aminal/glfont/shader.go

111 lines
2.5 KiB
Go

package glfont
import (
"fmt"
"strings"
"github.com/go-gl/gl/all-core/gl"
)
// newProgram links the frag and vertex shader programs
func newProgram(vertexShaderSource, fragmentShaderSource string) (uint32, error) {
vertexShader, err := compileShader(vertexShaderSource, gl.VERTEX_SHADER)
if err != nil {
return 0, err
}
fragmentShader, err := compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER)
if err != nil {
return 0, err
}
program := gl.CreateProgram()
gl.AttachShader(program, vertexShader)
gl.AttachShader(program, fragmentShader)
gl.LinkProgram(program)
var status int32
gl.GetProgramiv(program, gl.LINK_STATUS, &status)
if status == gl.FALSE {
var logLength int32
gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &logLength)
log := strings.Repeat("\x00", int(logLength+1))
gl.GetProgramInfoLog(program, logLength, nil, gl.Str(log))
return 0, fmt.Errorf("failed to link program: %v", log)
}
gl.DeleteShader(vertexShader)
gl.DeleteShader(fragmentShader)
return program, nil
}
// compileShader compiles the shader program
func compileShader(source string, shaderType uint32) (uint32, error) {
shader := gl.CreateShader(shaderType)
csources, free := gl.Strs(source)
gl.ShaderSource(shader, 1, csources, nil)
free()
gl.CompileShader(shader)
var status int32
gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
if status == gl.FALSE {
var logLength int32
gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)
log := strings.Repeat("\x00", int(logLength+1))
gl.GetShaderInfoLog(shader, logLength, nil, gl.Str(log))
return 0, fmt.Errorf("failed to compile %v: %v", source, log)
}
return shader, nil
}
var fragmentFontShader = `#version 150 core
in vec2 fragTexCoord;
out vec4 outputColor;
uniform sampler2D tex;
uniform vec4 textColor;
void main()
{
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(tex, fragTexCoord).r);
outputColor = textColor * sampled;
}` + "\x00"
var vertexFontShader = `#version 150 core
//vertex position
in vec2 vert;
//pass through to fragTexCoord
in vec2 vertTexCoord;
//window res
uniform vec2 resolution;
//pass to frag
out vec2 fragTexCoord;
void main() {
// convert the rectangle from pixels to 0.0 to 1.0
vec2 zeroToOne = vert / resolution;
// convert from 0->1 to 0->2
vec2 zeroToTwo = zeroToOne * 2.0;
// convert from 0->2 to -1->+1 (clipspace)
vec2 clipSpace = zeroToTwo - 1.0;
fragTexCoord = vertTexCoord;
gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);
}` + "\x00"