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shader.go
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shader.go
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package gfx
import (
"bytes"
"errors"
"fmt"
"regexp"
"strings"
"github.com/go-gl/mathgl/mgl32"
"github.com/goxjs/gl"
"github.com/tanema/amore/file"
)
// Shader is a glsl program that can be applied while drawing.
type Shader struct {
vertexCode string
fragmentCode string
program gl.Program
uniforms map[string]uniform // uniform location buffer map
texUnitPool map[string]int
activeTexUnits []gl.Texture
}
// NewShader will create a new shader program. It takes in either paths to glsl
// files or shader code directly
func NewShader(paths ...string) *Shader {
newShader := &Shader{}
code := pathsToCode(paths...)
newShader.vertexCode, newShader.fragmentCode = shaderCodeToGLSL(code...)
registerVolatile(newShader)
return newShader
}
func (shader *Shader) loadVolatile() bool {
vert := compileCode(gl.VERTEX_SHADER, shader.vertexCode)
frag := compileCode(gl.FRAGMENT_SHADER, shader.fragmentCode)
shader.program = gl.CreateProgram()
shader.texUnitPool = make(map[string]int)
shader.activeTexUnits = make([]gl.Texture, maxTextureUnits)
gl.AttachShader(shader.program, vert)
gl.AttachShader(shader.program, frag)
gl.BindAttribLocation(shader.program, shaderPos, "VertexPosition")
gl.BindAttribLocation(shader.program, shaderTexCoord, "VertexTexCoord")
gl.BindAttribLocation(shader.program, shaderColor, "VertexColor")
gl.BindAttribLocation(shader.program, shaderConstantColor, "ConstantColor")
gl.LinkProgram(shader.program)
gl.DeleteShader(vert)
gl.DeleteShader(frag)
if gl.GetProgrami(shader.program, gl.LINK_STATUS) == 0 {
gl.DeleteProgram(shader.program)
panic(fmt.Errorf("shader link error: %s", gl.GetProgramInfoLog(shader.program)))
}
shader.mapUniforms()
return true
}
func (shader *Shader) unloadVolatile() {
// active texture list is probably invalid, clear it
gl.DeleteProgram(shader.program)
// decrement global texture id counters for texture units which had textures bound from this shader
for i := 0; i < len(shader.activeTexUnits); i++ {
if shader.activeTexUnits[i].Valid() {
glState.textureCounters[i] = glState.textureCounters[i] - 1
}
}
}
func (shader *Shader) mapUniforms() {
// Built-in uniform locations default to -1 (nonexistent.)
shader.uniforms = map[string]uniform{}
for i := 0; i < gl.GetProgrami(shader.program, gl.ACTIVE_UNIFORMS); i++ {
u := uniform{}
u.Name, u.Count, u.Type = gl.GetActiveUniform(shader.program, uint32(i))
u.Location = gl.GetUniformLocation(shader.program, u.Name)
u.CalculateTypeInfo()
// glGetActiveUniform appends "[0]" to the end of array uniform names...
if len(u.Name) > 3 {
if strings.Contains(u.Name, "[0]") {
u.Name = u.Name[:len(u.Name)-3]
}
}
shader.uniforms[u.Name] = u
}
}
func (shader *Shader) attach(temporary bool) {
if glState.currentShader != shader {
gl.UseProgram(shader.program)
glState.currentShader = shader
}
if !temporary {
// make sure all sent textures are properly bound to their respective texture units
// note: list potentially contains texture ids of deleted/invalid textures!
for i := 0; i < len(shader.activeTexUnits); i++ {
if shader.activeTexUnits[i].Valid() {
bindTextureToUnit(shader.activeTexUnits[i], i+1, false)
}
}
// We always want to use texture unit 0 for everyhing else.
setTextureUnit(0)
}
}
// GetUniformType will return the type and count if it exists and false if it doesn't
func (shader *Shader) GetUniformType(name string) (UniformType, bool) {
u, ok := shader.uniforms[name]
if ok {
return u.BaseType, ok
}
return UniformType(-1), false
}
func (shader *Shader) getUniformAndCheck(name string, expected UniformType, count int) (uniform, error) {
u, ok := shader.uniforms[name]
if !ok {
return u, fmt.Errorf("no uniform with the name %v", name)
}
if u.BaseType != expected {
return u, errors.New("Invalid type for uniform " + name + ". expected " + translateUniformBaseType(u.BaseType) + " and got " + translateUniformBaseType(expected))
}
if count != u.Count*u.TypeSize {
return u, fmt.Errorf("invalid number of arguments for uniform %v expected %v and got %v", name, (u.Count * u.TypeSize), count)
}
return u, nil
}
// SendInt allows you to pass in integer values into your shader, by the name of
// the variable
func (shader *Shader) SendInt(name string, values ...int32) error {
shader.attach(true)
defer states.back().shader.attach(false)
u, err := shader.getUniformAndCheck(name, UniformInt, len(values))
if err != nil {
return err
}
switch u.TypeSize {
case 4:
gl.Uniform4iv(u.Location, values)
return nil
case 3:
gl.Uniform3iv(u.Location, values)
return nil
case 2:
gl.Uniform2iv(u.Location, values)
return nil
case 1:
gl.Uniform1iv(u.Location, values)
return nil
}
return errors.New("Invalid type size for uniform: " + name)
}
// SendFloat allows you to pass in float32 values into your shader, by the name of
// the variable
func (shader *Shader) SendFloat(name string, values ...float32) error {
shader.attach(true)
defer states.back().shader.attach(false)
