Files
nmage/buffers/uniform_buffer.go
2024-05-23 07:57:46 +04:00

160 lines
4.9 KiB
Go
Executable File

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
}