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opengl.go
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package glitch
import (
"fmt"
"reflect"
"runtime"
"unsafe"
"github.com/unitoftime/glitch/internal/gl"
"github.com/unitoftime/glitch/internal/mainthread"
"github.com/unitoftime/glitch/shaders"
)
const sof int = 4 // SizeOf(Float)
// TODO - rename
type ISubBuffer interface {
Clear()
// VertexCount() uint32
Buffer() []byte
Offset() int
Len() int
Cap() int
SetData(any)
}
type SupportedSubBuffers interface {
glVec4 | glVec3 | glVec2 | float32
}
type SubBuffer[T SupportedSubBuffers] struct {
attr shaders.Attr
maxVerts int
offset int
vertexCount int
buffer []T
sliceScale int
byteBuffer []byte // This is just a byte header that points to the buffer
}
type SubSubBuffer[T SupportedSubBuffers] struct {
Buffer []T
}
func (b *SubBuffer[T]) Clear() {
b.buffer = b.buffer[:0]
b.vertexCount = 0
}
func (b *SubBuffer[T]) Len() int {
return len(b.buffer)
}
func (b *SubBuffer[T]) Cap() int {
return cap(b.buffer)
}
// func (b *SubBuffer[T]) VertexCount() uint32 {
// return uint32(b.vertexCount)
// }
func (b *SubBuffer[T]) Buffer() []byte {
copiedHeader := b.buffer
h := (*reflect.SliceHeader)(unsafe.Pointer(&copiedHeader))
h.Len = h.Len * b.sliceScale
h.Cap = h.Len * b.sliceScale
b.byteBuffer = *(*[]byte)(unsafe.Pointer(h))
return b.byteBuffer
// copiedHeader := b.buffer
// h := (*reflect.SliceHeader)(unsafe.Pointer(&copiedHeader))
// h.Len *= b.sliceScale
// h.Cap *= b.sliceScale
// return *(*[]byte)(unsafe.Pointer(h))
}
// func (b *SubBuffer[T]) BufferSubData(offset int) {
// if b.attrSize == AttrVec2 {
// gl.BufferSubData(gl.ARRAY_BUFFER, offset, [][3]float32(b.buffer))
// } else if b.attrSize == AttrVec3 {
// gl.BufferSubData(gl.ARRAY_BUFFER, offset, [][2]float32(b.buffer))
// } else {
// panic("Unknown")
// }
// }
func (b *SubBuffer[T]) Offset() int {
return sof * int(b.attr.Size()) * b.maxVerts
}
func (b *SubBuffer[T]) SetData(data any) {
b.buffer = data.([]T)
}
func (b *SubBuffer[T]) Reserve(count int) []T {
start := len(b.buffer)
b.buffer = b.buffer[:len(b.buffer)+count]
end := len(b.buffer)
b.vertexCount += count
return b.buffer[start:end]
}
type VertexBuffer struct {
vao, vbo, ebo gl.Buffer
// materialSet bool
// state BufferState
format shaders.VertexFormat
stride int
buffers []ISubBuffer
indices []uint32
numVerts uint32 // The number of vertices we currently have buffered
numIndicesToDraw int // The number of indices we are currently drawing
bufferedToGPU bool // Tracks whether the data has been written to the GPU
deallocAfterBuffer bool // If set true, once we write data to the GPU we deallocate CPU buffers
deleted bool // If true, we've already deleted this
}
func NewVertexBuffer(shader *Shader, numVerts, numIndices int) *VertexBuffer {
format := shader.attrFmt // TODO - cleanup this variable
b := &VertexBuffer{
format: format,
buffers: make([]ISubBuffer, len(format)),
indices: make([]uint32, numIndices),
}
b.stride = 0
offset := 0
for i := range format {
b.stride += (format[i].Size() * sof)
if format[i].Type == shaders.AttrVec4 {
b.buffers[i] = &SubBuffer[glVec4]{
attr: format[i].Attr,
maxVerts: numVerts,
vertexCount: 0,
offset: offset,
buffer: make([]glVec4, numVerts),
sliceScale: format[i].Size() * sof,
}
} else if format[i].Type == shaders.AttrVec3 {
b.buffers[i] = &SubBuffer[glVec3]{
attr: format[i].Attr,
maxVerts: numVerts,
vertexCount: 0,
offset: offset,
buffer: make([]glVec3, numVerts),
sliceScale: format[i].Size() * sof,
}
} else if format[i].Type == shaders.AttrVec2 {
b.buffers[i] = &SubBuffer[glVec2]{
attr: format[i].Attr,
maxVerts: numVerts,
vertexCount: 0,
offset: offset,
buffer: make([]glVec2, numVerts),
sliceScale: format[i].Size() * sof,
}
} else if format[i].Type == shaders.AttrFloat {
b.buffers[i] = &SubBuffer[float32]{
attr: format[i].Attr,
maxVerts: numVerts,
vertexCount: 0,
offset: offset,
buffer: make([]float32, numVerts),
sliceScale: format[i].Size() * sof,
}
} else {
panic(fmt.Sprintf("Unknown format: %v", format[i]))
}
offset += sof * int(format[i].Size()) * numVerts
}
mainthread.Call(func() {
b.vao = gl.GenVertexArrays()
b.vbo = gl.GenBuffers()
b.ebo = gl.GenBuffers()
gl.BindVertexArray(b.vao)
gl.BindBuffer(gl.ARRAY_BUFFER, b.vbo)
gl.BufferData(gl.ARRAY_BUFFER, sof*numVerts*b.stride, nil, gl.DYNAMIC_DRAW)
indexSize := 4 // uint32 // TODO - make this modifiable?
