forked from google/gxui
/
shader_data_type.go
97 lines (88 loc) · 1.86 KB
/
shader_data_type.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
// Copyright 2015 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
package gl
import (
"fmt"
"github.com/goxjs/gl"
)
type shaderDataType int
const (
stFloatMat2 shaderDataType = gl.FLOAT_MAT2
stFloatMat3 shaderDataType = gl.FLOAT_MAT3
stFloatMat4 shaderDataType = gl.FLOAT_MAT4
stFloatVec1 shaderDataType = gl.FLOAT
stFloatVec2 shaderDataType = gl.FLOAT_VEC2
stFloatVec3 shaderDataType = gl.FLOAT_VEC3
stFloatVec4 shaderDataType = gl.FLOAT_VEC4
stSampler2d shaderDataType = gl.SAMPLER_2D
)
func (s shaderDataType) String() string {
switch s {
case stFloatMat2:
return "mat2"
case stFloatMat3:
return "mat3"
case stFloatMat4:
return "mat4"
case stFloatVec1:
return "float"
case stFloatVec2:
return "vec2"
case stFloatVec3:
return "vec3"
case stFloatVec4:
return "vec4"
case stSampler2d:
return "sampler2D"
default:
return "unknown"
}
}
func (s shaderDataType) sizeInBytes() int {
return s.vectorElementCount() * s.vectorElementType().sizeInBytes()
}
func (s shaderDataType) vectorElementCount() int {
switch s {
case stFloatMat2:
return 2 * 2
case stFloatMat3:
return 3 * 3
case stFloatMat4:
return 4 * 4
case stFloatVec1:
return 1
case stFloatVec2:
return 2
case stFloatVec3:
return 3
case stFloatVec4:
return 4
case stSampler2d:
return 1
default:
panic(fmt.Errorf("Unknown shaderDataType 0x%.4x", s))
}
}
func (s shaderDataType) vectorElementType() primitiveType {
switch s {
case stFloatMat2:
return ptFloat
case stFloatMat3:
return ptFloat
case stFloatMat4:
return ptFloat
case stFloatVec1:
return ptFloat
case stFloatVec2:
return ptFloat
case stFloatVec3:
return ptFloat
case stFloatVec4:
return ptFloat
case stSampler2d:
return ptInt
default:
panic(fmt.Errorf("Unknown shaderDataType 0x%.4x", s))
}
}