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 }