mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2025-01-12 12:08:58 +01:00
Add program.go
This commit is contained in:
parent
790a840389
commit
0baad5a6c3
@ -24,7 +24,6 @@ type Context struct {
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textures map[graphics.TextureId]*texture.Texture
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textures map[graphics.TextureId]*texture.Texture
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renderTargets map[graphics.RenderTargetId]*rendertarget.RenderTarget
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renderTargets map[graphics.RenderTargetId]*rendertarget.RenderTarget
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renderTargetToTexture map[graphics.RenderTargetId]graphics.TextureId
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renderTargetToTexture map[graphics.RenderTargetId]graphics.TextureId
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currentOffscreen *rendertarget.RenderTarget
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mainFramebufferTexture *rendertarget.RenderTarget
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mainFramebufferTexture *rendertarget.RenderTarget
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projectionMatrix [16]float32
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projectionMatrix [16]float32
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}
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}
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@ -89,7 +88,8 @@ func (context *Context) DrawTexture(
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panic("invalid texture ID")
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panic("invalid texture ID")
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}
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}
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tex.Draw(func(native interface{}, quads []texture.Quad) {
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tex.Draw(func(native interface{}, quads []texture.Quad) {
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shader.DrawTexture(uint(native.(C.GLuint)), context.projectionMatrix, quads,
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shader.DrawTexture(shader.Texture(native.(C.GLuint)),
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context.projectionMatrix, quads,
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geometryMatrix, colorMatrix)
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geometryMatrix, colorMatrix)
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})
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})
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}
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}
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@ -102,7 +102,8 @@ func (context *Context) DrawTextureParts(
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panic("invalid texture ID")
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panic("invalid texture ID")
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}
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}
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tex.DrawParts(parts, func(native interface{}, quads []texture.Quad) {
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tex.DrawParts(parts, func(native interface{}, quads []texture.Quad) {
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shader.DrawTexture(uint(native.(C.GLuint)), context.projectionMatrix, quads,
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shader.DrawTexture(shader.Texture(native.(C.GLuint)),
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context.projectionMatrix, quads,
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geometryMatrix, colorMatrix)
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geometryMatrix, colorMatrix)
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})
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})
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}
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}
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@ -117,8 +118,6 @@ func (context *Context) SetOffscreen(renderTargetId graphics.RenderTargetId) {
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}
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}
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func (context *Context) setOffscreen(renderTarget *rendertarget.RenderTarget) {
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func (context *Context) setOffscreen(renderTarget *rendertarget.RenderTarget) {
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context.currentOffscreen = renderTarget
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C.glFlush()
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C.glFlush()
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framebuffer := renderTarget.Framebuffer().(C.GLuint)
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framebuffer := renderTarget.Framebuffer().(C.GLuint)
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@ -132,13 +131,13 @@ func (context *Context) setOffscreen(renderTarget *rendertarget.RenderTarget) {
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C.glBlendFuncSeparate(C.GL_SRC_ALPHA, C.GL_ONE_MINUS_SRC_ALPHA,
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C.glBlendFuncSeparate(C.GL_SRC_ALPHA, C.GL_ONE_MINUS_SRC_ALPHA,
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C.GL_ZERO, C.GL_ONE)
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C.GL_ZERO, C.GL_ONE)
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isUsingMainFramebuffer := context.currentOffscreen == context.mainFramebufferTexture
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isUsingMainFramebuffer := renderTarget == context.mainFramebufferTexture
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setter := &viewportSetter{
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setter := &viewportSetter{
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isUsingMainFramebuffer,
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isUsingMainFramebuffer,
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context.screenHeight * context.screenScale,
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context.screenHeight * context.screenScale,
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context,
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context,
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}
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}
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context.currentOffscreen.SetAsViewport(setter.Set)
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renderTarget.SetAsViewport(setter.Set)
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}
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}
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type viewportSetter struct {
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type viewportSetter struct {
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233
graphics/opengl/shader/program.go
Normal file
233
graphics/opengl/shader/program.go
Normal file
@ -0,0 +1,233 @@
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package shader
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// #cgo LDFLAGS: -framework OpenGL
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//
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// #include <OpenGL/gl.h>
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// #include <stdlib.h>
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import "C"
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import (
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"github.com/hajimehoshi/go-ebiten/graphics/matrix"
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"github.com/hajimehoshi/go-ebiten/graphics/texture"
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"unsafe"
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)
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func createProgram(shaders ...*shader) C.GLuint {
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program := C.glCreateProgram()
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for _, shader := range shaders {
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C.glAttachShader(program, shader.id)
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}
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C.glLinkProgram(program)
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linked := C.GLint(C.GL_FALSE)
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C.glGetProgramiv(program, C.GL_LINK_STATUS, &linked)
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if linked == C.GL_FALSE {
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panic("program error")
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}
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return program
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}
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var (
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initialized = false
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)
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func initialize() {
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// TODO: when should this function be called?
