mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
163 lines
4.1 KiB
Go
163 lines
4.1 KiB
Go
package shader
|
|
|
|
// #cgo LDFLAGS: -framework OpenGL
|
|
//
|
|
// #include <OpenGL/gl.h>
|
|
// #include <stdlib.h>
|
|
import "C"
|
|
import (
|
|
"github.com/hajimehoshi/go-ebiten/graphics/matrix"
|
|
"unsafe"
|
|
)
|
|
|
|
func createProgram(shaders ...*shader) C.GLuint {
|
|
program := C.glCreateProgram()
|
|
for _, shader := range shaders {
|
|
C.glAttachShader(program, shader.id)
|
|
}
|
|
C.glLinkProgram(program)
|
|
linked := C.GLint(C.GL_FALSE)
|
|
C.glGetProgramiv(program, C.GL_LINK_STATUS, &linked)
|
|
if linked == C.GL_FALSE {
|
|
panic("program error")
|
|
}
|
|
return program
|
|
}
|
|
|
|
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")
|
|
}
|
|
fragmentShader.id = C.glCreateShader(C.GL_FRAGMENT_SHADER)
|
|
if fragmentShader.id == 0 {
|
|
panic("creating shader failed")
|
|
}
|
|
colorMatrixShader.id = C.glCreateShader(C.GL_FRAGMENT_SHADER)
|
|
if colorMatrixShader.id == 0 {
|
|
panic("creating shader failed")
|
|
}
|
|
|
|
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
|
|
}
|
|
|
|
const (
|
|
qualifierVariableTypeAttribute = iota
|
|
qualifierVariableTypeUniform
|
|
)
|
|
|
|
var (
|
|
shaderLocationCache = map[int]map[string]C.GLint{
|
|
qualifierVariableTypeAttribute: map[string]C.GLint{},
|
|
qualifierVariableTypeUniform: map[string]C.GLint{},
|
|
}
|
|
)
|
|
|
|
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
|
|
}
|