implemented custom fragment shader support

This commit is contained in:
Brandon 2018-10-02 08:59:37 -06:00
parent 87980dd647
commit 55d3a6ab00
4 changed files with 330 additions and 98 deletions

102
pixelgl/attr.go Normal file
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@ -0,0 +1,102 @@
package pixelgl
import "github.com/go-gl/mathgl/mgl32"
// AttrType is the attribute's identifier
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 // pointers
Floatp
Vec2p
Vec3p
Vec4p
Mat2p
Mat23p
Mat24p
Mat3p
Mat32p
Mat34p
Mat4p
Mat42p
Mat43p
)
// Returns the type identifier for any (supported) variable type
func getAttrType(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")
}
}

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@ -17,7 +17,7 @@ import (
// It supports TrianglesPosition, TrianglesColor, TrianglesPicture and PictureColor.
type Canvas struct {
gf *GLFrame
shader *glhf.Shader
shader *GLShader
cmp pixel.ComposeMethod
mat mgl32.Mat3
@ -37,32 +37,37 @@ func NewCanvas(bounds pixel.Rect) *Canvas {
col: mgl32.Vec4{1, 1, 1, 1},
}
baseShader(c)
c.SetBounds(bounds)
var shader *glhf.Shader
mainthread.Call(func() {
var err error
shader, err = glhf.NewShader(
canvasVertexFormat,
canvasUniformFormat,
canvasVertexShader,
canvasFragmentShader,
)
if err != nil {
panic(errors.Wrap(err, "failed to create Canvas, there's a bug in the shader"))
}
})
c.shader = shader
c.shader.update()
return c
}
// BindUniform will add a uniform with any supported underlying variable
// if the uniform already exists, including defaults, they will be reassigned
// to the new value
func (c *Canvas) BindUniform(Name string, Value interface{}) {
c.shader.AddUniform(Name, Value)
}
// UpdateShader needs to be called after any changes to the underlying GLShader
// are made (ie, BindUniform(), SetFragmentShader()...)
func (c *Canvas) UpdateShader() {
c.shader.update()
}
// SetFragmentShader allows you to define a new fragment shader on the underlying
// GLShader. fs is the GLSL source, not a filename
func (c *Canvas) SetFragmentShader(fs string) {
c.shader.fs = fs
}
// MakeTriangles creates a specialized copy of the supplied Triangles that draws onto this Canvas.
//
// TrianglesPosition, TrianglesColor and TrianglesPicture are supported.
func (c *Canvas) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles {
return &canvasTriangles{
GLTriangles: NewGLTriangles(c.shader, t),
GLTriangles: NewGLTriangles(c.shader.s, t),
dst: c,
}
}
@ -184,6 +189,25 @@ func setBlendFunc(cmp pixel.ComposeMethod) {
}
}
// updates all uniform values for gl to consume
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)
}
}
// Clear fills the whole Canvas with a single color.
func (c *Canvas) Clear(color color.Color) {
c.gf.Dirty()
@ -279,29 +303,41 @@ func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
// save the current state vars to avoid race condition
cmp := ct.dst.cmp
smt := ct.dst.smooth
mat := ct.dst.mat
col := ct.dst.col
smt := ct.dst.smooth
mainthread.CallNonBlock(func() {
ct.dst.setGlhfBounds()
setBlendFunc(cmp)
frame := ct.dst.gf.Frame()
shader := ct.dst.shader
shader := ct.dst.shader.s
frame.Begin()
shader.Begin()
ct.dst.shader.uniformDefaults.transform = mat
ct.dst.shader.uniformDefaults.colormask = col
dstBounds := ct.dst.Bounds()
shader.SetUniformAttr(canvasBounds, mgl32.Vec4{
ct.dst.shader.uniformDefaults.bounds = mgl32.Vec4{
float32(dstBounds.Min.X),
float32(dstBounds.Min.Y),
float32(dstBounds.W()),
float32(dstBounds.H()),
})
shader.SetUniformAttr(canvasTransform, mat)
shader.SetUniformAttr(canvasColorMask, col)
}
bx, by, bw, bh := intBounds(bounds)
ct.dst.shader.uniformDefaults.texbounds = mgl32.Vec4{
float32(bx),
float32(by),
float32(bw),
float32(bh),
}
for loc, u := range ct.dst.shader.uniforms {
ct.dst.shader.s.SetUniformAttr(loc, u.Value)
}
if tex == nil {
ct.vs.Begin()
@ -310,14 +346,6 @@ func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
} else {
tex.Begin()
bx, by, bw, bh := intBounds(bounds)
shader.SetUniformAttr(canvasTexBounds, mgl32.Vec4{
float32(bx),
float32(by),
float32(bw),
float32(bh),
})
if tex.Smooth() != smt {
tex.SetSmooth(smt)
}
@ -358,74 +386,9 @@ const (
canvasIntensity
)
var canvasVertexFormat = glhf.AttrFormat{
var defaultCanvasVertexFormat = glhf.AttrFormat{
canvasPosition: {Name: "position", Type: glhf.Vec2},
canvasColor: {Name: "color", Type: glhf.Vec4},
canvasTexCoords: {Name: "texCoords", Type: glhf.Vec2},
canvasIntensity: {Name: "intensity", Type: glhf.Float},
}
const (
canvasTransform int = iota
canvasColorMask
canvasBounds
canvasTexBounds
)
var canvasUniformFormat = glhf.AttrFormat{
canvasTransform: {Name: "transform", Type: glhf.Mat3},
canvasColorMask: {Name: "colorMask", Type: glhf.Vec4},
canvasBounds: {Name: "bounds", Type: glhf.Vec4},
canvasTexBounds: {Name: "texBounds", Type: glhf.Vec4},
}
var canvasVertexShader = `
#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 canvasFragmentShader = `
#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;
}
}
`

162
pixelgl/shader.go Normal file
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@ -0,0 +1,162 @@
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 vec2 glpos;
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;
glpos = transPos;
}
`
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;
}
}
`

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@ -424,3 +424,8 @@ func (w *Window) Clear(c color.Color) {
func (w *Window) Color(at pixel.Vec) pixel.RGBA {
return w.canvas.Color(at)
}
// GetCanvas returns the window's underlying Canvas
func (w *Window) GetCanvas() *Canvas {
return w.canvas
}