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shader.go
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shader.go
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package gorge
// This just contains data for renderer
import (
"fmt"
"strings"
"github.com/stdiopt/gorge/math/gm"
)
// ShaderResourcer is the interface to return a shader resource.
type ShaderResourcer interface {
Resource() ShaderResource
}
// ShaderResource is a shader resource interface.
type ShaderResource interface {
isShader()
isGPU()
}
// ShaderData contains shaders sources
type ShaderData struct {
GPU
Name string
Src []byte
}
// Resource implements a resourcer.
func (d *ShaderData) Resource() ShaderResource { return d }
func (d *ShaderData) isShader() {}
func (d *ShaderData) String() string {
return fmt.Sprintf("(shader name: %q)", d.Name)
}
// shaderProps something add definitions and uniform in shaders
// mostly to be used in material and mesh
type shaderProps struct {
samplers map[string]*Texture
props map[string]any
defines map[string]string
definesHash uint
updates int
}
func (s shaderProps) copy() shaderProps {
r := shaderProps{
updates: s.updates,
}
if s.props != nil {
r.props = map[string]any{}
for k, v := range s.props {
r.props[k] = v
}
}
if s.defines != nil {
r.defines = map[string]string{}
for k, v := range s.defines {
r.defines[k] = v
}
}
return r
}
// ResetProps will reset uniforms and texture properties from material
func (s *shaderProps) ResetProps() {
s.defines = nil
s.props = nil
s.definesHash = 0
}
func (s *shaderProps) SetTexture(name string, t Texturer) {
if s.samplers == nil {
s.samplers = map[string]*Texture{}
}
if t == nil {
delete(s.samplers, name)
return
}
s.samplers[name] = t.Texture()
}
// Set properties by name
func (s *shaderProps) Set(name string, v any) {
if t, ok := v.(Texturer); ok {
s.SetTexture(name, t.Texture())
return
}
if s.props == nil {
s.props = map[string]any{}
}
// Extra case
if f, ok := v.(float64); ok {
v = float32(f)
}
s.props[name] = v
}
func (s shaderProps) DefinesHash() uint {
if s.definesHash == 0 {
for _, d := range s.defines {
s.definesHash ^= StringHash(d)
}
}
return s.definesHash
}
func (s *shaderProps) Update() {
s.updates++
}
func (s *shaderProps) Updates() int {
return s.updates
}
// Define add defines
func (s *shaderProps) Define(defs ...string) {
if s.defines == nil {
s.defines = map[string]string{}
}
for _, d := range defs {
p := strings.SplitN(d, " ", 2)
val := ""
if len(p) > 1 {
val = p[1]
}
s.defines[p[0]] = val
}
s.updates++
}
// Undefine removes definitions
func (s *shaderProps) Undefine(defs ...string) {
if s.defines == nil {
return
}
for _, d := range defs {
delete(s.defines, d)
}
s.updates++
}
// Defines declare some shader defines
func (s *shaderProps) Defines() map[string]string {
return s.defines
}
// Get return named property
func (s *shaderProps) Get(name string) any {
if s.props == nil {
return nil
}
return s.props[name]
}
func (s *shaderProps) GetTexture(name string) *Texture {
if s.samplers == nil {
return nil
}
return s.samplers[name]
}
// Props returns the properties of this material
func (s *shaderProps) Props() map[string]any {
return s.props
}
// SetFloat32 XXX testing sets a float32
func (s *shaderProps) SetFloat32(name string, v float32) {
s.Set(name, v)
}
func (s *shaderProps) SetVec3(name string, v1, v2, v3 float32) {
s.Set(name, gm.Vec3{v1, v2, v3})
}
func (s *shaderProps) SetVec4(name string, v1, v2, v3, v4 float32) {
s.Set(name, gm.Vec4{v1, v2, v3, v4})
}