mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 04:08:53 +01:00
127 lines
3.3 KiB
Go
127 lines
3.3 KiB
Go
/*
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Copyright 2014 Hajime Hoshi
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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package shader
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import (
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"github.com/go-gl/gl"
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"github.com/hajimehoshi/ebiten"
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)
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type program struct {
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native gl.Program
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shaderIds []shaderId
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}
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var programColorMatrix = program{
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shaderIds: []shaderId{shaderVertex, shaderColorMatrix},
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}
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func (p *program) create() {
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p.native = gl.CreateProgram()
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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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p.native.AttachShader(shaders[shaderId].native)
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}
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p.native.Link()
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if p.native.Get(gl.LINK_STATUS) == 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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programColorMatrix.create()
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programColorMatrix.native.Use()
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}
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// NOTE: This caches are now used only for programColorMatrix
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var attribLocationCache = map[string]gl.AttribLocation{}
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var uniformLocationCache = map[string]gl.UniformLocation{}
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func getAttributeLocation(program gl.Program, name string) gl.AttribLocation {
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if location, ok := attribLocationCache[name]; ok {
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return location
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}
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location := program.GetAttribLocation(name)
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attribLocationCache[name] = location
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return location
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}
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func getUniformLocation(program gl.Program, name string) gl.UniformLocation {
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if location, ok := uniformLocationCache[name]; ok {
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return location
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}
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location := program.GetUniformLocation(name)
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uniformLocationCache[name] = location
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return location
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}
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func use(projectionMatrix [16]float32, geo ebiten.GeometryMatrix, color ebiten.ColorMatrix) gl.Program {
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// TODO: Check the performance.
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program := programColorMatrix
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getUniformLocation(program.native, "projection_matrix").UniformMatrix4fv(false, projectionMatrix)
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a := float32(geo.Elements[0][0])
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b := float32(geo.Elements[0][1])
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c := float32(geo.Elements[1][0])
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d := float32(geo.Elements[1][1])
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tx := float32(geo.Elements[0][2])
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ty := float32(geo.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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getUniformLocation(program.native, "modelview_matrix").UniformMatrix4fv(false, glModelviewMatrix)
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getUniformLocation(program.native, "texture").Uniform1i(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(color.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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getUniformLocation(program.native, "color_matrix").UniformMatrix4fv(false, glColorMatrix)
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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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getUniformLocation(program.native, "color_matrix_translation").Uniform4fv(1, glColorMatrixTranslation[:])
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return program.native
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}
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