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vertexShader.id = C.glCreateShader(C.GL_VERTEX_SHADER)
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if vertexShader.id == 0 {
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panic("creating shader failed")
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}
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fragmentShader.id = C.glCreateShader(C.GL_FRAGMENT_SHADER)
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if fragmentShader.id == 0 {
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panic("creating shader failed")
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}
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colorMatrixShader.id = C.glCreateShader(C.GL_FRAGMENT_SHADER)
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if colorMatrixShader.id == 0 {
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panic("creating shader failed")
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}
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vertexShader.compile()
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fragmentShader.compile()
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colorMatrixShader.compile()
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programRegular = createProgram(vertexShader, fragmentShader)
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programColorMatrix = createProgram(vertexShader, colorMatrixShader)
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C.glDeleteShader(vertexShader.id)
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C.glDeleteShader(fragmentShader.id)
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C.glDeleteShader(colorMatrixShader.id)
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initialized = true
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}
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const (
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qualifierVariableTypeAttribute = iota
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qualifierVariableTypeUniform
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)
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var (
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shaderLocationCache = map[int]map[string]C.GLint{
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qualifierVariableTypeAttribute: map[string]C.GLint{},
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qualifierVariableTypeUniform: map[string]C.GLint{},
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}
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)
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func getLocation(program C.GLuint, name string, qualifierVariableType int) C.GLint {
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if location, ok := shaderLocationCache[qualifierVariableType][name]; ok {
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return location
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}
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locationName := C.CString(name)
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defer C.free(unsafe.Pointer(locationName))
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location := C.GLint(-1)
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switch qualifierVariableType {
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case qualifierVariableTypeAttribute:
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location = C.glGetAttribLocation(program, (*C.GLchar)(locationName))
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case qualifierVariableTypeUniform:
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location = C.glGetUniformLocation(program, (*C.GLchar)(locationName))
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default:
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panic("no reach")
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}
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if location == -1 {
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panic("glGetUniformLocation failed")
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}
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shaderLocationCache[qualifierVariableType][name] = location
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return location
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}
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func getAttributeLocation(program C.GLuint, name string) C.GLint {
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return getLocation(program, name, qualifierVariableTypeAttribute)
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}
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func getUniformLocation(program C.GLuint, name string) C.GLint {
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return getLocation(program, name, qualifierVariableTypeUniform)
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}
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func use(projectionMatrix [16]float32, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) C.GLuint {
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program := programRegular
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if !colorMatrix.IsIdentity() {
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program = programColorMatrix
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}
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C.glUseProgram(program)
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C.glUniformMatrix4fv(C.GLint(getUniformLocation(program, "projection_matrix")),
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1, C.GL_FALSE, (*C.GLfloat)(&projectionMatrix[0]))
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a := float32(geometryMatrix.Elements[0][0])
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b := float32(geometryMatrix.Elements[0][1])
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c := float32(geometryMatrix.Elements[1][0])
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d := float32(geometryMatrix.Elements[1][1])
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tx := float32(geometryMatrix.Elements[0][2])
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ty := float32(geometryMatrix.Elements[1][2])
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glModelviewMatrix := [...]float32{
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a, c, 0, 0,
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b, d, 0, 0,
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0, 0, 1, 0,
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tx, ty, 0, 1,
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}
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C.glUniformMatrix4fv(getUniformLocation(program, "modelview_matrix"),
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1, C.GL_FALSE,
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(*C.GLfloat)(&glModelviewMatrix[0]))
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C.glUniform1i(getUniformLocation(program, "texture"), 0)
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if program != programColorMatrix {
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return program
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}
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e := [4][5]float32{}
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for i := 0; i < 4; i++ {
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for j := 0; j < 5; j++ {
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e[i][j] = float32(colorMatrix.Elements[i][j])
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}
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}
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glColorMatrix := [...]float32{
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e[0][0], e[1][0], e[2][0], e[3][0],
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e[0][1], e[1][1], e[2][1], e[3][1],
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e[0][2], e[1][2], e[2][2], e[3][2],
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e[0][3], e[1][3], e[2][3], e[3][3],
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}
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C.glUniformMatrix4fv(getUniformLocation(program, "color_matrix"),
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1, C.GL_FALSE, (*C.GLfloat)(&glColorMatrix[0]))
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glColorMatrixTranslation := [...]float32{
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e[0][4], e[1][4], e[2][4], e[3][4],
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}
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C.glUniform4fv(getUniformLocation(program, "color_matrix_translation"),
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1, (*C.GLfloat)(&glColorMatrixTranslation[0]))
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return program
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}
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type Texture C.GLuint
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func DrawTexture(native Texture, projectionMatrix [16]float32, quads []texture.Quad,
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geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
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if !initialized {
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initialize()
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}
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if len(quads) == 0 {
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return
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}
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shaderProgram := use(projectionMatrix, geometryMatrix, colorMatrix)
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// This state affects the other functions, so can't disable here...
