/
aglshader.go
216 lines (198 loc) · 4.78 KB
/
aglshader.go
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package pixels
import (
"errors"
"github.com/go-gl/mathgl/mgl32"
"github.com/markel1974/gowolfenstein/pixels/executor"
)
type GLShader struct {
s *executor.Shader
vf, uf executor.AttrFormat
vs, fs string
uniforms []gsUniformAttr
uniformDefaults struct {
transform mgl32.Mat3
colormask mgl32.Vec4
bounds mgl32.Vec4
texbounds mgl32.Vec4
cliprect mgl32.Vec4
}
}
type gsUniformAttr struct {
Name string
Type executor.AttrType
value interface{}
ispointer bool
}
const (
canvasPosition int = iota
canvasColor
canvasTexCoords
canvasIntensity
canvasClip
)
var defaultCanvasVertexFormat = executor.AttrFormat{
canvasPosition: executor.Attr{Name: "aPosition", Type: executor.Vec2},
canvasColor: executor.Attr{Name: "aColor", Type: executor.Vec4},
canvasTexCoords: executor.Attr{Name: "aTexCoords", Type: executor.Vec2},
canvasIntensity: executor.Attr{Name: "aIntensity", Type: executor.Float},
canvasClip: executor.Attr{Name: "aClipRect", Type: executor.Vec4},
}
func NewGLShader(fragmentShader string) *GLShader {
gs := &GLShader{
vf: defaultCanvasVertexFormat,
vs: baseCanvasVertexShader,
fs: fragmentShader,
}
gs.SetUniform("uTransform", &gs.uniformDefaults.transform)
gs.SetUniform("uColorMask", &gs.uniformDefaults.colormask)
gs.SetUniform("uBounds", &gs.uniformDefaults.bounds)
gs.SetUniform("uTexBounds", &gs.uniformDefaults.texbounds)
gs.Update()
return gs
}
func (gs *GLShader) Update() {
gs.uf = make([]executor.Attr, len(gs.uniforms))
for idx := range gs.uniforms {
gs.uf[idx] = executor.Attr{
Name: gs.uniforms[idx].Name,
Type: gs.uniforms[idx].Type,
}
}
var shader *executor.Shader
executor.Thread.Call(func() {
var err error
shader, err = executor.NewShader(
gs.vf,
gs.uf,
gs.vs,
gs.fs,
)
if err != nil {
panic(errors.New("failed to create GLCanvas, there's a bug in the shader:" + err.Error()))
}
})
gs.s = shader
}
func (gs *GLShader) getUniform(Name string) int {
for i, u := range gs.uniforms {
if u.Name == Name {
return i
}
}
return -1
}
func (gs *GLShader) SetUniform(name string, value interface{}) {
t, p := getAttrType(value)
if loc := gs.getUniform(name); loc > -1 {
gs.uniforms[loc].Name = name
gs.uniforms[loc].Type = t
gs.uniforms[loc].ispointer = p
gs.uniforms[loc].value = value
return
}
gs.uniforms = append(gs.uniforms, gsUniformAttr{
Name: name,
Type: t,
ispointer: p,
value: value,
})
}
func (gu *gsUniformAttr) Value() interface{} {
if !gu.ispointer {
return gu.value
}
switch gu.Type {
case executor.Vec2:
return *gu.value.(*mgl32.Vec2)
case executor.Vec3:
return *gu.value.(*mgl32.Vec3)
case executor.Vec4:
return *gu.value.(*mgl32.Vec4)
case executor.Mat2:
return *gu.value.(*mgl32.Mat2)
case executor.Mat23:
return *gu.value.(*mgl32.Mat2x3)
case executor.Mat24:
return *gu.value.(*mgl32.Mat2x4)
case executor.Mat3:
return *gu.value.(*mgl32.Mat3)
case executor.Mat32:
return *gu.value.(*mgl32.Mat3x2)
case executor.Mat34:
return *gu.value.(*mgl32.Mat3x4)
case executor.Mat4:
return *gu.value.(*mgl32.Mat4)
case executor.Mat42:
return *gu.value.(*mgl32.Mat4x2)
case executor.Mat43:
return *gu.value.(*mgl32.Mat4x3)
case executor.Int:
return *gu.value.(*int32)
case executor.Float:
return *gu.value.(*float32)
default:
panic("invalid attrtype")
}
}
func getAttrType(v interface{}) (executor.AttrType, bool) {
switch v.(type) {
case int32:
return executor.Int, false
case float32:
return executor.Float, false
case mgl32.Vec2:
return executor.Vec2, false
case mgl32.Vec3:
return executor.Vec3, false
case mgl32.Vec4:
return executor.Vec4, false
case mgl32.Mat2:
return executor.Mat2, false
case mgl32.Mat2x3:
return executor.Mat23, false
case mgl32.Mat2x4:
return executor.Mat24, false
case mgl32.Mat3:
return executor.Mat3, false
case mgl32.Mat3x2:
return executor.Mat32, false
case mgl32.Mat3x4:
return executor.Mat34, false
case mgl32.Mat4:
return executor.Mat4, false
case mgl32.Mat4x2:
return executor.Mat42, false
case mgl32.Mat4x3:
return executor.Mat43, false
case *mgl32.Vec2:
return executor.Vec2, true
case *mgl32.Vec3:
return executor.Vec3, true
case *mgl32.Vec4:
return executor.Vec4, true
case *mgl32.Mat2:
return executor.Mat2, true
case *mgl32.Mat2x3:
return executor.Mat23, true
case *mgl32.Mat2x4:
return executor.Mat24, true
case *mgl32.Mat3:
return executor.Mat3, true
case *mgl32.Mat3x2:
return executor.Mat32, true
case *mgl32.Mat3x4:
return executor.Mat34, true
case *mgl32.Mat4:
return executor.Mat4, true
case *mgl32.Mat4x2:
return executor.Mat42, true
case *mgl32.Mat4x3:
return executor.Mat43, true
case *int32:
return executor.Int, true
case *float32:
return executor.Float, true
default:
panic("invalid AttrType")
}
}