go-opengl-pixel/pixelgl/shader.go

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package pixelgl
import (
"github.com/faiface/glhf"
"github.com/faiface/mainthread"
"github.com/go-gl/mathgl/mgl32"
"github.com/pkg/errors"
)
// GLShader is a type to assist with managing a canvas's underlying
// shader configuration. This allows for customization of shaders on
// a per canvas basis.
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{}
}
)
// reinitialize GLShader data and recompile the underlying gl shader object
func (gs *GLShader) update() {
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
}
// gets the uniform index from GLShader
func (gs *GLShader) getUniform(Name string) int {
for i, u := range gs.uniforms {
if u.Name == Name {
return i
}
}
return -1
}
// AddUniform appends a custom uniform name and value to the shader
//
// To add a time uniform for example:
//
// utime := float32(time.Since(starttime)).Seconds())
// mycanvas.shader.AddUniform("u_time", &utime)
//
func (gs *GLShader) AddUniform(Name string, Value interface{}) {
Type := getAttrType(Value)
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,
})
}
// Sets up a base shader with everything needed for a pixel
// canvas to render correctly. The defaults can be overridden
// by simply using AddUniform()
func baseShader(c *Canvas) {
gs := &GLShader{
vf: defaultCanvasVertexFormat,
vs: defaultCanvasVertexShader,
fs: baseCanvasFragmentShader,
}
gs.AddUniform("u_transform", &gs.uniformDefaults.transform)
gs.AddUniform("u_colormask", &gs.uniformDefaults.colormask)
gs.AddUniform("u_bounds", &gs.uniformDefaults.bounds)
gs.AddUniform("u_texbounds", &gs.uniformDefaults.texbounds)
c.shader = gs
}
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 u_transform;
uniform vec4 u_bounds;
void main() {
vec2 transPos = (u_transform * vec3(position, 1.0)).xy;
vec2 normPos = (transPos - u_bounds.xy) / u_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 fragColor;
uniform vec4 u_colormask;
uniform vec4 u_texbounds;
uniform sampler2D u_texture;
void main() {
if (Intensity == 0) {
fragColor = u_colormask * Color;
} else {
fragColor = vec4(0, 0, 0, 0);
fragColor += (1 - Intensity) * Color;
vec2 t = (texcoords - u_texbounds.xy) / u_texbounds.zw;
fragColor += Intensity * Color * texture(u_texture, t);
fragColor *= u_colormask;
}
}
`