package render import ( "fmt" "log" "strings" "edgaru089.ml/go/gl01/internal/util/itype" "github.com/go-gl/gl/all-core/gl" "github.com/go-gl/mathgl/mgl32" ) // returns max texture unit count func getMaxTextureUnits() int32 { var cnt int32 gl.GetIntegerv(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS, &cnt) return cnt } // Shader contains a shader program, with a vertex and a fragment (pixel) shader. type Shader struct { prog uint32 uniforms map[string]int32 textures map[int32]*Texture // maps uniform location to *Texture } // helper construct to get uniforms and restore previous glUseProgram func (s *Shader) uniformBlender(name string) (location int32, restore func()) { if s.prog != 0 { var saved int32 // Use program object gl.GetIntegerv(gl.CURRENT_PROGRAM, &saved) if uint32(saved) != s.prog { gl.UseProgram(s.prog) } return s.UniformLocation(name), func() { if uint32(saved) != s.prog { gl.UseProgram(uint32(saved)) } } } return 0, func() {} } func compileShader(src string, stype uint32) (prog uint32, err error) { prog = gl.CreateShader(stype) strs, free := gl.Strs(src, "\x00") gl.ShaderSource(prog, 1, strs, nil) free() gl.CompileShader(prog) var status int32 gl.GetShaderiv(prog, gl.COMPILE_STATUS, &status) if status == gl.FALSE { var len int32 gl.GetShaderiv(prog, gl.INFO_LOG_LENGTH, &len) log := strings.Repeat("\x00", int(len+1)) gl.GetShaderInfoLog(prog, len, nil, gl.Str(log)) gl.DeleteShader(prog) switch stype { case gl.VERTEX_SHADER: return 0, fmt.Errorf("failed to compile Vertex Shader: %s", log) case gl.FRAGMENT_SHADER: return 0, fmt.Errorf("failed to compile Fragment Shader: %s", log) default: return 0, fmt.Errorf("failed to compile Unknown(%d) Shader: %s", stype, log) } } return } // NewShader compiles and links a Vertex and a Fragment (Pixel) shader into one program. // The source code does not need to be terminated with \x00. func NewShader(vert, frag string) (s *Shader, err error) { vertid, err := compileShader(vert, gl.VERTEX_SHADER) if err != nil { return nil, err } fragid, err := compileShader(frag, gl.FRAGMENT_SHADER) if err != nil { gl.DeleteShader(vertid) return nil, err } s = &Shader{} s.uniforms = make(map[string]int32) s.textures = make(map[int32]*Texture) s.prog = gl.CreateProgram() gl.AttachShader(s.prog, vertid) gl.AttachShader(s.prog, fragid) gl.LinkProgram(s.prog) var status int32 gl.GetProgramiv(s.prog, gl.LINK_STATUS, &status) if status == gl.FALSE { var len int32 gl.GetProgramiv(s.prog, gl.INFO_LOG_LENGTH, &len) log := strings.Repeat("\x00", int(len+1)) gl.GetProgramInfoLog(s.prog, len, nil, gl.Str(log)) gl.DeleteProgram(s.prog) gl.DeleteShader(vertid) gl.DeleteShader(fragid) return nil, fmt.Errorf("failed to link Program: %s", log) } gl.DeleteShader(vertid) gl.DeleteShader(fragid) return } // UniformLocation returns the location id of the given uniform. // it returns -1 if the uniform is not found. func (s *Shader) UniformLocation(name string) int32 { if id, ok := s.uniforms[name]; ok { return id } else { location := gl.GetUniformLocation(s.prog, gl.Str(name+"\x00")) s.uniforms[name] = location if location == -1 { log.Printf("Shader: uniform \"%s\" not found", name) } return location } } // UseProgram calls glUseProgram. func (s *Shader) UseProgram() { gl.UseProgram(s.prog) } // BindTextures calls glActiveTexture and glBindTexture, updating the texture unit slots. func (s *Shader) BindTextures() { var i int for loc, tex := range s.textures { index := int32(i + 1) gl.Uniform1i(loc, index) gl.ActiveTexture(uint32(gl.TEXTURE0 + index)) gl.BindTexture(gl.TEXTURE_2D, tex.tex) i++ } gl.ActiveTexture(gl.TEXTURE0) } // Handle returns the OpenGL handle of the program. func (s *Shader) Handle() uint32 { return s.prog } func (s *Shader) SetUniformTexture(name string, tex *Texture) { if s.prog == 0 { return } loc := s.UniformLocation(name) if loc == -1 { return } // Store the location to texture map _, ok := s.textures[loc] if !ok { // new texture, make sure there are enough texture units if len(s.textures)+1 >= int(getMaxTextureUnits()) { log.Printf("Shader: Warning: Impossible to use texture \"%s\" for shader: all available texture units are used", name) return } } s.textures[loc] = tex } // SetUniformTextureHandle sets a uniform as a sampler2D from an external OpenGL texture. // tex is the OpenGL texture handle (the one you get with glGenTextures()) func (s *Shader) SetUniformTextureHandle(name string, tex uint32) { s.SetUniformTexture(name, &Texture{tex: tex}) } func (s *Shader) SetUniformMat4(name string, value mgl32.Mat4) { loc, restore := s.uniformBlender(name) defer restore() gl.UniformMatrix4fv(loc, 1, false, &value[0]) } func (s *Shader) SetUniformFloat(name string, value float32) { loc, restore := s.uniformBlender(name) defer restore() gl.Uniform1f(loc, value) } func (s *Shader) SetUniformVec2f(name string, value itype.Vec2f) { loc, restore := s.uniformBlender(name) defer restore() gl.Uniform2f(loc, value[0], value[1]) } func (s *Shader) SetUniformVec3f(name string, value itype.Vec3f) { loc, restore := s.uniformBlender(name) defer restore() gl.Uniform3f(loc, value[0], value[1], value[2]) } func (s *Shader) SetUniformVec4f(name string, value itype.Vec4f) { loc, restore := s.uniformBlender(name) defer restore() gl.Uniform4f(loc, value[0], value[1], value[2], value[3]) } func (s *Shader) SetUniformInt(name string, value int32) { loc, restore := s.uniformBlender(name) defer restore() gl.Uniform1i(loc, value) } func (s *Shader) SetUniformVec2i(name string, value itype.Vec2i) { loc, restore := s.uniformBlender(name) defer restore() gl.Uniform2i(loc, int32(value[0]), int32(value[1])) } func (s *Shader) SetUniformVec3i(name string, value itype.Vec3i) { loc, restore := s.uniformBlender(name) defer restore() gl.Uniform3i(loc, int32(value[0]), int32(value[1]), int32(value[2])) } func (s *Shader) SetUniformVec4i(name string, value itype.Vec4i) { loc, restore := s.uniformBlender(name) defer restore() gl.Uniform4i(loc, int32(value[0]), int32(value[1]), int32(value[2]), int32(value[3])) } func (s *Shader) GetAttribLocation(name string) uint32 { name = name + "\x00" return uint32(gl.GetAttribLocation(s.prog, gl.Str(name))) }