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C.glBindTexture(C.GL_TEXTURE_2D, C.GLuint(native))
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//defer C.glBindTexture(C.GL_TEXTURE_2D, 0)
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vertexAttrLocation := getAttributeLocation(shaderProgram, "vertex")
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textureAttrLocation := getAttributeLocation(shaderProgram, "texture")
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C.glEnableClientState(C.GL_VERTEX_ARRAY)
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C.glEnableClientState(C.GL_TEXTURE_COORD_ARRAY)
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C.glEnableVertexAttribArray(C.GLuint(vertexAttrLocation))
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C.glEnableVertexAttribArray(C.GLuint(textureAttrLocation))
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defer func() {
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C.glDisableVertexAttribArray(C.GLuint(textureAttrLocation))
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C.glDisableVertexAttribArray(C.GLuint(vertexAttrLocation))
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C.glDisableClientState(C.GL_TEXTURE_COORD_ARRAY)
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C.glDisableClientState(C.GL_VERTEX_ARRAY)
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}()
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vertices := []float32{}
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texCoords := []float32{}
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indicies := []uint32{}
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// TODO: Check len(parts) and GL_MAX_ELEMENTS_INDICES
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for i, quad := range quads {
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x1 := quad.VertexX1
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x2 := quad.VertexX2
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y1 := quad.VertexY1
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y2 := quad.VertexY2
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vertices = append(vertices,
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x1, y1,
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x2, y1,
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x1, y2,
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x2, y2,
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)
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u1 := quad.TextureCoordU1
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u2 := quad.TextureCoordU2
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v1 := quad.TextureCoordV1
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v2 := quad.TextureCoordV2
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texCoords = append(texCoords,
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u1, v1,
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u2, v1,
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u1, v2,
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u2, v2,
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)
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base := uint32(i * 4)
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indicies = append(indicies,
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base, base+1, base+2,
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base+1, base+2, base+3,
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)
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}
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C.glVertexAttribPointer(C.GLuint(vertexAttrLocation), 2,
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C.GL_FLOAT, C.GL_FALSE,
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0, unsafe.Pointer(&vertices[0]))
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C.glVertexAttribPointer(C.GLuint(textureAttrLocation), 2,
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C.GL_FLOAT, C.GL_FALSE,
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0, unsafe.Pointer(&texCoords[0]))
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C.glDrawElements(C.GL_TRIANGLES, C.GLsizei(len(indicies)),
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C.GL_UNSIGNED_INT, unsafe.Pointer(&indicies[0]))
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}
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@ -6,13 +6,9 @@ package shader
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// #include <stdlib.h>
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// #include <stdlib.h>
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import "C"
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import "C"
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import (
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import (
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"github.com/hajimehoshi/go-ebiten/graphics/matrix"
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|
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"github.com/hajimehoshi/go-ebiten/graphics/texture"
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|
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"unsafe"
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"unsafe"
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)
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)
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type Location int
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|
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|
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type shader struct {
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type shader struct {
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id C.GLuint
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id C.GLuint
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name string
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name string
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@ -99,217 +95,3 @@ func (s *shader) showShaderLog() {
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message := string(C.GoBytes(unsafe.Pointer(&buffer[0]), C.int(length)))
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message := string(C.GoBytes(unsafe.Pointer(&buffer[0]), C.int(length)))
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print("shader error (", s.name, "):\n", message)
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print("shader error (", s.name, "):\n", message)
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}
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}
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func createProgram(shaders ...*shader) C.GLuint {
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program := C.glCreateProgram()
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for _, shader := range shaders {
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C.glAttachShader(program, shader.id)
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|
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}
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C.glLinkProgram(program)
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linked := C.GLint(C.GL_FALSE)
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C.glGetProgramiv(program, C.GL_LINK_STATUS, &linked)
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|
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if linked == C.GL_FALSE {
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panic("program error")
|
|
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}
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|
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return program
|
|
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}
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|
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|
|
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var (
|
|
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initialized = false
|
|
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)
|
|
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|
|
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func initialize() {
|
|
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// TODO: when should this function be called?