u, err := shader.getUniformAndCheck(name, UniformFloat, len(values))
if err != nil {
return err
}
switch u.TypeSize {
case 4:
gl.Uniform4fv(u.Location, values)
return nil
case 3:
gl.Uniform3fv(u.Location, values)
return nil
case 2:
gl.Uniform2fv(u.Location, values)
return nil
case 1:
gl.Uniform1fv(u.Location, values)
return nil
}
return errors.New("Invalid type size for uniform: " + name)
}
// SendMat4 allows you to pass in a 4x4 matrix value into your shader, by the name of
// the variable
func (shader *Shader) SendMat4(name string, mat mgl32.Mat4) error {
shader.attach(true)
defer states.back().shader.attach(false)
u, err := shader.getUniformAndCheck(name, UniformFloat, 4)
if err != nil {
return err
}
gl.UniformMatrix4fv(u.Location, []float32{
mat[0], mat[1], mat[2], mat[3],
mat[4], mat[5], mat[6], mat[7],
mat[8], mat[9], mat[10], mat[11],
mat[12], mat[13], mat[14], mat[15],
})
return nil
}
// SendMat3 allows you to pass in a 3x3 matrix value into your shader, by the name of
// the variable
func (shader *Shader) SendMat3(name string, mat mgl32.Mat3) error {
shader.attach(true)
defer states.back().shader.attach(false)
u, err := shader.getUniformAndCheck(name, UniformFloat, 3)
if err != nil {
return err
}
gl.UniformMatrix3fv(u.Location, []float32{
mat[0], mat[1], mat[2],
mat[3], mat[4], mat[5],
mat[6], mat[7], mat[8],
})
return nil
}
// SendMat2 allows you to pass in a 2x2 matrix value into your shader, by the name of
// the variable
func (shader *Shader) SendMat2(name string, mat mgl32.Mat2) error {
shader.attach(true)
defer states.back().shader.attach(false)
u, err := shader.getUniformAndCheck(name, UniformFloat, 3)
if err != nil {
return err
}
gl.UniformMatrix2fv(u.Location, []float32{
mat[0], mat[1],
mat[2], mat[3],
})
return nil
}
// SendTexture allows you to pass in a ITexture to your shader as a sampler, by the name of
// the variable. This means you can pass in an image but also a canvas.
func (shader *Shader) SendTexture(name string, texture ITexture) error {
shader.attach(true)
defer states.back().shader.attach(false)
gltex := texture.getHandle()
texunit := shader.getTextureUnit(name)
u, err := shader.getUniformAndCheck(name, UniformSampler, 1)
if err != nil {
return err
}
bindTextureToUnit(gltex, texunit, true)
gl.Uniform1i(u.Location, int(texunit))
// increment global shader texture id counter for this texture unit, if we haven't already
if !shader.activeTexUnits[texunit-1].Valid() {
glState.textureCounters[texunit-1]++
}
// store texture id so it can be re-bound to the proper texture unit later
shader.activeTexUnits[texunit-1] = gltex
return nil
}
func (shader *Shader) getTextureUnit(name string) int {
unit, found := shader.texUnitPool[name]
if found {
return unit
}
texunit := -1
// prefer texture units which are unused by all other shaders
for i := 0; i < len(glState.textureCounters); i++ {
if glState.textureCounters[i] == 0 {
texunit = i + 1
break
}
}
if texunit == -1 {
// no completely unused texture units exist, try to use next free slot in our own list
for i := 0; i < len(shader.activeTexUnits); i++ {
if !shader.activeTexUnits[i].Valid() {
texunit = i + 1
break
}
}
if texunit == -1 {
panic("No more texture units available for shader.")
}
}
shader.texUnitPool[name] = texunit
return shader.texUnitPool[name]
}
func createCode(header, code, footer string) string {
var templateWriter bytes.Buffer
if err := shaderTemplate.Execute(&templateWriter, struct {
Header, Code, Footer string
}{Header: header, Code: code, Footer: footer}); err != nil {
panic(err)
}
return templateWriter.String()
}
func isVertexCode(code string) bool {
match, _ := regexp.MatchString(`vec4\s+position\s*\(`, code)
return match
}
func isFragmentCode(code string) bool {
match, _ := regexp.MatchString(`vec4\s+effect\s*\(`, code)
return match
}
//convert paths to strings of code
//if string is already code just pass it along
func pathsToCode(paths ...string) []string {
code := []string{}
if paths != nil {
for _, path := range paths {
if path == "" {
continue
}
//if this is not code it must be a path
if !isVertexCode(path) && !isFragmentCode(path) {
code = append(code, file.ReadString(path))
} else { //it is code!
code = append(code, path)
}
}
}
return code
}
func shaderCodeToGLSL(code ...string) (string, string) {
vertexcode := defaultVertexShaderCode
fragmentCode := defaultFragmentShaderCode
for _, shaderCode := range code {
if isVertexCode(shaderCode) {
vertexcode = shaderCode
}
if isFragmentCode(shaderCode) {
fragmentCode = shaderCode
}
}
return createCode(vertexHeader, vertexcode, vertexFooter), createCode(fragmentHeader, fragmentCode, fragmentFooter)
}
func compileCode(shaderType gl.Enum, src string) gl.Shader {
shader := gl.CreateShader(shaderType)
if !shader.Valid() {
panic(fmt.Errorf("could not create shader (type %v)", shaderType))
}
gl.ShaderSource(shader, src)
gl.CompileShader(shader)
if gl.GetShaderi(shader, gl.COMPILE_STATUS) == 0 {
defer gl.DeleteShader(shader)
panic(fmt.Errorf("shader compile: %s", gl.GetShaderInfoLog(shader)))
}
return shader
}