395 lines
11 KiB
Go
395 lines
11 KiB
Go
package pixelgl
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import (
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"fmt"
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"github.com/go-gl/gl/v3.3-core/gl"
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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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// UniformFormat defines names, purposes and types of uniform variables inside a shader.
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//
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// Example:
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//
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// UniformFormat{"transform": {Transform, Mat3}, "camera": {Camera, Mat3}}
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type UniformFormat map[string]Attr
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// Shader is an OpenGL shader program.
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type Shader struct {
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parent Doer
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program uint32
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vertexFormat VertexFormat
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uniformFormat UniformFormat
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uniforms map[Attr]int32
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}
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// NewShader creates a new shader program from the specified vertex shader and fragment shader sources.
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//
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// Note that vertexShader and fragmentShader parameters must contain the source code, they're not filenames.
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func NewShader(parent Doer, vertexFormat VertexFormat, uniformFormat UniformFormat, vertexShader, fragmentShader string) (*Shader, error) {
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shader := &Shader{
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parent: parent,
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vertexFormat: vertexFormat,
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uniformFormat: uniformFormat,
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uniforms: make(map[Attr]int32),
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}
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var err, glerr error
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parent.Do(func(ctx Context) {
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err, glerr = DoErrGLErr(func() error {
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var vshader, fshader uint32
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// vertex shader
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{
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vshader = gl.CreateShader(gl.VERTEX_SHADER)
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src, free := gl.Strs(vertexShader)
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defer free()
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length := int32(len(vertexShader))
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gl.ShaderSource(vshader, 1, src, &length)
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gl.CompileShader(vshader)
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var (
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success int32
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infoLog = make([]byte, 512)
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)
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gl.GetShaderiv(vshader, gl.COMPILE_STATUS, &success)
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if success == 0 {
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gl.GetShaderInfoLog(vshader, int32(len(infoLog)), nil, &infoLog[0])
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return fmt.Errorf("error compiling vertex shader: %s", string(infoLog))
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}
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defer gl.DeleteShader(vshader)
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}
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// fragment shader
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{
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fshader = gl.CreateShader(gl.FRAGMENT_SHADER)
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src, free := gl.Strs(fragmentShader)
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defer free()
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length := int32(len(fragmentShader))
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gl.ShaderSource(fshader, 1, src, &length)
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gl.CompileShader(fshader)
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var (
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success int32
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infoLog = make([]byte, 512)
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)
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gl.GetShaderiv(fshader, gl.COMPILE_STATUS, &success)
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if success == 0 {
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gl.GetShaderInfoLog(fshader, int32(len(infoLog)), nil, &infoLog[0])
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return fmt.Errorf("error compiling fragment shader: %s", string(infoLog))
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}
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defer gl.DeleteShader(fshader)
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}
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// shader program
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{
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shader.program = gl.CreateProgram()
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gl.AttachShader(shader.program, vshader)
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gl.AttachShader(shader.program, fshader)
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gl.LinkProgram(shader.program)
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var (
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success int32
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infoLog = make([]byte, 512)
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)
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gl.GetProgramiv(shader.program, gl.LINK_STATUS, &success)
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if success == 0 {
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gl.GetProgramInfoLog(shader.program, int32(len(infoLog)), nil, &infoLog[0])
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return fmt.Errorf("error linking shader program: %s", string(infoLog))
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}
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}
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// uniforms
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for uname, utype := range uniformFormat {
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ulocation := gl.GetUniformLocation(shader.program, gl.Str(uname+"\x00"))
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if ulocation == -1 {
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gl.DeleteProgram(shader.program)
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return fmt.Errorf("shader does not contain uniform '%s'", uname)
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}
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if _, ok := shader.uniforms[utype]; ok {
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gl.DeleteProgram(shader.program)
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return fmt.Errorf("failed to create shader: invalid uniform format: duplicate uniform attribute")
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}
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shader.uniforms[utype] = ulocation
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}
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return nil
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})
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})
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if err != nil && glerr != nil {
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return nil, errors.Wrap(glerr, err.Error())
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}
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if err != nil {
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return nil, err
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}
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if glerr != nil {
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return nil, glerr
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}
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return shader, nil
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}
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// Delete deletes a shader program. Don't use a shader after deletion.
