269 lines
5.9 KiB
Go
269 lines
5.9 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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}
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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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// reinitialize GLShader data and recompile the underlying gl shader object
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func (gs *glShader) update() {
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gs.uf = nil
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for _, u := range gs.uniforms {
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gs.uf = append(gs.uf, glhf.Attr{
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Name: u.Name,
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Type: u.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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// 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 baseShader(c *Canvas) {
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gs := &glShader{
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vf: defaultCanvasVertexFormat,
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vs: defaultCanvasVertexShader,
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fs: baseCanvasFragmentShader,
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}
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gs.SetUniform("u_transform", &gs.uniformDefaults.transform)
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gs.SetUniform("u_colormask", &gs.uniformDefaults.colormask)
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gs.SetUniform("u_bounds", &gs.uniformDefaults.bounds)
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gs.SetUniform("u_texbounds", &gs.uniformDefaults.texbounds)
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c.shader = gs
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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 defaultCanvasVertexShader = `
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#version 330 core
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in vec2 position;
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in vec4 color;
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in vec2 texCoords;
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in float intensity;
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out vec4 Color;
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out vec2 texcoords;
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out vec2 glpos;
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out float Intensity;
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uniform mat3 u_transform;
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uniform vec4 u_bounds;
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void main() {
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vec2 transPos = (u_transform * vec3(position, 1.0)).xy;
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vec2 normPos = (transPos - u_bounds.xy) / u_bounds.zw * 2 - vec2(1, 1);
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gl_Position = vec4(normPos, 0.0, 1.0);
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Color = color;
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texcoords = texCoords;
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Intensity = intensity;
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glpos = transPos;
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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 Color;
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in vec2 texcoords;
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in float Intensity;
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out vec4 fragColor;
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uniform vec4 u_colormask;
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uniform vec4 u_texbounds;
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uniform sampler2D u_texture;
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void main() {
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if (Intensity == 0) {
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fragColor = u_colormask * Color;
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} else {
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fragColor = vec4(0, 0, 0, 0);
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fragColor += (1 - Intensity) * Color;
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vec2 t = (texcoords - u_texbounds.xy) / u_texbounds.zw;
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fragColor += Intensity * Color * texture(u_texture, t);
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fragColor *= u_colormask;
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}
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}
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`
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