go-opengl-pixel/pixelgl/glshader.go

299 lines
6.8 KiB
Go

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
cliprect mgl32.Vec4
}
}
type gsUniformAttr struct {
Name string
Type glhf.AttrType
value interface{}
ispointer bool
}
const (
canvasPosition int = iota
canvasColor
canvasTexCoords
canvasIntensity
canvasClip
)
var defaultCanvasVertexFormat = glhf.AttrFormat{
canvasPosition: glhf.Attr{Name: "aPosition", Type: glhf.Vec2},
canvasColor: glhf.Attr{Name: "aColor", Type: glhf.Vec4},
canvasTexCoords: glhf.Attr{Name: "aTexCoords", Type: glhf.Vec2},
canvasIntensity: glhf.Attr{Name: "aIntensity", Type: glhf.Float},
canvasClip: glhf.Attr{Name: "aClipRect", Type: glhf.Vec4},
}
// Sets up a base shader with everything needed for a Pixel
// canvas to render correctly. The defaults can be overridden
// by simply using the SetUniform function.
func NewGLShader(fragmentShader string) *GLShader {
gs := &GLShader{
vf: defaultCanvasVertexFormat,
vs: baseCanvasVertexShader,
fs: fragmentShader,
}
gs.SetUniform("uTransform", &gs.uniformDefaults.transform)
gs.SetUniform("uColorMask", &gs.uniformDefaults.colormask)
gs.SetUniform("uBounds", &gs.uniformDefaults.bounds)
gs.SetUniform("uTexBounds", &gs.uniformDefaults.texbounds)
gs.Update()
return gs
}
// Update reinitialize GLShader data and recompile the underlying gl shader object
func (gs *GLShader) Update() {
gs.uf = make([]glhf.Attr, len(gs.uniforms))
for idx := range gs.uniforms {
gs.uf[idx] = glhf.Attr{
Name: gs.uniforms[idx].Name,
Type: gs.uniforms[idx].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
}
// SetUniform appends a custom uniform name and value to the shader.
// if the uniform already exists, it will simply be overwritten.
//
// example:
//
// utime := float32(time.Since(starttime)).Seconds())
// mycanvas.shader.AddUniform("u_time", &utime)
func (gs *GLShader) SetUniform(name string, value interface{}) {
t, p := getAttrType(value)
if loc := gs.getUniform(name); loc > -1 {
gs.uniforms[loc].Name = name
gs.uniforms[loc].Type = t
gs.uniforms[loc].ispointer = p
gs.uniforms[loc].value = value
return
}
gs.uniforms = append(gs.uniforms, gsUniformAttr{
Name: name,
Type: t,
ispointer: p,
value: value,
})
}
// Value returns the attribute's concrete value. If the stored value
// is a pointer, we return the dereferenced value.
func (gu *gsUniformAttr) Value() interface{} {
if !gu.ispointer {
return gu.value
}
switch gu.Type {
case glhf.Vec2:
return *gu.value.(*mgl32.Vec2)
case glhf.Vec3:
return *gu.value.(*mgl32.Vec3)
case glhf.Vec4:
return *gu.value.(*mgl32.Vec4)
case glhf.Mat2:
return *gu.value.(*mgl32.Mat2)
case glhf.Mat23:
return *gu.value.(*mgl32.Mat2x3)
case glhf.Mat24:
return *gu.value.(*mgl32.Mat2x4)
case glhf.Mat3:
return *gu.value.(*mgl32.Mat3)
case glhf.Mat32:
return *gu.value.(*mgl32.Mat3x2)
case glhf.Mat34:
return *gu.value.(*mgl32.Mat3x4)
case glhf.Mat4:
return *gu.value.(*mgl32.Mat4)
case glhf.Mat42:
return *gu.value.(*mgl32.Mat4x2)
case glhf.Mat43:
return *gu.value.(*mgl32.Mat4x3)
case glhf.Int:
return *gu.value.(*int32)
case glhf.Float:
return *gu.value.(*float32)
default:
panic("invalid attrtype")
}
}
// Returns the type identifier for any (supported) attribute variable type
// and whether or not it is a pointer of that type.
