mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-14 06:57:27 +01:00
169 lines
4.1 KiB
Go
169 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/ebiten/graphics/matrix"
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"unsafe"
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)
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type program struct {
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native C.GLuint
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shaderIds []shaderId
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}
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type programId int
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const (
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programRegular programId = iota
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programColorMatrix
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)
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var programs = map[programId]*program{
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// TODO: programRegular is not used for now. Remove this.
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programRegular: &program{
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shaderIds: []shaderId{shaderVertex, shaderFragment},
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},
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programColorMatrix: &program{
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shaderIds: []shaderId{shaderVertex, shaderColorMatrix},
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},
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}
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func (p *program) create() {
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p.native = C.glCreateProgram()
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if p.native == 0 {
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panic("glCreateProgram failed")
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}
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for _, shaderId := range p.shaderIds {
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C.glAttachShader(p.native, shaders[shaderId].native)
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}
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C.glLinkProgram(p.native)
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linked := C.GLint(C.GL_FALSE)
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C.glGetProgramiv(p.native, 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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}
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func initialize() {
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for _, shader := range shaders {
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shader.compile()
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}
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defer func() {
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for _, shader := range shaders {
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shader.delete()
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}
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}()
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for _, program := range programs {
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program.create()
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}
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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
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)
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var (
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shaderLocationCache = map[qualifierVariableType]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, qvType qualifierVariableType) C.GLint {
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if location, ok := shaderLocationCache[qvType][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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const invalidLocation = -1
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location := C.GLint(invalidLocation)
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switch qvType {
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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 == invalidLocation {
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panic("glGetUniformLocation failed")
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}
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shaderLocationCache[qvType][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,
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geometryMatrix matrix.Geometry,
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colorMatrix matrix.Color) C.GLuint {
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programId := programColorMatrix
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program := programs[programId]
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// TODO: Check the performance.
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C.glUseProgram(program.native)
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C.glUniformMatrix4fv(C.GLint(getUniformLocation(program.native, "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.native, "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.native, "texture"), 0)
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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.native, "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.native, "color_matrix_translation"),
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1, (*C.GLfloat)(&glColorMatrixTranslation[0]))
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return program.native
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}
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