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b.ebo)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, indexSize*len(b.indices), nil, gl.DYNAMIC_DRAW)
for i := range b.buffers {
switch subBuffer := b.buffers[i].(type) {
case *SubBuffer[float32]:
loc := gl.GetAttribLocation(shader.program, subBuffer.attr.Name)
size := int(subBuffer.attr.Size())
gl.VertexAttribPointer(loc, size, gl.FLOAT, false, size*sof, subBuffer.offset)
gl.EnableVertexAttribArray(loc)
case *SubBuffer[glVec2]:
loc := gl.GetAttribLocation(shader.program, subBuffer.attr.Name)
size := int(subBuffer.attr.Size())
gl.VertexAttribPointer(loc, size, gl.FLOAT, false, size*sof, subBuffer.offset)
gl.EnableVertexAttribArray(loc)
case *SubBuffer[glVec3]:
loc := gl.GetAttribLocation(shader.program, subBuffer.attr.Name)
size := int(subBuffer.attr.Size())
gl.VertexAttribPointer(loc, size, gl.FLOAT, false, size*sof, subBuffer.offset)
gl.EnableVertexAttribArray(loc)
case *SubBuffer[glVec4]:
loc := gl.GetAttribLocation(shader.program, subBuffer.attr.Name)
size := int(subBuffer.attr.Size())
// TODO!!! - gl.VertexAttribPointerWithOffset: https://github.com/go-gl/gl/pull/135/files#diff-b335630551682c19a781afebcf4d07bf978fb1f8ac04c6bf87428ed5106870f5R67
gl.VertexAttribPointer(loc, size, gl.FLOAT, false, size*sof, subBuffer.offset)
gl.EnableVertexAttribArray(loc)
default:
panic("Unknown!")
}
}
})
b.Clear() // TODO - fix
runtime.SetFinalizer(b, (*VertexBuffer).delete)
return b
}
func (v *VertexBuffer) delete() {
if v.deleted {
return
}
v.deleted = true
mainthread.CallNonBlock(func() {
gl.DeleteVertexArrays(v.vao)
gl.DeleteBuffers(v.vbo)
})
}
func (v *VertexBuffer) deallocCPUBuffers() {
v.indices = nil
for i := range v.buffers {
v.buffers[i] = nil
}
v.buffers = nil
}
func (v *VertexBuffer) Clear() {
for i := range v.buffers {
v.buffers[i].Clear()
}
v.indices = v.indices[:0]
v.numIndicesToDraw = 0
v.numVerts = 0
// v.materialSet = false
v.bufferedToGPU = false
}
func (v *VertexBuffer) Reserve(indices []uint32, numVerts int, dests []interface{}) bool {
// // If material is set and it doesn't match the reserved material
// if v.materialSet && v.state != state {
// // fmt.Println("VertexBuffer.Reserve - Material Doesn't match")
// return false
// }
if len(v.indices)+len(indices) > cap(v.indices) {
// fmt.Println("VertexBuffer.Reserve - Not enough index capacity")
return false
}
if v.buffers[0].Len()+numVerts > v.buffers[0].Cap() {
// fmt.Println("VertexBuffer.Reserve - Not enough vertex capacity")
return false
}
v.bufferedToGPU = false
// v.materialSet = true
// v.state = state
// currentElement := v.buffers[0].VertexCount()
currentElement := v.numVerts
for i := range indices {
v.indices = append(v.indices, currentElement+indices[i])
}
v.numVerts += uint32(numVerts)
v.numIndicesToDraw = len(v.indices)
for i := range v.buffers {
switch subBuffer := v.buffers[i].(type) {
case *SubBuffer[float32]:
d := dests[i].(*[]float32)
*d = subBuffer.Reserve(numVerts)
case *SubBuffer[glVec2]:
d := dests[i].(*[]glVec2)
*d = subBuffer.Reserve(numVerts)
case *SubBuffer[glVec3]:
d := dests[i].(*[]glVec3)
*d = subBuffer.Reserve(numVerts)
case *SubBuffer[glVec4]:
d := dests[i].(*[]glVec4)
*d = subBuffer.Reserve(numVerts)
default:
panic("Unknown!")
