Refactoring

This commit is contained in:
Hajime Hoshi 2013-12-13 00:31:00 +09:00
parent 63fc25d24c
commit d087333e48
5 changed files with 118 additions and 87 deletions

View File

@ -10,50 +10,60 @@ import (
"unsafe"
)
func createProgram(shaders ...*shader) C.GLuint {
program := C.glCreateProgram()
for _, shader := range shaders {
C.glAttachShader(program, shader.id)
type program struct {
native C.GLuint
shaderIds []shaderId
}
type programId int
const (
programRegular programId = iota
programColorMatrix
)
var programs = map[programId]*program{
programRegular: &program{
shaderIds: []shaderId{shaderVertex, shaderFragment},
},
programColorMatrix: &program{
shaderIds: []shaderId{shaderVertex, shaderColorMatrix},
},
}
func (p *program) create() {
p.native = C.glCreateProgram()
if p.native == 0 {
panic("glCreateProgram failed")
}
C.glLinkProgram(program)
for _, shaderId := range p.shaderIds {
C.glAttachShader(p.native, shaders[shaderId].native)
}
C.glLinkProgram(p.native)
linked := C.GLint(C.GL_FALSE)
C.glGetProgramiv(program, C.GL_LINK_STATUS, &linked)
C.glGetProgramiv(p.native, C.GL_LINK_STATUS, &linked)
if linked == C.GL_FALSE {
panic("program error")
}
return program
}
var (
initialized = false
)
var initialized = false
func initialize() {
// TODO: when should this function be called?
vertexShader.id = C.glCreateShader(C.GL_VERTEX_SHADER)
if vertexShader.id == 0 {
panic("creating shader failed")
for _, shader := range shaders {
shader.compile()
}
fragmentShader.id = C.glCreateShader(C.GL_FRAGMENT_SHADER)
if fragmentShader.id == 0 {
panic("creating shader failed")
defer func() {
for _, shader := range shaders {
shader.delete()
}
colorMatrixShader.id = C.glCreateShader(C.GL_FRAGMENT_SHADER)
if colorMatrixShader.id == 0 {
panic("creating shader failed")
}()
for _, program := range programs {
program.create()
}
vertexShader.compile()
fragmentShader.compile()
colorMatrixShader.compile()
programRegular = createProgram(vertexShader, fragmentShader)
programColorMatrix = createProgram(vertexShader, colorMatrixShader)
C.glDeleteShader(vertexShader.id)
C.glDeleteShader(fragmentShader.id)
C.glDeleteShader(colorMatrixShader.id)
initialized = true
}
@ -105,13 +115,14 @@ func getUniformLocation(program C.GLuint, name string) C.GLint {
func use(projectionMatrix [16]float32,
geometryMatrix matrix.Geometry, colorMatrix matrix.Color) C.GLuint {
program := programRegular
programId := programRegular
if !colorMatrix.IsIdentity() {
program = programColorMatrix
programId = programColorMatrix
}
C.glUseProgram(program)
program := programs[programId]
C.glUseProgram(program.native)
C.glUniformMatrix4fv(C.GLint(getUniformLocation(program, "projection_matrix")),
C.glUniformMatrix4fv(C.GLint(getUniformLocation(program.native, "projection_matrix")),
1, C.GL_FALSE, (*C.GLfloat)(&projectionMatrix[0]))
a := float32(geometryMatrix.Elements[0][0])
@ -126,14 +137,14 @@ func use(projectionMatrix [16]float32,
0, 0, 1, 0,
tx, ty, 0, 1,
}
C.glUniformMatrix4fv(getUniformLocation(program, "modelview_matrix"),
C.glUniformMatrix4fv(getUniformLocation(program.native, "modelview_matrix"),
1, C.GL_FALSE,
(*C.GLfloat)(&glModelviewMatrix[0]))
C.glUniform1i(getUniformLocation(program, "texture"), 0)
C.glUniform1i(getUniformLocation(program.native, "texture"), 0)
if program != programColorMatrix {
return program
if programId != programColorMatrix {
return program.native
}
e := [4][5]float32{}
@ -149,14 +160,14 @@ func use(projectionMatrix [16]float32,
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"),
C.glUniformMatrix4fv(getUniformLocation(program.native, "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"),
C.glUniform4fv(getUniformLocation(program.native, "color_matrix_translation"),
1, (*C.GLfloat)(&glColorMatrixTranslation[0]))
return program
return program.native
}

