Use dep to vendor things
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285
vendor/github.com/faiface/glhf/vertex.go
generated
vendored
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285
vendor/github.com/faiface/glhf/vertex.go
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vendored
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package glhf
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import (
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"fmt"
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"runtime"
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"github.com/faiface/mainthread"
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"github.com/go-gl/gl/v3.3-core/gl"
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"github.com/pkg/errors"
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)
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// VertexSlice points to a portion of (or possibly whole) vertex array. It is used as a pointer,
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// contrary to Go's builtin slices. This is, so that append can be 'in-place'. That's for the good,
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// because Begin/End-ing a VertexSlice would become super confusing, if append returned a new
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// VertexSlice.
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//
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// It also implements all basic slice-like operations: appending, sub-slicing, etc.
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//
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// Note that you need to Begin a VertexSlice before getting or updating it's elements or drawing it.
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// After you're done with it, you need to End it.
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type VertexSlice struct {
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va *vertexArray
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i, j int
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}
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// MakeVertexSlice allocates a new vertex array with specified capacity and returns a VertexSlice
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// that points to it's first len elements.
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//
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// Note, that a vertex array is specialized for a specific shader and can't be used with another
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// shader.
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func MakeVertexSlice(shader *Shader, len, cap int) *VertexSlice {
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if len > cap {
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panic("failed to make vertex slice: len > cap")
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}
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return &VertexSlice{
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va: newVertexArray(shader, cap),
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i: 0,
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j: len,
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}
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}
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// VertexFormat returns the format of vertex attributes inside the underlying vertex array of this
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// VertexSlice.
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func (vs *VertexSlice) VertexFormat() AttrFormat {
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return vs.va.format
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}
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// Stride returns the number of float32 elements occupied by one vertex.
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func (vs *VertexSlice) Stride() int {
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return vs.va.stride / 4
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}
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// Len returns the length of the VertexSlice (number of vertices).
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func (vs *VertexSlice) Len() int {
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return vs.j - vs.i
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}
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// Cap returns the capacity of an underlying vertex array.
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func (vs *VertexSlice) Cap() int {
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return vs.va.cap - vs.i
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}
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// SetLen resizes the VertexSlice to length len.
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func (vs *VertexSlice) SetLen(len int) {
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vs.End() // vs must have been Begin-ed before calling this method
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*vs = vs.grow(len)
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vs.Begin()
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}
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// grow returns supplied vs with length changed to len. Allocates new underlying vertex array if
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// necessary. The original content is preserved.
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func (vs VertexSlice) grow(len int) VertexSlice {
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if len <= vs.Cap() {
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// capacity sufficient
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return VertexSlice{
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va: vs.va,
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i: vs.i,
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j: vs.i + len,
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}
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}
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// grow the capacity
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newCap := vs.Cap()
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if newCap < 1024 {
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newCap += newCap
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} else {
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newCap += newCap / 4
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}
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if newCap < len {
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newCap = len
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}
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newVs := VertexSlice{
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va: newVertexArray(vs.va.shader, newCap),
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i: 0,
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j: len,
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}
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// preserve the original content
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newVs.Begin()
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newVs.Slice(0, vs.Len()).SetVertexData(vs.VertexData())
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newVs.End()
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return newVs
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}
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// Slice returns a sub-slice of this VertexSlice covering the range [i, j) (relative to this
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// VertexSlice).
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//
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// Note, that the returned VertexSlice shares an underlying vertex array with the original
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// VertexSlice. Modifying the contents of one modifies corresponding contents of the other.
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func (vs *VertexSlice) Slice(i, j int) *VertexSlice {
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if i < 0 || j < i || j > vs.va.cap {
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panic("failed to slice vertex slice: index out of range")
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}
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return &VertexSlice{
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va: vs.va,
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i: vs.i + i,
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j: vs.i + j,
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}
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}
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// SetVertexData sets the contents of the VertexSlice.
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//
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// The data is a slice of float32's, where each vertex attribute occupies a certain number of
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// elements. Namely, Float occupies 1, Vec2 occupies 2, Vec3 occupies 3 and Vec4 occupies 4. The
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// attribues in the data slice must be in the same order as in the vertex format of this Vertex
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// Slice.
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//
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// If the length of vertices does not match the length of the VertexSlice, this methdo panics.
