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buffer.go
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buffer.go
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package opengl
import (
"fmt"
"reflect"
"unsafe"
"github.com/hismailbulut/Neoray/pkg/bench"
"github.com/hismailbulut/Neoray/pkg/common"
"github.com/hismailbulut/Neoray/pkg/logger"
"github.com/hismailbulut/Neoray/pkg/opengl/gl"
)
var boundVertexArrayId uint32 // vao id
type Vertex struct {
// position of this vertex
Pos common.Rectangle[float32] // layout 0
// texture position
Tex1 common.Rectangle[float32] // layout 1
// second texture position used for multiwidth characters
Tex2 common.Rectangle[float32] // layout 2
// foreground color
Fg common.Color // layout 3
// background color
Bg common.Color // layout 4
// special color
Sp common.Color // layout 5
}
func (vertex Vertex) String() string {
return fmt.Sprintf("Vertex(pos: %v, tex1: %v, tex2: %v, fg: %v, bg: %v, sp: %v)",
vertex.Pos,
vertex.Tex1,
vertex.Tex2,
vertex.Fg,
vertex.Bg,
vertex.Sp,
)
}
const sizeof_Vertex = int32(unsafe.Sizeof(Vertex{})) // 96 bytes
type VertexBuffer struct {
shader *ShaderProgram
vaoid uint32
vboid uint32
updatedSize int // Last buffer size updated to GPU
data []Vertex // Current buffer in memory (len(data) gives capacity)
}
func (buffer *VertexBuffer) String() string {
return fmt.Sprintf("VertexBuffer(VAO: %d, VBO: %d, Size: %d, Updated Size: %d)",
buffer.vaoid,
buffer.vboid,
len(buffer.data),
buffer.updatedSize,
)
}
func (context *Context) CreateVertexBuffer(size int) *VertexBuffer {
if size <= 0 {
panic("vertex buffer size must bigger then zero")
}
buffer := new(VertexBuffer)
buffer.shader = context.shader
// Initialize vao
gl.GenVertexArrays(1, &buffer.vaoid)
checkGLError()
gl.BindVertexArray(buffer.vaoid)
checkGLError()
boundVertexArrayId = buffer.vaoid
// Initialize vbo
gl.GenBuffers(1, &buffer.vboid)
checkGLError()
gl.BindBuffer(gl.ARRAY_BUFFER, buffer.vboid)
checkGLError()
// Enable attributes
valueof_Vertex := reflect.ValueOf(Vertex{})
offset := uintptr(0)
for i := 0; i < valueof_Vertex.NumField(); i++ {
attr_size := valueof_Vertex.Field(i).Type().Size()
gl.EnableVertexAttribArray(uint32(i))
checkGLError()
gl.VertexAttribPointerWithOffset(uint32(i), int32(attr_size)/4, gl.FLOAT, false, sizeof_Vertex, offset)
checkGLError()
offset += attr_size
}
// Create buffer in memory
buffer.data = make([]Vertex, size)
logger.Log(logger.DEBUG, "Buffer created:", buffer)
return buffer
}
// Resize should clear the buffer
func (buffer *VertexBuffer) Resize(size int) {
if size <= 0 {
panic("vertex buffer size must bigger then zero")
}
if size == len(buffer.data) {
return
}
EndBenchmark := bench.Begin()
defer EndBenchmark("VertexBuffer.Resize")
// Clear current buffer
zVertex := Vertex{}
for i := range buffer.data {
buffer.data[i] = zVertex
}
// Resize
if cap(buffer.data) > size {
buffer.data = buffer.data[:size]
} else {
remaining := size - len(buffer.data)
buffer.data = append(buffer.data, make([]Vertex, remaining)...)