}
}
return true
}
func (v *VertexBuffer) mainthreadDraw() {
gl.BindVertexArray(v.vao)
if !v.bufferedToGPU {
gl.BindBuffer(gl.ARRAY_BUFFER, v.vbo)
offset := 0
var buf []byte
for i := range v.buffers {
buf = v.buffers[i].Buffer()
gl.BufferSubDataByte(gl.ARRAY_BUFFER, offset, buf)
offset += v.buffers[i].Offset()
}
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, v.ebo)
gl.BufferSubDataUint32(gl.ELEMENT_ARRAY_BUFFER, 0, v.indices)
gl.DrawElements(gl.TRIANGLES, v.numIndicesToDraw, gl.UNSIGNED_INT, 0)
if v.deallocAfterBuffer {
v.deallocCPUBuffers()
}
v.bufferedToGPU = true
} else {
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, v.ebo)
gl.DrawElements(gl.TRIANGLES, v.numIndicesToDraw, gl.UNSIGNED_INT, 0)
}
}
func (v *VertexBuffer) Draw() {
if v.numIndicesToDraw <= 0 {
return
}
state.drawVertBuffer(v)
}
// BufferPool
// TODO - Idea Improvements: You'd be able to calculate in the pass how many draws with the same material you'd be doing. Based on that you could have really well sized buffers. Also in here you could have different VertexBuffer sizes and order them as needed into a final draw slice
type BufferPool struct {
shader *Shader
triangleBatchSize int
triangleCount int
buffers []*VertexBuffer
currentIndex int
nextClean int // Tracks the next clean vertex buffer (ie clean = buffers that haven't been written reserved on in this case
}
func NewBufferPool(shader *Shader, triangleBatchSize int) *BufferPool {
return &BufferPool{
shader: shader,
triangleBatchSize: triangleBatchSize,
triangleCount: 0,
buffers: make([]*VertexBuffer, 0),
currentIndex: 0,
nextClean: 0,
}
}
func (b *BufferPool) Clear() {
for i := range b.buffers {
b.buffers[i].Clear()
}
b.triangleCount = 0
b.currentIndex = 0
b.nextClean = 0
}
// Updates the buffer pool, so that the next reserve call will return a brand new vertex buffer
func (b *BufferPool) gotoNextClean() {
b.currentIndex = b.nextClean
}
// Returns the vertexbuffer that we reserved to
func (b *BufferPool) Reserve(indices []uint32, numVerts int, dests []interface{}) *VertexBuffer {
for i := b.currentIndex; i < len(b.buffers); i++ {
success := b.buffers[i].Reserve(indices, numVerts, dests)
if success {
b.triangleCount += len(indices) / 3
b.currentIndex = i
b.nextClean = b.currentIndex + 1
return b.buffers[i]
}
}
// Since we are making a new buffer, ensure we have at least enough for what we are trying to reserve. Else use the default triangleBatchSize
// TODO: For indexBatchSize: 3x is a bit hacky. assumes each triangle has 3 indices
vertBatchSize := max(numVerts, b.triangleBatchSize)
indexBatchSize := max(len(indices), 3*b.triangleBatchSize)
newBuff := NewVertexBuffer(b.shader, vertBatchSize, indexBatchSize)
success := newBuff.Reserve(indices, numVerts, dests)
if !success {
panic(fmt.Sprintf("Failed to reserve on freshly created buffer:\nReserve: %v, %v, %v\nOn: %v %v",
len(indices), numVerts, len(dests), vertBatchSize, indexBatchSize,
))
}
b.buffers = append(b.buffers, newBuff)
b.triangleCount += len(indices) / 3
b.currentIndex = len(b.buffers) - 1
b.nextClean = b.currentIndex + 1
return newBuff
}
// func (b *BufferPool) Draw() {
// lastMaterial := Material(nil)
// for i := range b.buffers {
// // fmt.Println(i, len(b.buffers[i].indices), b.buffers[i].buffers[0].Len(), b.buffers[i].buffers[0].Cap())
// if lastMaterial != b.buffers[i].material {
// lastMaterial = b.buffers[i].material
// if lastMaterial != nil {
// // fmt.Println("Binding New Material", lastMaterial)
// lastMaterial.Bind()
// }
// }
// b.buffers[i].Draw()
// }
// }
// func openglDraw(buffers []*VertexBuffer) {
// lastMaterial := Material(nil)
// for i := range buffers {
// // fmt.Println(i, len(b.buffers[i].indices), b.buffers[i].buffers[0].Len(), b.buffers[i].buffers[0].Cap())
// if lastMaterial != buffers[i].material {
// lastMaterial = buffers[i].material
// if lastMaterial != nil {
// // fmt.Println("Binding New Material", lastMaterial)
// lastMaterial.Bind()
// }
// }
// buffers[i].Draw()
// }
// }