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func (vs *VertexSlice) SetVertexData(data []float32) {
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if len(data)/vs.Stride() != vs.Len() {
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fmt.Println(len(data)/vs.Stride(), vs.Len())
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panic("set vertex data: wrong length of vertices")
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}
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vs.va.setVertexData(vs.i, vs.j, data)
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}
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// VertexData returns the contents of the VertexSlice.
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//
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// The data is in the same format as with SetVertexData.
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func (vs *VertexSlice) VertexData() []float32 {
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return vs.va.vertexData(vs.i, vs.j)
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}
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// Draw draws the content of the VertexSlice.
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func (vs *VertexSlice) Draw() {
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vs.va.draw(vs.i, vs.j)
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}
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// Begin binds the underlying vertex array. Calling this method is necessary before using the VertexSlice.
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func (vs *VertexSlice) Begin() {
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vs.va.begin()
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}
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// End unbinds the underlying vertex array. Call this method when you're done with VertexSlice.
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func (vs *VertexSlice) End() {
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vs.va.end()
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}
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type vertexArray struct {
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vao, vbo binder
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cap int
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format AttrFormat
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stride int
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offset []int
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shader *Shader
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}
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const vertexArrayMinCap = 4
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func newVertexArray(shader *Shader, cap int) *vertexArray {
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if cap < vertexArrayMinCap {
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cap = vertexArrayMinCap
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}
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va := &vertexArray{
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vao: binder{
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restoreLoc: gl.VERTEX_ARRAY_BINDING,
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bindFunc: func(obj uint32) {
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gl.BindVertexArray(obj)
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},
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},
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vbo: binder{
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restoreLoc: gl.ARRAY_BUFFER_BINDING,
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bindFunc: func(obj uint32) {
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gl.BindBuffer(gl.ARRAY_BUFFER, obj)
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},
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},
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cap: cap,
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format: shader.VertexFormat(),
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stride: shader.VertexFormat().Size(),
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offset: make([]int, len(shader.VertexFormat())),
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shader: shader,
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}
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offset := 0
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for i, attr := range va.format {
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switch attr.Type {
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case Float, Vec2, Vec3, Vec4:
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default:
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panic(errors.New("failed to create vertex array: invalid attribute type"))
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}
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va.offset[i] = offset
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offset += attr.Type.Size()
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}
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gl.GenVertexArrays(1, &va.vao.obj)
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va.vao.bind()
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gl.GenBuffers(1, &va.vbo.obj)
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defer va.vbo.bind().restore()
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emptyData := make([]byte, cap*va.stride)
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gl.BufferData(gl.ARRAY_BUFFER, len(emptyData), gl.Ptr(emptyData), gl.DYNAMIC_DRAW)
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for i, attr := range va.format {
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loc := gl.GetAttribLocation(shader.program.obj, gl.Str(attr.Name+"\x00"))
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var size int32
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switch attr.Type {
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case Float:
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size = 1
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case Vec2:
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size = 2
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case Vec3:
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size = 3
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case Vec4:
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size = 4
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}
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gl.VertexAttribPointer(
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uint32(loc),
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size,
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gl.FLOAT,
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false,
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int32(va.stride),
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gl.PtrOffset(va.offset[i]),
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)
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gl.EnableVertexAttribArray(uint32(loc))
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}
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va.vao.restore()
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runtime.SetFinalizer(va, (*vertexArray).delete)
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return va
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}
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func (va *vertexArray) delete() {
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mainthread.CallNonBlock(func() {
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gl.DeleteVertexArrays(1, &va.vao.obj)
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gl.DeleteBuffers(1, &va.vbo.obj)
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})
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}
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func (va *vertexArray) begin() {
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va.vao.bind()
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va.vbo.bind()
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}
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func (va *vertexArray) end() {
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va.vbo.restore()
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va.vao.restore()
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}
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func (va *vertexArray) draw(i, j int) {
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gl.DrawArrays(gl.TRIANGLES, int32(i), int32(i+j))
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}
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func (va *vertexArray) setVertexData(i, j int, data []float32) {
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if j-i == 0 {
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// avoid setting 0 bytes of buffer data
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return
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}
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gl.BufferSubData(gl.ARRAY_BUFFER, i*va.stride, len(data)*4, gl.Ptr(data))
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}
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func (va *vertexArray) vertexData(i, j int) []float32 {
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if j-i == 0 {
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// avoid getting 0 bytes of buffer data
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return nil
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}
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data := make([]float32, (j-i)*va.stride/4)
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gl.GetBufferSubData(gl.ARRAY_BUFFER, i*va.stride, len(data)*4, gl.Ptr(data))
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return data
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}
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