make window use a shader
This commit is contained in:
parent
f2460b34da
commit
237e2d54cd
34
window.go
34
window.go
|
@ -54,7 +54,7 @@ type WindowConfig struct {
|
||||||
type Window struct {
|
type Window struct {
|
||||||
window *glfw.Window
|
window *glfw.Window
|
||||||
config WindowConfig
|
config WindowConfig
|
||||||
defaultShader *pixelgl.Shader
|
contextHolder pixelgl.ContextHolder
|
||||||
|
|
||||||
// need to save these to correctly restore a fullscreen window
|
// need to save these to correctly restore a fullscreen window
|
||||||
restore struct {
|
restore struct {
|
||||||
|
@ -104,12 +104,14 @@ func NewWindow(config WindowConfig) (*Window, error) {
|
||||||
|
|
||||||
w.SetFullscreen(config.Fullscreen)
|
w.SetFullscreen(config.Fullscreen)
|
||||||
|
|
||||||
w.defaultShader, err = pixelgl.NewShader(w, defaultUniformFormat, defaultVertexShader, defaultFragmentShader)
|
defaultShader, err := pixelgl.NewShader(w, defaultVertexFormat, defaultUniformFormat, defaultVertexShader, defaultFragmentShader)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
w.Delete()
|
w.Delete()
|
||||||
return nil, errors.Wrap(err, "creating window failed")
|
return nil, errors.Wrap(err, "creating window failed")
|
||||||
}
|
}
|
||||||
|
|
||||||
|
w.contextHolder.Context = w.contextHolder.Context.WithShader(defaultShader)
|
||||||
|
|
||||||
return w, nil
|
return w, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -309,32 +311,39 @@ func (w *Window) Do(sub func(pixelgl.Context)) {
|
||||||
currentWindow.handler = w
|
currentWindow.handler = w
|
||||||
}
|
}
|
||||||
|
|
||||||
sub(pixelgl.Context{})
|
w.contextHolder.Do(sub)
|
||||||
|
}
|
||||||
|
|
||||||
|
var defaultVertexFormat = pixelgl.VertexFormat{
|
||||||
|
"position": {Purpose: pixelgl.Position, Type: pixelgl.Vec2},
|
||||||
|
"color": {Purpose: pixelgl.Color, Type: pixelgl.Vec4},
|
||||||
|
"texCoord": {Purpose: pixelgl.TexCoord, Type: pixelgl.Vec2},
|
||||||
|
"isTexture": {Purpose: pixelgl.IsTexture, Type: pixelgl.Int},
|
||||||
}
|
}
|
||||||
|
|
||||||
var defaultUniformFormat = pixelgl.UniformFormat{
|
var defaultUniformFormat = pixelgl.UniformFormat{
|
||||||
"camera": {Purpose: pixelgl.Camera, Type: pixelgl.Mat3},
|
|
||||||
"transform": {Purpose: pixelgl.Transform, Type: pixelgl.Mat3},
|
"transform": {Purpose: pixelgl.Transform, Type: pixelgl.Mat3},
|
||||||
"isTexture": {Purpose: pixelgl.IsTexture, Type: pixelgl.Int},
|
|
||||||
}
|
}
|
||||||
|
|
||||||
var defaultVertexShader = `
|
var defaultVertexShader = `
|
||||||
#version 330 core
|
#version 330 core
|
||||||
|
|
||||||
layout (location = 0) in vec2 position;
|
in vec2 position;
|
||||||
layout (location = 1) in vec4 color;
|
in vec4 color;
|
||||||
layout (location = 2) in vec2 texCoord;
|
in vec2 texCoord;
|
||||||
|
in int isTexture;
|
||||||
|
|
||||||
out vec4 Color;
|
out vec4 Color;
|
||||||
out vec2 TexCoord;
|
out vec2 TexCoord;
|
||||||
|
out int IsTexture;
|
||||||
|
|
||||||
uniform mat3 camera;
|
|
||||||
uniform mat3 transform;
|
uniform mat3 transform;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
gl_Position = vec4((camera * transform * vec3(position.x, position.y, 1.0)).xy, 0.0, 1.0);
|
gl_Position = vec4((transform * vec3(position.x, position.y, 1.0)).xy, 0.0, 1.0);
|
||||||
Color = color;
|
Color = color;
|
||||||
TexCoord = texCoord;
|
TexCoord = texCoord;
|
||||||
|
IsTexture = isTexture;
|
||||||
}
|
}
|
||||||
`
|
`
|
||||||
|
|
||||||
|
@ -343,15 +352,14 @@ var defaultFragmentShader = `
|
||||||
|
|
||||||
in vec4 Color;
|
in vec4 Color;
|
||||||
in vec2 TexCoord;
|
in vec2 TexCoord;
|
||||||
|
in int IsTexture;
|
||||||
|
|
||||||
out vec4 color;
|
out vec4 color;
|
||||||
|
|
||||||
uniform int isTexture;
|
|
||||||
|
|
||||||
uniform sampler2D tex;
|
uniform sampler2D tex;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
if (isTexture != 0) {
|
if (IsTexture != 0) {
|
||||||
color = Color * texture(tex, vec2(TexCoord.x, 1 - TexCoord.y));
|
color = Color * texture(tex, vec2(TexCoord.x, 1 - TexCoord.y));
|
||||||
} else {
|
} else {
|
||||||
color = Color;
|
color = Color;
|
||||||
|
|
Loading…
Reference in New Issue