}
}
// OpenGL Specific functions
func (buffer *VertexBuffer) Bind() {
if boundVertexArrayId == buffer.vaoid {
return
}
gl.BindVertexArray(buffer.vaoid)
checkGLError()
gl.BindBuffer(gl.ARRAY_BUFFER, buffer.vboid)
checkGLError()
boundVertexArrayId = buffer.vaoid
}
// Updates current buffer to GPU
// Caller responsible to bind buffer
func (buffer *VertexBuffer) Update() {
if boundVertexArrayId != buffer.vaoid {
panic("vertex buffer must be bound before update")
}
if len(buffer.data) <= 0 {
panic("empty vertex buffer")
}
if buffer.updatedSize != len(buffer.data) {
gl.BufferData(gl.ARRAY_BUFFER, len(buffer.data)*int(sizeof_Vertex), unsafe.Pointer(&buffer.data[0]), gl.DYNAMIC_DRAW)
checkGLError()
buffer.updatedSize = len(buffer.data)
} else {
gl.BufferSubData(gl.ARRAY_BUFFER, 0, len(buffer.data)*int(sizeof_Vertex), unsafe.Pointer(&buffer.data[0]))
checkGLError()
}
}
// Caller responsible to bind buffer
// Caller responsible to Flush
func (buffer *VertexBuffer) Render() {
if boundVertexArrayId != buffer.vaoid {
panic("vertex buffer must be bound before render")
}
if buffer.updatedSize <= 0 {
panic("buffer size is zero")
}
gl.DrawArrays(gl.POINTS, 0, int32(buffer.updatedSize))
checkGLError()
}
func orthoProjection(top, left, right, bottom, near, far float32) [16]float32 {
rml, tmb, fmn := (right - left), (top - bottom), (far - near)
matrix := [16]float32{}
matrix[0] = 2 / rml
matrix[5] = 2 / tmb
matrix[10] = -2 / fmn
matrix[12] = -(right + left) / rml
matrix[13] = -(top + bottom) / tmb
matrix[14] = -(far + near) / fmn
matrix[15] = 1
return matrix
}
func (buffer *VertexBuffer) SetProjection(rect common.Rectangle[float32]) {
projection := orthoProjection(rect.X, rect.Y, rect.W, rect.H, -1, 1)
loc := buffer.shader.UniformLocation("projection")
gl.UniformMatrix4fv(loc, 1, true, &projection[0])
}
func (buffer *VertexBuffer) SetUndercurlRect(rect common.Rectangle[float32]) {
loc := buffer.shader.UniformLocation("undercurlRect")
gl.Uniform4f(loc, rect.X, rect.Y, rect.W, rect.H)
}
func (buffer *VertexBuffer) Destroy() {
buffer.shader = nil
gl.DeleteVertexArrays(1, &buffer.vaoid)
gl.DeleteBuffers(1, &buffer.vboid)
buffer.updatedSize = 0
buffer.data = nil
logger.Log(logger.DEBUG, "Buffer destroyed:", buffer)
}
// Buffer functions
func (buffer *VertexBuffer) SetIndexPos(index int, pos common.Rectangle[float32]) {
buffer.data[index].Pos = pos
}
func (buffer *VertexBuffer) SetIndexTex1(index int, tex1 common.Rectangle[float32]) {
buffer.data[index].Tex1 = tex1
}
func (buffer *VertexBuffer) SetIndexTex2(index int, tex2 common.Rectangle[float32]) {
buffer.data[index].Tex2 = tex2
}
func (buffer *VertexBuffer) SetIndexFg(index int, fg common.Color) {
buffer.data[index].Fg = fg
}
func (buffer *VertexBuffer) SetIndexBg(index int, bg common.Color) {
buffer.data[index].Bg = bg
}
func (buffer *VertexBuffer) SetIndexSp(index int, sp common.Color) {
buffer.data[index].Sp = sp
}
func (buffer *VertexBuffer) CopyButPos(dst, src int) {
buffer.data[dst].Tex1 = buffer.data[src].Tex1
buffer.data[dst].Tex2 = buffer.data[src].Tex2
buffer.data[dst].Fg = buffer.data[src].Fg
buffer.data[dst].Bg = buffer.data[src].Bg
buffer.data[dst].Sp = buffer.data[src].Sp
}
func (buffer *VertexBuffer) VertexAt(index int) Vertex {
return buffer.data[index]
}