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func (s *Shader) Delete() {
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s.parent.Do(func(ctx Context) {
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DoNoBlock(func() {
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gl.DeleteProgram(s.program)
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})
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})
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}
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// ID returns an OpenGL identifier of a shader program.
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func (s *Shader) ID() uint32 {
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return s.program
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}
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// VertexFormat returns the vertex attribute format of this shader. Do not change it.
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func (s *Shader) VertexFormat() VertexFormat {
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return s.vertexFormat
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}
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// UniformFormat returns the uniform attribute format of this shader. Do not change it.
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func (s *Shader) UniformFormat() UniformFormat {
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return s.uniformFormat
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}
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// SetUniformInt sets the value of an uniform attribute Attr{Purpose: purpose, Type: Int}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformInt(purpose AttrPurpose, value int32) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Int}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.Uniform1i(s.uniforms[attr], value)
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})
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})
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return true
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}
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// SetUniformFloat sets the value of an uniform attribute Attr{Purpose: purpose, Type: Float}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformFloat(purpose AttrPurpose, value float32) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Float}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.Uniform1f(s.uniforms[attr], value)
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})
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})
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return true
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}
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// SetUniformVec2 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Vec2}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformVec2(purpose AttrPurpose, value mgl32.Vec2) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Vec2}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.Uniform2f(s.uniforms[attr], value[0], value[1])
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})
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})
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return true
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}
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// SetUniformVec3 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Vec3}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformVec3(purpose AttrPurpose, value mgl32.Vec3) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Vec3}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.Uniform3f(s.uniforms[attr], value[0], value[1], value[2])
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})
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})
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return true
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}
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// SetUniformVec4 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Vec4}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformVec4(purpose AttrPurpose, value mgl32.Vec4) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Vec4}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.Uniform4f(s.uniforms[attr], value[0], value[1], value[2], value[3])
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})
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})
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return true
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}
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// SetUniformMat2 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat2}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat2(purpose AttrPurpose, value mgl32.Mat2) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat2}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.UniformMatrix2fv(s.uniforms[attr], 1, false, &value[0])
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})
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})
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return true
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}
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// SetUniformMat23 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat23}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat23(purpose AttrPurpose, value mgl32.Mat2x3) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat23}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.UniformMatrix2x3fv(s.uniforms[attr], 1, false, &value[0])
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})
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})
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return true
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}
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// SetUniformMat24 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat24}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat24(purpose AttrPurpose, value mgl32.Mat2x4) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat24}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.UniformMatrix2x4fv(s.uniforms[attr], 1, false, &value[0])
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})
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})
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return true
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}
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// SetUniformMat3 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat3}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat3(purpose AttrPurpose, value mgl32.Mat3) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat3}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.UniformMatrix3fv(s.uniforms[attr], 1, false, &value[0])
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})
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})
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return true
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}
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// SetUniformMat32 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat32}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat32(purpose AttrPurpose, value mgl32.Mat3x2) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat32}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.UniformMatrix3x2fv(s.uniforms[attr], 1, false, &value[0])
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})
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})
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return true
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}
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// SetUniformMat34 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat34}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat34(purpose AttrPurpose, value mgl32.Mat3x4) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat34}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.UniformMatrix3x4fv(s.uniforms[attr], 1, false, &value[0])
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})
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})
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return true
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}
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// SetUniformMat4 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat4}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat4(purpose AttrPurpose, value mgl32.Mat4) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat4}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.UniformMatrix4fv(s.uniforms[attr], 1, false, &value[0])
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})
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})
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return true
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}
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// SetUniformMat42 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat42}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat42(purpose AttrPurpose, value mgl32.Mat4x2) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat42}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.UniformMatrix4x2fv(s.uniforms[attr], 1, false, &value[0])
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})
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})
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return true
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}
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// SetUniformMat43 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat43}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat43(purpose AttrPurpose, value mgl32.Mat4x3) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat43}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.UniformMatrix4x3fv(s.uniforms[attr], 1, false, &value[0])
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})
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})
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return true
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}
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// Do stars using a shader, executes sub, and stops using it.
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func (s *Shader) Do(sub func(Context)) {
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s.parent.Do(func(ctx Context) {
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DoNoBlock(func() {
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gl.UseProgram(s.program)
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})
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sub(ctx.WithShader(s))
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DoNoBlock(func() {
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gl.UseProgram(0)
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})
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})
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}
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