// 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" ) // VBO abstracts an OpenGL Vertex Buffer Object. type VBO struct { gs *GLS // Reference to OpenGL state handle uint32 // OpenGL handle for this VBO usage uint32 // Expected usage pattern 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 { Type AttribType // Type of the attribute Name string // Name of the attribute ByteOffset uint32 // Byte offset from the start of the VBO NumElements int32 // Number of elements ElementType uint32 // Type of the element (e.g. FLOAT, INT, UNSIGNED_SHORT, etc...) } // AttribType is the functional type of a vbo attribute. type AttribType int const ( Undefined = AttribType(iota) VertexPosition VertexNormal VertexTangent VertexColor VertexTexcoord VertexTexcoord2 SkinWeight SkinIndex ) // Map from attribute type to default attribute name. var attribTypeNameMap = map[AttribType]string{ VertexPosition: "VertexPosition", VertexNormal: "VertexNormal", VertexTangent: "VertexTangent", VertexColor: "VertexColor", VertexTexcoord: "VertexTexcoord", VertexTexcoord2: "VertexTexcoord2", SkinWeight: "matricesWeights", SkinIndex: "matricesIndices", } // Map from attribute type to default attribute size. var attribTypeSizeMap = map[AttribType]int32{ VertexPosition: 3, VertexNormal: 3, VertexTangent: 3, // TODO VertexColor: 3, VertexTexcoord: 2, VertexTexcoord2: 2, SkinWeight: 4, SkinIndex: 4, } // Map from element type to element size (in bytes). var elementTypeSizeMap = map[uint32]int{ BYTE: 1, UNSIGNED_BYTE: 1, SHORT: 2, UNSIGNED_SHORT: 2, INT: 4, UNSIGNED_INT: 4, FLOAT: 4, } // NewVBO creates and returns a pointer to a new OpenGL Vertex Buffer Object. func NewVBO(buffer math32.ArrayF32) *VBO { vbo := new(VBO) vbo.init() vbo.SetBuffer(buffer) return vbo } // init initializes the 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 the VBO with the specified type. // The attribute's ByteOffset is computed automatically based on the existing attributes. func (vbo *VBO) AddAttrib(atype AttribType) *VBO { vbo.attribs = append(vbo.attribs, VBOattrib{ Type: atype, Name: attribTypeNameMap[atype], ByteOffset: uint32(vbo.StrideSize()), NumElements: attribTypeSizeMap[atype], ElementType: FLOAT, }) return vbo } // AddAttribOffset adds a new attribute to the VBO with the specified type and byteOffset. func (vbo *VBO) AddAttribOffset(atype AttribType, byteOffset uint32) *VBO { vbo.attribs = append(vbo.attribs, VBOattrib{ Type: atype, Name: attribTypeNameMap[atype], ByteOffset: byteOffset, NumElements: attribTypeSizeMap[atype], ElementType: FLOAT, }) return vbo } // AddCustomAttrib adds a new attribute to the VBO with the specified name and itemSize. func (vbo *VBO) AddCustomAttrib(name string, itemSize int32) *VBO { vbo.attribs = append(vbo.attribs, VBOattrib{ Type: Undefined, Name: name, ByteOffset: uint32(vbo.StrideSize()), NumElements: itemSize, ElementType: FLOAT, }) return vbo } // AddCustomAttribOffset adds a new attribute to the VBO with the specified name, itemSize and byteOffset. func (vbo *VBO) AddCustomAttribOffset(name string, itemSize int32, byteOffset uint32) *VBO { vbo.attribs = append(vbo.attribs, VBOattrib{ Type: Undefined, Name: name, ByteOffset: byteOffset, NumElements: itemSize, ElementType: FLOAT, }) return vbo } // Attrib finds and returns a pointer to the VBO attribute with the specified type. // Returns nil if not found. func (vbo *VBO) Attrib(atype AttribType) *VBOattrib { for i := range vbo.attribs { if vbo.attribs[i].Type == atype { return &vbo.attribs[i] } } return nil } // AttribName finds and returns a pointer to the VBO attribute with the specified name. // Returns nil if not found. func (vbo *VBO) AttribName(name string) *VBOattrib { for i := range vbo.attribs { if vbo.attribs[i].Name == name { return &vbo.attribs[i] } } return nil } // AttribAt returns a 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) } // Attributes returns the attributes for this VBO. func (vbo *VBO) Attributes() []VBOattrib { return vbo.attribs } // Dispose disposes of the OpenGL resources used by the VBO. // As currently the VBO is used only by Geometry objects // it is not referenced counted. func (vbo *VBO) Dispose() { if vbo.gs != nil { vbo.gs.DeleteBuffers(vbo.handle) } vbo.gs = nil } // SetBuffer sets the VBO buffer. func (vbo *VBO) SetBuffer(buffer math32.ArrayF32) *VBO { vbo.buffer = buffer vbo.update = true return vbo } // SetUsage 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 a pointer to the VBO buffer. func (vbo *VBO) Buffer() *math32.ArrayF32 { return &vbo.buffer } // Update sets the update flag to force the VBO update. func (vbo *VBO) Update() { vbo.update = true } // AttribOffset returns