|
|
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vertexShader.id = C.glCreateShader(C.GL_VERTEX_SHADER)
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|
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if vertexShader.id == 0 {
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|
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panic("creating shader failed")
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|
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}
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|
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fragmentShader.id = C.glCreateShader(C.GL_FRAGMENT_SHADER)
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|
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if fragmentShader.id == 0 {
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|
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panic("creating shader failed")
|
|
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}
|
|
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colorMatrixShader.id = C.glCreateShader(C.GL_FRAGMENT_SHADER)
|
|
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if colorMatrixShader.id == 0 {
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panic("creating shader failed")
|
|
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}
|
|
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|
|
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vertexShader.compile()
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fragmentShader.compile()
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colorMatrixShader.compile()
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|
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programRegular = createProgram(vertexShader, fragmentShader)
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programColorMatrix = createProgram(vertexShader, colorMatrixShader)
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|
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|
|
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C.glDeleteShader(vertexShader.id)
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|
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C.glDeleteShader(fragmentShader.id)
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|
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C.glDeleteShader(colorMatrixShader.id)
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|
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|
|
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initialized = true
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|
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}
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|
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|
|
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const (
|
|
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qualifierVariableTypeAttribute = iota
|
|
||||||
qualifierVariableTypeUniform
|
|
||||||
)
|
|
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|
|
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var (
|
|
||||||
shaderLocationCache = map[int]map[string]C.GLint{
|
|
||||||
qualifierVariableTypeAttribute: map[string]C.GLint{},
|
|
||||||
qualifierVariableTypeUniform: map[string]C.GLint{},
|
|
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}
|
|
||||||
)
|
|
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|
||||||
func getLocation(program C.GLuint, name string, qualifierVariableType int) C.GLint {
|
|
||||||
if location, ok := shaderLocationCache[qualifierVariableType][name]; ok {
|
|
||||||
return location
|
|
||||||
}
|
|
||||||
|
|
||||||
locationName := C.CString(name)
|
|
||||||
defer C.free(unsafe.Pointer(locationName))
|
|
||||||
|
|
||||||
location := C.GLint(-1)
|
|
||||||
|
|
||||||
switch qualifierVariableType {
|
|
||||||
case qualifierVariableTypeAttribute:
|
|
||||||
location = C.glGetAttribLocation(program, (*C.GLchar)(locationName))
|
|
||||||
case qualifierVariableTypeUniform:
|
|
||||||
location = C.glGetUniformLocation(program, (*C.GLchar)(locationName))
|
|
||||||
default:
|
|
||||||
panic("no reach")
|
|
||||||
}
|
|
||||||
if location == -1 {
|
|
||||||
panic("glGetUniformLocation failed")
|
|
||||||
}
|
|
||||||
shaderLocationCache[qualifierVariableType][name] = location
