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