPointShadow(lightIndex, pointLight.pos, tangentLightDir, pointLight.maxBias, pointLight.nearPlane, pointLight.farPlane);
|
||||||
|
|
||||||
return (finalDiffuse + finalSpecular) * attenuation * (1 - shadow);
|
return (finalDiffuse + finalSpecular) * attenuation * (1 - shadow);
|
||||||
}
|
}
|
||||||
@ -343,7 +415,10 @@ float CalcSpotShadow(vec3 tangentLightDir, int lightIndex)
|
|||||||
|
|
||||||
vec3 CalcSpotLight(SpotLight light, int lightIndex)
|
vec3 CalcSpotLight(SpotLight light, int lightIndex)
|
||||||
{
|
{
|
||||||
if (light.innerCutoff == 0)
|
// The inner/outer cutoffs are cosine values,
|
||||||
|
// which means a value of 1 is mainly produced when the input
|
||||||
|
// is 0 degrees or radians. cos(180) will also be 1, but that's too much :)
|
||||||
|
if (light.innerCutoff == 1)
|
||||||
return vec3(0);
|
return vec3(0);
|
||||||
|
|
||||||
vec3 tangentLightDir = tangentSpotLightDirections[lightIndex];
|
vec3 tangentLightDir = tangentSpotLightDirections[lightIndex];
|
||||||
|
|||||||
@ -1,6 +1,17 @@
|
|||||||
package nmageimgui
|
package nmageimgui
|
||||||
|
|
||||||
import (
|
import (
|
||||||
|
"unsafe"
|
||||||
|
|
||||||
|
// The following is included just so we can get
|
||||||
|
// the c imports and cgo configs defined here: https://github.com/AllenDang/cimgui-go/blob/main/sdlbackend/sdl_backend.go
|
||||||
|
//
|
||||||
|
// This is needed because AllenDang/cimgui-go links sdl2 statically, which requires us
|
||||||
|
// to explicitly define all the libs it needs, which isn't normally needed if we were dynamically linking.
|
||||||
|
//
|
||||||
|
// Without this, we get compilation errors as sdl2 can't find libs it relies on.
|
||||||
|
_ "github.com/AllenDang/cimgui-go/sdlbackend"
|
||||||
|
|
||||||
imgui "github.com/AllenDang/cimgui-go"
|
imgui "github.com/AllenDang/cimgui-go"
|
||||||
"github.com/bloeys/gglm/gglm"
|
"github.com/bloeys/gglm/gglm"
|
||||||
"github.com/bloeys/nmage/materials"
|
"github.com/bloeys/nmage/materials"
|
||||||
@ -129,7 +140,7 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
|
|||||||
|
|
||||||
fontConfigToUse := imgui.NewFontConfig()
|
fontConfigToUse := imgui.NewFontConfig()
|
||||||
if fontConfig != nil {
|
if fontConfig != nil {
|
||||||
fontConfigToUse = *fontConfig
|
fontConfigToUse = fontConfig
|
||||||
}
|
}
|
||||||
|
|
||||||
glyphRangesToUse := imgui.NewGlyphRange()
|
glyphRangesToUse := imgui.NewGlyphRange()
|
||||||
@ -141,13 +152,13 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
|
|||||||
|
|
||||||
a := imIO.Fonts()
|
a := imIO.Fonts()
|
||||||
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
|
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
|
||||||
pixels, width, height, _ := a.GetTextureDataAsAlpha8()
|
pixels, width, height, _ := a.TextureDataAsAlpha8()
|
||||||
|
|
||||||
gl.ActiveTexture(gl.TEXTURE0)
|
gl.ActiveTexture(gl.TEXTURE0)
|
||||||
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
|
gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
|
||||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
||||||
|
|
||||||
return f
|
return *f
|
||||||
}
|
}
|
||||||
|
|
||||||
const DefaultImguiShader = `
|
const DefaultImguiShader = `
|
||||||
@ -212,7 +223,7 @@ func NewImGui(shaderPath string) ImguiInfo {
|
|||||||
}
|
}
|
||||||
|
|
||||||
imguiInfo := ImguiInfo{
|
imguiInfo := ImguiInfo{
|
||||||
ImCtx: imgui.CreateContext(),
|
ImCtx: *imgui.CreateContext(),
|
||||||
Mat: imguiMat,
|
Mat: imguiMat,
|
||||||
TexID: new(uint32),
|
TexID: new(uint32),
|
||||||
}
|
}
|
||||||
@ -233,11 +244,12 @@ func NewImGui(shaderPath string) ImguiInfo {
|
|||||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||||
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
|
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
|
||||||
|
|
||||||
pixels, width, height, _ := io.Fonts().GetTextureDataAsAlpha8()
|
pixels, width, height, _ := io.Fonts().TextureDataAsAlpha8()
|
||||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
|
||||||
|
|
||||||
// Store our identifier
|
// Store our identifier
|
||||||
io.Fonts().SetTexID(imgui.TextureID(imguiInfo.TexID))
|
|
||||||
|
io.Fonts().SetTexID(imgui.TextureID{Data: uintptr(unsafe.Pointer(imguiInfo.TexID))})
|
||||||
|
|
||||||
//Shader attributes
|
//Shader attributes
|
||||||
imguiInfo.Mat.Bind()
|
imguiInfo.Mat.Bind()
|
||||||
|
|||||||
Reference in New Issue
Block a user