View File

@ -6,92 +6,113 @@ package shader
// #include <stdlib.h>
import "C"
import (
"fmt"
"unsafe"
)
type shader struct {
id C.GLuint
name string
native C.GLuint
shaderType C.GLenum
source string
}
var (
vertexShader = &shader{
id: 0,
name: "vertex_shader",
type shaderId int
const (
shaderVertex shaderId = iota
shaderFragment
shaderColorMatrix
shaderSolidColor
)
var shaders = map[shaderId]*shader{
shaderVertex: &shader{
shaderType: C.GL_VERTEX_SHADER,
source: `
attribute /*highp*/ vec2 vertex;
attribute /*highp*/ vec2 texture;
uniform /*highp*/ mat4 projection_matrix;
uniform /*highp*/ mat4 modelview_matrix;
varying /*highp*/ vec2 tex_coord;
attribute vec2 vertex;
attribute vec2 texture;
uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;
varying vec2 tex_coord;
void main(void) {
tex_coord = texture;
gl_Position = projection_matrix * modelview_matrix * vec4(vertex, 0, 1);
}
`,
}
fragmentShader = &shader{
id: 0,
name: "fragment_shader",
},
shaderFragment: &shader{
shaderType: C.GL_FRAGMENT_SHADER,
source: `
uniform /*lowp*/ sampler2D texture;
varying /*highp*/ vec2 tex_coord;
uniform sampler2D texture;
varying vec2 tex_coord;
void main(void) {
gl_FragColor = texture2D(texture, tex_coord);
}
`,
}
colorMatrixShader = &shader{
id: 0,
name: "color_matrix_shader",
},
shaderColorMatrix: &shader{
shaderType: C.GL_FRAGMENT_SHADER,
source: `
uniform /*highp*/ sampler2D texture;
uniform /*lowp*/ mat4 color_matrix;
uniform /*lowp*/ vec4 color_matrix_translation;
varying /*highp*/ vec2 tex_coord;
uniform sampler2D texture;
uniform mat4 color_matrix;
uniform vec4 color_matrix_translation;
varying vec2 tex_coord;
void main(void) {
/*lowp*/ vec4 color = texture2D(texture, tex_coord);
vec4 color = texture2D(texture, tex_coord);
gl_FragColor = (color_matrix * color) + color_matrix_translation;
}
`,
}
)
},
shaderSolidColor: &shader{
shaderType: C.GL_FRAGMENT_SHADER,
source: `
uniform vec4 color;
var (
programRegular = C.GLuint(0)
programColorMatrix = C.GLuint(0)
)
void main(void) {
gl_FragColor = color;
}
`,
},
}
func (s *shader) compile() {
s.native = C.glCreateShader(s.shaderType)
if s.native == 0 {
panic("glCreateShader failed")
}
csource := (*C.GLchar)(C.CString(s.source))
// TODO: defer?
// defer C.free(unsafe.Pointer(csource))
C.glShaderSource(s.id, 1, &csource, nil)
C.glCompileShader(s.id)
C.glShaderSource(s.native, 1, &csource, nil)
C.glCompileShader(s.native)
compiled := C.GLint(C.GL_FALSE)
C.glGetShaderiv(s.id, C.GL_COMPILE_STATUS, &compiled)
C.glGetShaderiv(s.native, C.GL_COMPILE_STATUS, &compiled)
if compiled == C.GL_FALSE {
s.showShaderLog()
panic("shader compile failed: " + s.name)
panic("shader compile failed")
}
}
func (s *shader) showShaderLog() {
logSize := C.GLint(0)
C.glGetShaderiv(s.id, C.GL_INFO_LOG_LENGTH, &logSize)
C.glGetShaderiv(s.native, C.GL_INFO_LOG_LENGTH, &logSize)
if logSize == 0 {
return
}
length := C.GLsizei(0)
buffer := make([]C.GLchar, logSize)
C.glGetShaderInfoLog(s.id, C.GLsizei(logSize), &length, &buffer[0])
C.glGetShaderInfoLog(s.native, C.GLsizei(logSize), &length, &buffer[0])
message := string(C.GoBytes(unsafe.Pointer(&buffer[0]), C.int(length)))
print("shader error (", s.name, "):\n", message)
fmt.Printf("shader error: %s\n", message)
}
func (s *shader) delete() {
C.glDeleteShader(s.native)
}

View File

@ -60,4 +60,3 @@ func (w *windowEvents) notifyWindowClosed(e ui.WindowClosedEvent) {
w.windowClosed <- e
}()
}