|
|
||||||
|
|
||||||
return location
|
|
||||||
}
|
|
||||||
|
|
||||||
func getAttributeLocation(program C.GLuint, name string) C.GLint {
|
|
||||||
return getLocation(program, name, qualifierVariableTypeAttribute)
|
|
||||||
}
|
|
||||||
|
|
||||||
func getUniformLocation(program C.GLuint, name string) C.GLint {
|
|
||||||
return getLocation(program, name, qualifierVariableTypeUniform)
|
|
||||||
}
|
|
||||||
|
|
||||||
func use(projectionMatrix [16]float32, geometryMatrix matrix.Geometry, colorMatrix matrix.Color) C.GLuint {
|
|
||||||
program := programRegular
|
|
||||||
if !colorMatrix.IsIdentity() {
|
|
||||||
program = programColorMatrix
|
|
||||||
}
|
|
||||||
C.glUseProgram(program)
|
|
||||||
|
|
||||||
C.glUniformMatrix4fv(C.GLint(getUniformLocation(program, "projection_matrix")),
|
|
||||||
1, C.GL_FALSE, (*C.GLfloat)(&projectionMatrix[0]))
|
|
||||||
|
|
||||||
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,
|
|
||||||
}
|
|
||||||
C.glUniformMatrix4fv(getUniformLocation(program, "modelview_matrix"),
|
|
||||||
1, C.GL_FALSE,
|
|
||||||
(*C.GLfloat)(&glModelviewMatrix[0]))
|
|
||||||
|
|
||||||
C.glUniform1i(getUniformLocation(program, "texture"), 0)
|
|
||||||
|
|
||||||
if program != programColorMatrix {
|
|
||||||
return program
|
|
||||||
}
|
|
||||||
|
|
||||||
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],
|
|
||||||
}
|
|
||||||
C.glUniformMatrix4fv(getUniformLocation(program, "color_matrix"),
|
|
||||||
1, C.GL_FALSE, (*C.GLfloat)(&glColorMatrix[0]))
|
|
||||||
|
|
||||||
glColorMatrixTranslation := [...]float32{
|
|
||||||
e[0][4], e[1][4], e[2][4], e[3][4],
|
|
||||||
}
|
|
||||||
C.glUniform4fv(getUniformLocation(program, "color_matrix_translation"),
|
|
||||||
1, (*C.GLfloat)(&glColorMatrixTranslation[0]))
|
|
||||||
|
|
||||||
return program
|
|
||||||
}
|
|
||||||
|
|
||||||
func DrawTexture(native uint, projectionMatrix [16]float32, quads []texture.Quad,
|
|
||||||
geometryMatrix matrix.Geometry, colorMatrix matrix.Color) {
|
|
||||||
if !initialized {
|
|
||||||
initialize()
|
|
||||||
}
|
|
||||||
|
|
||||||
if len(quads) == 0 {
|
|
||||||
return
|
|
||||||
}
|
|
||||||
shaderProgram := use(projectionMatrix, geometryMatrix, colorMatrix)
|
|
||||||
C.glBindTexture(C.GL_TEXTURE_2D, C.GLuint(native))
|
|
||||||
|
|
||||||
vertexAttrLocation := getAttributeLocation(shaderProgram, "vertex")
|
|
||||||
textureAttrLocation := getAttributeLocation(shaderProgram, "texture")
|
|
||||||
|
|
||||||
C.glEnableClientState(C.GL_VERTEX_ARRAY)
|
|
||||||
C.glEnableClientState(C.GL_TEXTURE_COORD_ARRAY)
|
|
||||||
C.glEnableVertexAttribArray(C.GLuint(vertexAttrLocation))
|
|
||||||
C.glEnableVertexAttribArray(C.GLuint(textureAttrLocation))
|
|
||||||
vertices := []float32{}
|
|
||||||
texCoords := []float32{}
|
|
||||||
indicies := []uint32{}
|
|
||||||
// TODO: Check len(parts) and GL_MAX_ELEMENTS_INDICES
|
|
||||||
for i, quad := range quads {
|
|
||||||
x1 := quad.VertexX1
|
|
||||||
x2 := quad.VertexX2
|
|
||||||
y1 := quad.VertexY1
|
|
||||||
y2 := quad.VertexY2
|
|
||||||
vertices = append(vertices,
|
|
||||||
x1, y1,
|
|
||||||
x2, y1,
|
|
||||||
x1, y2,
|
|
||||||
x2, y2,
|
|
||||||
)
|
|
||||||
u1 := quad.TextureCoordU1
|
|
||||||
u2 := quad.TextureCoordU2
|
|
||||||
v1 := quad.TextureCoordV1
|
|
||||||
v2 := quad.TextureCoordV2
|
|
||||||
texCoords = append(texCoords,
|
|
||||||
u1, v1,
|
|
||||||
u2, v1,
|
|
||||||
u1, v2,
|
|
||||||
u2, v2,
|
|
||||||
)
|
|
||||||
base := uint32(i * 4)
|
|
||||||
indicies = append(indicies,
|
|
||||||
base, base+1, base+2,
|
|
||||||
base+1, base+2, base+3,
|
|
||||||
)
|
|
||||||
}
|
|
||||||
C.glVertexAttribPointer(C.GLuint(vertexAttrLocation), 2,
|
|
||||||
C.GL_FLOAT, C.GL_FALSE,
|
|
||||||
0, unsafe.Pointer(&vertices[0]))
|
|
||||||
C.glVertexAttribPointer(C.GLuint(textureAttrLocation), 2,
|
|
||||||
C.GL_FLOAT, C.GL_FALSE,
|
|
||||||
0, unsafe.Pointer(&texCoords[0]))
|
|
||||||
C.glDrawElements(C.GL_TRIANGLES, C.GLsizei(len(indicies)),
|
|
||||||
C.GL_UNSIGNED_INT, unsafe.Pointer(&indicies[0]))
|
|
||||||
C.glDisableVertexAttribArray(C.GLuint(textureAttrLocation))
|
|
||||||
C.glDisableVertexAttribArray(C.GLuint(vertexAttrLocation))
|
|
||||||
C.glDisableClientState(C.GL_TEXTURE_COORD_ARRAY)
|
|
||||||
C.glDisableClientState(C.GL_VERTEX_ARRAY)
|
|
||||||
}
|
|
||||||
|
Loading…
Reference in New Issue
Block a user