ebiten/opengl/internal/shader/program.go

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/*
Copyright 2014 Hajime Hoshi
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
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package shader
import (
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"github.com/go-gl/gl"
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"github.com/hajimehoshi/ebiten"
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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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// NOTE: This caches are now used only for programColorMatrix
var attribLocationCache = map[string]gl.AttribLocation{}
var uniformLocationCache = map[string]gl.UniformLocation{}
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func getAttributeLocation(program gl.Program, name string) gl.AttribLocation {
if location, ok := attribLocationCache[name]; ok {
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return location
}
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location := program.GetAttribLocation(name)
attribLocationCache[name] = location
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return location
}
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func getUniformLocation(program gl.Program, name string) gl.UniformLocation {
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if location, ok := uniformLocationCache[name]; ok {
return location
}
location := program.GetUniformLocation(name)
uniformLocationCache[name] = location
return location
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}
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func use(projectionMatrix [16]float32, geo ebiten.GeometryMatrix, color ebiten.ColorMatrix) 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(geo.Elements[0][0])
b := float32(geo.Elements[0][1])
c := float32(geo.Elements[1][0])
d := float32(geo.Elements[1][1])
tx := float32(geo.Elements[0][2])
ty := float32(geo.Elements[1][2])
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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++ {
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e[i][j] = float32(color.Elements[i][j])
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}
}
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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}