func getAttrType(v interface{}) (glhf.AttrType, bool) {
switch v.(type) {
case int32:
return glhf.Int, false
case float32:
return glhf.Float, false
case mgl32.Vec2:
return glhf.Vec2, false
case mgl32.Vec3:
return glhf.Vec3, false
case mgl32.Vec4:
return glhf.Vec4, false
case mgl32.Mat2:
return glhf.Mat2, false
case mgl32.Mat2x3:
return glhf.Mat23, false
case mgl32.Mat2x4:
return glhf.Mat24, false
case mgl32.Mat3:
return glhf.Mat3, false
case mgl32.Mat3x2:
return glhf.Mat32, false
case mgl32.Mat3x4:
return glhf.Mat34, false
case mgl32.Mat4:
return glhf.Mat4, false
case mgl32.Mat4x2:
return glhf.Mat42, false
case mgl32.Mat4x3:
return glhf.Mat43, false
case *mgl32.Vec2:
return glhf.Vec2, true
case *mgl32.Vec3:
return glhf.Vec3, true
case *mgl32.Vec4:
return glhf.Vec4, true
case *mgl32.Mat2:
return glhf.Mat2, true
case *mgl32.Mat2x3:
return glhf.Mat23, true
case *mgl32.Mat2x4:
return glhf.Mat24, true
case *mgl32.Mat3:
return glhf.Mat3, true
case *mgl32.Mat3x2:
return glhf.Mat32, true
case *mgl32.Mat3x4:
return glhf.Mat34, true
case *mgl32.Mat4:
return glhf.Mat4, true
case *mgl32.Mat4x2:
return glhf.Mat42, true
case *mgl32.Mat4x3:
return glhf.Mat43, true
case *int32:
return glhf.Int, true
case *float32:
return glhf.Float, true
default:
panic("invalid AttrType")
}
}
var baseCanvasVertexShader = `
#version 330 core
in vec2 aPosition;
in vec4 aColor;
in vec2 aTexCoords;
in float aIntensity;
in vec4 aClipRect;
in float aIsClipped;
out vec4 vColor;
out vec2 vTexCoords;
out float vIntensity;
out vec2 vPosition;
out vec4 vClipRect;
uniform mat3 uTransform;
uniform vec4 uBounds;
void main() {
vec2 transPos = (uTransform * vec3(aPosition, 1.0)).xy;
vec2 normPos = (transPos - uBounds.xy) / uBounds.zw * 2 - vec2(1, 1);
gl_Position = vec4(normPos, 0.0, 1.0);
vColor = aColor;
vPosition = aPosition;
vTexCoords = aTexCoords;
vIntensity = aIntensity;
vClipRect = aClipRect;
}
`
var baseCanvasFragmentShader = `
#version 330 core
in vec4 vColor;
in vec2 vTexCoords;
in float vIntensity;
in vec4 vClipRect;
out vec4 fragColor;
uniform vec4 uColorMask;
uniform vec4 uTexBounds;
uniform sampler2D uTexture;
void main() {
if ((vClipRect != vec4(0,0,0,0)) && (gl_FragCoord.x < vClipRect.x || gl_FragCoord.y < vClipRect.y || gl_FragCoord.x > vClipRect.z || gl_FragCoord.y > vClipRect.w))
discard;
if (vIntensity == 0) {
fragColor = uColorMask * vColor;
} else {
fragColor = vec4(0, 0, 0, 0);
fragColor += (1 - vIntensity) * vColor;
vec2 t = (vTexCoords - uTexBounds.xy) / uTexBounds.zw;
fragColor += vIntensity * vColor * texture(uTexture, t);
fragColor *= uColorMask;
}
}
`