// Copyright 2016 The G3N Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. package gls import ( "github.com/g3n/engine/math32" "unsafe" ) // VBO abstracts an OpenGL Vertex Buffer Object type VBO struct { gs *GLS // reference to GLS state handle uint32 // OpenGL handle for this VBO usage uint32 // Expected usage patter of the buffer update bool // Update flag buffer math32.ArrayF32 // Data buffer attribs []VBOattrib // List of attributes } // VBOattrib describes one attribute of an OpenGL Vertex Buffer Object type VBOattrib struct { Name string // Name of of the attribute ItemSize int32 // Number of elements for each item } // NewVBO creates and returns a pointer to a new OpenGL Vertex Buffer Object func NewVBO() *VBO { vbo := new(VBO) vbo.init() return vbo } // init initializes this VBO func (vbo *VBO) init() { vbo.gs = nil vbo.handle = 0 vbo.usage = STATIC_DRAW vbo.update = true vbo.attribs = make([]VBOattrib, 0) } // AddAttrib adds a new attribute to this VBO func (vbo *VBO) AddAttrib(name string, itemSize int32) *VBO { vbo.attribs = append(vbo.attribs, VBOattrib{ Name: name, ItemSize: itemSize, }) return vbo } // Attrib finds and returns pointer the attribute with the specified name // or nil if not found func (vbo *VBO) Attrib(name string) *VBOattrib { for _, attr := range vbo.attribs { if attr.Name == name { return &attr } } return nil } // AttribAt returns pointer to the VBO attribute at the specified index func (vbo *VBO) AttribAt(idx int) *VBOattrib { return &vbo.attribs[idx] } // AttribCount returns the current number of attributes for this VBO func (vbo *VBO) AttribCount() int { return len(vbo.attribs) } // Dispose disposes of this VBO OpenGL resources // As currently the VBO is used only by the Geometry object // it is not referenced counted. func (vbo *VBO) Dispose() { if vbo.gs != nil { vbo.gs.DeleteBuffers(vbo.handle) } vbo.gs = nil } // Sets the VBO buffer func (vbo *VBO) SetBuffer(buffer math32.ArrayF32) *VBO { vbo.buffer = buffer vbo.update = true return vbo } // Sets the expected usage pattern of the buffer. // The default value is GL_STATIC_DRAW. func (vbo *VBO) SetUsage(usage uint32) { vbo.usage = usage } // Buffer returns pointer to the VBO buffer func (vbo *VBO) Buffer() *math32.ArrayF32 { return &vbo.buffer } // Updates sets the update flag to force the VBO update func (vbo *VBO) Update() { vbo.update = true } // Stride returns the stride of this VBO which is the number of bytes // used by one group attributes side by side in the buffer // Ex: x y z r g b x y z r g b ...x y z r g b // The stride will be: sizeof(float) * 6 = 24 func (vbo *VBO) Stride() int { stride := 0 elsize := int(unsafe.Sizeof(float32(0))) for _, attrib := range vbo.attribs { stride += elsize * int(attrib.ItemSize) } return stride } // Transfer is called internally and transfer the data in the VBO buffer to OpenGL if necessary func (vbo *VBO) Transfer(gs *GLS) { // If the VBO buffer is empty, ignore if vbo.buffer.Bytes() == 0 { return } // First time initialization if vbo.gs == nil { vbo.handle = gs.GenBuffer() gs.BindBuffer(ARRAY_BUFFER, vbo.handle) // Calculates stride stride := vbo.Stride() // For each attribute var items uint32 = 0 var offset uint32 = 0 elsize := int32(unsafe.Sizeof(float32(0))) for _, attrib := range vbo.attribs { // Get attribute location in the current program loc := gs.prog.GetAttribLocation(attrib.Name) if loc < 0 { continue } // Enables attribute and sets its stride and offset in the buffer gs.EnableVertexAttribArray(uint32(loc)) gs.VertexAttribPointer(uint32(loc), attrib.ItemSize, FLOAT, false, int32(stride), offset) items += uint32(attrib.ItemSize) offset = uint32(elsize) * items } vbo.gs = gs // this indicates that the vbo was initialized } if !vbo.update { return } // Transfer the VBO data to OpenGL gs.BindBuffer(ARRAY_BUFFER, vbo.handle) gs.BufferData(ARRAY_BUFFER, vbo.buffer.Bytes(), &vbo.buffer[0], vbo.usage) vbo.update = false }