mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-28 12:48:54 +01:00
162 lines
4.1 KiB
Go
162 lines
4.1 KiB
Go
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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"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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