the total number of elements from // all attributes preceding the attribute specified by type. func (vbo *VBO) AttribOffset(attribType AttribType) int { elementCount := 0 for _, attr := range vbo.attribs { if attr.Type == attribType { return elementCount } elementCount += int(attr.NumElements) } return elementCount } // AttribOffsetName returns the total number of elements from // all attributes preceding the attribute specified by name. func (vbo *VBO) AttribOffsetName(name string) int { elementCount := 0 for _, attr := range vbo.attribs { if attr.Name == name { return elementCount } elementCount += int(attr.NumElements) } return elementCount } // Stride returns the stride of the VBO, which is the number of elements in // one complete set of group attributes. E.g. for an interleaved VBO with two attributes: // "VertexPosition" (3 elements) and "VertexTexcoord" (2 elements), the stride would be 5: // [X, Y, Z, U, V], X, Y, Z, U, V, X, Y, Z, U, V... X, Y, Z, U, V. func (vbo *VBO) Stride() int { stride := 0 for _, attrib := range vbo.attribs { stride += int(attrib.NumElements) } return stride } // StrideSize returns the number of bytes used by one complete set of group attributes. // E.g. for an interleaved VBO with two attributes: "VertexPosition" (3 elements) // and "VertexTexcoord" (2 elements), the stride would be 5: // [X, Y, Z, U, V], X, Y, Z, U, V, X, Y, Z, U, V... X, Y, Z, U, V // and the stride size would be: sizeof(float)*stride = 4*5 = 20 func (vbo *VBO) StrideSize() int { strideSize := 0 for _, attrib := range vbo.attribs { strideSize += int(attrib.NumElements) * elementTypeSizeMap[attrib.ElementType] } return strideSize } // Transfer (called internally) transfers the data from 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 size strideSize := vbo.StrideSize() // For each attribute for _, attrib := range vbo.attribs { // Get attribute location in the current program loc := gs.prog.GetAttribLocation(attrib.Name) if loc < 0 { log.Warn("Attribute not found: %v", attrib.Name) continue } // Enables attribute and sets its stride and offset in the buffer gs.EnableVertexAttribArray(uint32(loc)) gs.VertexAttribPointer(uint32(loc), attrib.NumElements, attrib.ElementType, false, int32(strideSize), attrib.ByteOffset) } vbo.gs = gs // this indicates that the vbo was initialized } // If nothing has changed, no need to transfer data to OpenGL 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.ToFloat32(), vbo.usage) vbo.update = false } // OperateOnVectors3 iterates over all 3-float32 items for the specified attribute // and calls the specified callback function with a pointer to each item as a Vector3. // The vector pointers can be modified inside the callback and the modifications will be applied to the buffer at each iteration. // The callback function returns false to continue or true to break. func (vbo *VBO) OperateOnVectors3(attribType AttribType, cb func(vec *math32.Vector3) bool) { stride := vbo.Stride() offset := vbo.AttribOffset(attribType) buffer := vbo.Buffer() // Call callback for each vector3, updating the buffer afterward var vec math32.Vector3 for i := offset; i < vbo.buffer.Size(); i += stride { buffer.GetVector3(i, &vec) brk := cb(&vec) buffer.SetVector3(i, &vec) if brk { break } } vbo.Update() } // ReadVectors3 iterates over all 3-float32 items for the specified attribute // and calls the specified callback function with the value of each item as a Vector3. // The callback function returns false to continue or true to break. func (vbo *VBO) ReadVectors3(attribType AttribType, cb func(vec math32.Vector3) bool) { stride := vbo.Stride() offset := vbo.AttribOffset(attribType) positions := vbo.Buffer() // Call callback for each vector3 var vec math32.Vector3 for i := offset; i < positions.Size(); i += stride { positions.GetVector3(i, &vec) brk := cb(vec) if brk { break } } } // Read3Vectors3 iterates over all 3-float32 items (3 items at a time) for the specified attribute // and calls the specified callback function with the value of each of the 3 items as Vector3. // The callback function returns false to continue or true to break. func (vbo *VBO) ReadTripleVectors3(attribType AttribType, cb func(vec1, vec2, vec3 math32.Vector3) bool) { stride := vbo.Stride() offset := vbo.AttribOffset(attribType) positions := vbo.Buffer() doubleStride := 2 * stride loopStride := 3 * stride // Call callback for each vector3 triple var vec1, vec2, vec3 math32.Vector3 for i := offset; i < positions.Size(); i += loopStride { positions.GetVector3(i, &vec1) positions.GetVector3(i+stride, &vec2) positions.GetVector3(i+doubleStride, &vec3) brk := cb(vec1, vec2, vec3) if brk { break } } }