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graphics: Refactoring: Introduce arrayBufferLayout
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@ -432,10 +432,10 @@ func (c *Context) getAttribLocationImpl(p Program, location string) attribLocati
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return attrib
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}
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func (c *Context) VertexAttribPointer(p Program, location string, normalize bool, stride int, size int, v int) {
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func (c *Context) VertexAttribPointer(p Program, location string, normalize bool, stride int, size int, offset int) {
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_ = c.runOnContextThread(func() error {
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l := c.locationCache.GetAttribLocation(c, p, location)
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gl.VertexAttribPointer(uint32(l), int32(size), gl.SHORT, normalize, int32(stride), gl.PtrOffset(v))
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gl.VertexAttribPointer(uint32(l), int32(size), gl.SHORT, normalize, int32(stride), gl.PtrOffset(offset))
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return nil
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})
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}
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@ -354,10 +354,10 @@ func (c *Context) getAttribLocationImpl(p Program, location string) attribLocati
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return attribLocation(gl.GetAttribLocation(p.Object, location))
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}
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func (c *Context) VertexAttribPointer(p Program, location string, normalize bool, stride int, size int, v int) {
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func (c *Context) VertexAttribPointer(p Program, location string, normalize bool, stride int, size int, offset int) {
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gl := c.gl
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l := c.locationCache.GetAttribLocation(c, p, location)
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gl.VertexAttribPointer(int(l), size, gl.SHORT, normalize, stride, v)
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gl.VertexAttribPointer(int(l), size, gl.SHORT, normalize, stride, offset)
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}
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func (c *Context) EnableVertexAttribArray(p Program, location string) {
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@ -336,10 +336,10 @@ func (c *Context) getAttribLocationImpl(p Program, location string) attribLocati
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return a
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}
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func (c *Context) VertexAttribPointer(p Program, location string, normalize bool, stride int, size int, v int) {
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func (c *Context) VertexAttribPointer(p Program, location string, normalize bool, stride int, size int, offset int) {
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gl := c.gl
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l := c.locationCache.GetAttribLocation(c, p, location)
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gl.VertexAttribPointer(mgl.Attrib(l), size, mgl.SHORT, normalize, stride, v)
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gl.VertexAttribPointer(mgl.Attrib(l), size, mgl.SHORT, normalize, stride, offset)
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}
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func (c *Context) EnableVertexAttribArray(p Program, location string) {
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@ -20,6 +20,42 @@ import (
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"github.com/hajimehoshi/ebiten/internal/graphics/opengl"
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)
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type arrayBufferLayout struct {
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}
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func (a *arrayBufferLayout) enable(c *opengl.Context, program opengl.Program) {
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c.EnableVertexAttribArray(program, "vertex")
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c.EnableVertexAttribArray(program, "tex_coord")
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// TODO: Argument order doesn't match with glVertexAttribPointer: Fix them.
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c.VertexAttribPointer(program, "vertex", false, a.totalBytes(), a.vertexNum(), 0)
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c.VertexAttribPointer(program, "tex_coord", true, a.totalBytes(), a.texCoordNum(), a.vertexBytes())
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}
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func (a *arrayBufferLayout) disable(c *opengl.Context, program opengl.Program) {
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c.DisableVertexAttribArray(program, "tex_coord")
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c.DisableVertexAttribArray(program, "vertex")
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}
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func (a *arrayBufferLayout) vertexNum() int {
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return 2
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}
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func (a *arrayBufferLayout) vertexBytes() int {
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return int16Size * a.vertexNum()
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}
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func (a *arrayBufferLayout) texCoordNum() int {
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return 2
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}
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func (a *arrayBufferLayout) texCoordBytes() int {
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return int16Size * a.texCoordNum()
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}
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func (a *arrayBufferLayout) totalBytes() int {
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return a.vertexBytes() + a.texCoordBytes()
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}
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type openGLState struct {
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arrayBuffer opengl.Buffer
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indexBufferQuads opengl.Buffer
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@ -34,6 +70,7 @@ type openGLState struct {
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var (
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theOpenGLState openGLState
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theArrayBufferLayout = arrayBufferLayout{}
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zeroBuffer opengl.Buffer
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zeroProgram opengl.Program
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@ -94,8 +131,8 @@ func (s *openGLState) reset(context *opengl.Context) error {
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return err
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}
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const stride = 8 // (2 [vertices] + 2 [texels]) * 2 [sizeof(int16)/bytes]
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s.arrayBuffer = context.NewBuffer(opengl.ArrayBuffer, 4*stride*maxQuads, opengl.DynamicDraw)
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stride := theArrayBufferLayout.totalBytes()
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s.arrayBuffer = context.NewBuffer(opengl.ArrayBuffer, stride*4*maxQuads, opengl.DynamicDraw)
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indices := make([]uint16, 6*maxQuads)
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for i := uint16(0); i < maxQuads; i++ {
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@ -138,13 +175,9 @@ func (p *programContext) begin() error {
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if p.state.lastProgram != p.program {
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c.UseProgram(p.program)
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if p.state.lastProgram != zeroProgram {
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c.DisableVertexAttribArray(p.state.lastProgram, "tex_coord")
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c.DisableVertexAttribArray(p.state.lastProgram, "vertex")
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theArrayBufferLayout.disable(c, p.state.lastProgram)
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}
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c.EnableVertexAttribArray(p.program, "vertex")
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c.EnableVertexAttribArray(p.program, "tex_coord")
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c.VertexAttribPointer(p.program, "vertex", false, int16Size*4, 2, int16Size*0)
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c.VertexAttribPointer(p.program, "tex_coord", true, int16Size*4, 2, int16Size*2)
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theArrayBufferLayout.enable(c, p.program)
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p.state.lastProgram = p.state.programTexture
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p.state.lastProjectionMatrix = nil
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