go-opengl-pixel/pixelgl/shader.go

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package pixelgl
import (
"fmt"
"github.com/faiface/glhf"
"github.com/faiface/mainthread"
"github.com/faiface/pixel"
"github.com/go-gl/mathgl/mgl32"
"github.com/pkg/errors"
)
type (
GLShader struct {
s *glhf.Shader
vf, uf glhf.AttrFormat
vs, fs string
uniforms []gsUniformAttr
uniformDefaults struct {
transform mgl32.Mat3
colormask mgl32.Vec4
bounds mgl32.Vec4
texbounds mgl32.Vec4
}
}
gsUniformAttr struct {
Name string
Type AttrType
Value interface{}
}
)
func (gs *GLShader) compile() {
gs.uf = nil
for _, u := range gs.uniforms {
gs.uf = append(gs.uf, glhf.Attr{
Name: u.Name,
Type: glhf.AttrType(u.Type),
})
}
var shader *glhf.Shader
mainthread.Call(func() {
var err error
shader, err = glhf.NewShader(
gs.vf,
gs.uf,
gs.vs,
gs.fs,
)
if err != nil {
panic(errors.Wrap(err, "failed to create Canvas, there's a bug in the shader"))
}
})
gs.s = shader
}
func (gs *GLShader) GetUniform(Name string) int {
for i, u := range gs.uniforms {
if u.Name == Name {
return i
}
}
return -1
}
func (gs *GLShader) AddUniform(Name string, Value interface{}) {
Type := getUniformType(Value)
fmt.Println(Type)
if loc := gs.GetUniform(Name); loc > -1 {
gs.uniforms[loc].Name = Name
gs.uniforms[loc].Type = Type
gs.uniforms[loc].Value = Value
return
}
gs.uniforms = append(gs.uniforms, gsUniformAttr{
Name: Name,
Type: Type,
Value: Value,
})
}
func (c *Canvas) setUniforms(texbounds pixel.Rect) {
mat := c.mat
col := c.col
c.shader.uniformDefaults.transform = mat
c.shader.uniformDefaults.colormask = col
dstBounds := c.Bounds()
c.shader.uniformDefaults.bounds = mgl32.Vec4{
float32(dstBounds.Min.X),
float32(dstBounds.Min.Y),
float32(dstBounds.W()),
float32(dstBounds.H()),
}
for loc, u := range c.shader.uniforms {
c.shader.s.SetUniformAttr(loc, u.Value)
}
}
func baseShader(c *Canvas) {
gs := &GLShader{
vf: defaultCanvasVertexFormat,
vs: defaultCanvasVertexShader,
fs: baseCanvasFragmentShader,
}
gs.AddUniform("transform", &gs.uniformDefaults.transform)
gs.AddUniform("colorMask", &gs.uniformDefaults.colormask)
gs.AddUniform("bounds", &gs.uniformDefaults.bounds)
gs.AddUniform("texBounds", &gs.uniformDefaults.texbounds)
c.shader = gs
}
func getUniformType(v interface{}) AttrType {
switch v.(type) {
case int32:
return Int
case float32:
return Float
case mgl32.Vec2:
return Vec2
case mgl32.Vec3:
return Vec3
case mgl32.Vec4:
return Vec4
case mgl32.Mat2:
return Mat2
case mgl32.Mat2x3:
return Mat23
case mgl32.Mat2x4:
return Mat24
case mgl32.Mat3:
return Mat3
case mgl32.Mat3x2:
return Mat32
case mgl32.Mat3x4:
return Mat34
case mgl32.Mat4:
return Mat4
case mgl32.Mat4x2:
return Mat42
case mgl32.Mat4x3:
return Mat43
case *mgl32.Vec2:
return Vec2p
case *mgl32.Vec3:
return Vec3p
case *mgl32.Vec4:
return Vec4p
case *mgl32.Mat2:
return Mat2p
case *mgl32.Mat2x3:
return Mat23p
case *mgl32.Mat2x4:
return Mat24p
case *mgl32.Mat3:
return Mat3p
case *mgl32.Mat3x2:
return Mat32p
case *mgl32.Mat3x4:
return Mat34p
case *mgl32.Mat4:
return Mat4p
case *mgl32.Mat4x2:
return Mat42p
case *mgl32.Mat4x3:
return Mat43p
case *int32:
return Intp
case *float32:
return Floatp
default:
panic("invalid AttrType")
}
}
type AttrType int
// List of all possible attribute types.
const (
Int AttrType = iota
Float
Vec2
Vec3
Vec4
Mat2
Mat23
Mat24
Mat3
Mat32
Mat34
Mat4
Mat42
Mat43
Intp
Floatp
Vec2p
Vec3p
Vec4p
Mat2p
Mat23p
Mat24p
Mat3p
Mat32p
Mat34p
Mat4p
Mat42p
Mat43p
)
var defaultCanvasVertexShader = `
#version 330 core
in vec2 position;
in vec4 color;
in vec2 texCoords;
in float intensity;
out vec4 Color;
out vec2 TexCoords;
out float Intensity;
uniform mat3 transform;
uniform vec4 bounds;
void main() {
vec2 transPos = (transform * vec3(position, 1.0)).xy;
vec2 normPos = (transPos - bounds.xy) / bounds.zw * 2 - vec2(1, 1);
gl_Position = vec4(normPos, 0.0, 1.0);
Color = color;
TexCoords = texCoords;
Intensity = intensity;
}
`
var baseCanvasFragmentShader = `
#version 330 core
in vec4 Color;
in vec2 TexCoords;
in float Intensity;
out vec4 color;
uniform vec4 colorMask;
uniform vec4 texBounds;
uniform sampler2D tex;
void main() {
if (Intensity == 0) {
color = colorMask * Color;
} else {
color = vec4(0, 0, 0, 0);
color += (1 - Intensity) * Color;
vec2 t = (TexCoords - texBounds.xy) / texBounds.zw;
color += Intensity * Color * texture(tex, t);
color *= colorMask;
}
}
`