mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2025-01-27 03:02:49 +01:00
internal/graphicsdriver/opengl: automatically adjust the array buffer layout
Updates #2640
This commit is contained in:
parent
9e208eee81
commit
435c8b75eb
@ -53,14 +53,14 @@ func (a *arrayBufferLayout) names() []string {
|
|||||||
return ns
|
return ns
|
||||||
}
|
}
|
||||||
|
|
||||||
// totalBytes returns the size in bytes for one element of the array buffer.
|
// float32Count returns the total float32 count for one element of the array buffer.
|
||||||
func (a *arrayBufferLayout) totalBytes() int {
|
func (a *arrayBufferLayout) float32Count() int {
|
||||||
if a.total != 0 {
|
if a.total != 0 {
|
||||||
return a.total
|
return a.total
|
||||||
}
|
}
|
||||||
t := 0
|
t := 0
|
||||||
for _, p := range a.parts {
|
for _, p := range a.parts {
|
||||||
t += floatSizeInBytes * p.num
|
t += p.num
|
||||||
}
|
}
|
||||||
a.total = t
|
a.total = t
|
||||||
return a.total
|
return a.total
|
||||||
@ -71,10 +71,10 @@ func (a *arrayBufferLayout) enable(context *context) {
|
|||||||
for i := range a.parts {
|
for i := range a.parts {
|
||||||
context.ctx.EnableVertexAttribArray(uint32(i))
|
context.ctx.EnableVertexAttribArray(uint32(i))
|
||||||
}
|
}
|
||||||
total := a.totalBytes()
|
total := a.float32Count()
|
||||||
offset := 0
|
offset := 0
|
||||||
for i, p := range a.parts {
|
for i, p := range a.parts {
|
||||||
context.ctx.VertexAttribPointer(uint32(i), int32(p.num), gl.FLOAT, false, int32(total), offset)
|
context.ctx.VertexAttribPointer(uint32(i), int32(p.num), gl.FLOAT, false, int32(floatSizeInBytes*total), offset)
|
||||||
offset += floatSizeInBytes * p.num
|
offset += floatSizeInBytes * p.num
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -88,7 +88,10 @@ func (a *arrayBufferLayout) disable(context *context) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// theArrayBufferLayout is the array buffer layout for Ebitengine.
|
// theArrayBufferLayout is the array buffer layout for Ebitengine.
|
||||||
var theArrayBufferLayout = arrayBufferLayout{
|
var theArrayBufferLayout arrayBufferLayout
|
||||||
|
|
||||||
|
func init() {
|
||||||
|
theArrayBufferLayout = arrayBufferLayout{
|
||||||
// Note that GL_MAX_VERTEX_ATTRIBS is at least 16.
|
// Note that GL_MAX_VERTEX_ATTRIBS is at least 16.
|
||||||
parts: []arrayBufferLayoutPart{
|
parts: []arrayBufferLayoutPart{
|
||||||
{
|
{
|
||||||
@ -104,12 +107,20 @@ var theArrayBufferLayout = arrayBufferLayout{
|
|||||||
num: 4,
|
num: 4,
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
n := theArrayBufferLayout.float32Count()
|
||||||
func init() {
|
if n > graphics.VertexFloatCount {
|
||||||
vertexFloatCount := theArrayBufferLayout.totalBytes() / floatSizeInBytes
|
panic("opengl: the array buffer layout is too large")
|
||||||
if graphics.VertexFloatCount != vertexFloatCount {
|
}
|
||||||
panic(fmt.Sprintf("vertex float num must be %d but %d", graphics.VertexFloatCount, vertexFloatCount))
|
if n < graphics.VertexFloatCount {
|
||||||
|
d := graphics.VertexFloatCount - n
|
||||||
|
if d > 4 {
|
||||||
|
panic("opengl: the array buffer layout is too small")
|
||||||
|
}
|
||||||
|
theArrayBufferLayout.parts = append(theArrayBufferLayout.parts, arrayBufferLayoutPart{
|
||||||
|
name: "A3",
|
||||||
|
num: d,
|
||||||
|
})
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user