ebiten/graphics/opengl/internal/shader/program.go

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package shader
import (
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"github.com/go-gl/gl"
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"github.com/hajimehoshi/ebiten/graphics/matrix"
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)
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type program struct {
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native gl.Program
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shaderIds []shaderId
}
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var programColorMatrix = program{
shaderIds: []shaderId{shaderVertex, shaderColorMatrix},
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}
func (p *program) create() {
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p.native = gl.CreateProgram()
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if p.native == 0 {
panic("glCreateProgram failed")
}
for _, shaderId := range p.shaderIds {
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p.native.AttachShader(shaders[shaderId].native)
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}
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p.native.Link()
if p.native.Get(gl.LINK_STATUS) == gl.FALSE {
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panic("program error")
}
}
func initialize() {
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for _, shader := range shaders {
shader.compile()
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}
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defer func() {
for _, shader := range shaders {
shader.delete()
}
}()
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programColorMatrix.create()
programColorMatrix.native.Use()
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}
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type qualifierVariableType int
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const (
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qualifierVariableTypeAttribute qualifierVariableType = iota
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qualifierVariableTypeUniform
)
var (
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shaderLocationCache = map[qualifierVariableType]map[string]gl.AttribLocation{
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qualifierVariableTypeAttribute: {},
qualifierVariableTypeUniform: {},
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}
)
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func getLocation(program gl.Program, name string, qvType qualifierVariableType) gl.AttribLocation {
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if location, ok := shaderLocationCache[qvType][name]; ok {
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return location
}
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location := gl.AttribLocation(-1)
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switch qvType {
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case qualifierVariableTypeAttribute:
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location = program.GetAttribLocation(name)
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case qualifierVariableTypeUniform:
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location = gl.AttribLocation(program.GetUniformLocation(name))
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default:
panic("no reach")
}
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if location == -1 {
panic("GetAttribLocation failed")
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}
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shaderLocationCache[qvType][name] = location
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return location
}
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func getAttributeLocation(program gl.Program, name string) gl.AttribLocation {
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return getLocation(program, name, qualifierVariableTypeAttribute)
}
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func getUniformLocation(program gl.Program, name string) gl.UniformLocation {
return gl.UniformLocation(getLocation(program, name, qualifierVariableTypeUniform))
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}
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func use(projectionMatrix [16]float32, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) gl.Program {
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// TODO: Check the performance.
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program := programColorMatrix
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getUniformLocation(program.native, "projection_matrix").UniformMatrix4fv(false, projectionMatrix)
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a := float32(geometryMatrix.Elements[0][0])
b := float32(geometryMatrix.Elements[0][1])
c := float32(geometryMatrix.Elements[1][0])
d := float32(geometryMatrix.Elements[1][1])
tx := float32(geometryMatrix.Elements[0][2])
ty := float32(geometryMatrix.Elements[1][2])
glModelviewMatrix := [...]float32{
a, c, 0, 0,
b, d, 0, 0,
0, 0, 1, 0,
tx, ty, 0, 1,
}
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getUniformLocation(program.native, "modelview_matrix").UniformMatrix4fv(false, glModelviewMatrix)
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getUniformLocation(program.native, "texture").Uniform1i(0)
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e := [4][5]float32{}
for i := 0; i < 4; i++ {
for j := 0; j < 5; j++ {
e[i][j] = float32(colorMatrix.Elements[i][j])
}
}
glColorMatrix := [...]float32{
e[0][0], e[1][0], e[2][0], e[3][0],
e[0][1], e[1][1], e[2][1], e[3][1],
e[0][2], e[1][2], e[2][2], e[3][2],
e[0][3], e[1][3], e[2][3], e[3][3],
}
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getUniformLocation(program.native, "color_matrix").UniformMatrix4fv(false, glColorMatrix)
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glColorMatrixTranslation := [...]float32{
e[0][4], e[1][4], e[2][4], e[3][4],
}
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getUniformLocation(program.native, "color_matrix_translation").Uniform4fv(1, glColorMatrixTranslation[:])
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return program.native
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}