128 lines
3.1 KiB
Go
128 lines
3.1 KiB
Go
package shader
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import (
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"errors"
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"fmt"
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"strings"
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"git.tek.govt.hu/dowerx/opengl-deferred/types/light"
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"github.com/go-gl/gl/v4.6-core/gl"
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"github.com/go-gl/mathgl/mgl32"
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)
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type Shader struct {
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program uint32
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uniforms map[string]int32
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lightCount int32
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}
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func (s *Shader) Use() {
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gl.UseProgram(s.program)
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s.lightCount = 0
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}
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func (s *Shader) Delete() {
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gl.DeleteProgram(s.program)
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}
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func (s *Shader) getUniformLocation(name string) int32 {
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if val, ok := s.uniforms[name]; ok {
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return val
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}
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uniform := gl.GetUniformLocation(s.program, gl.Str(name+"\x00"))
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s.uniforms[name] = uniform
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return uniform
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}
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func (s *Shader) Mat4(name string, mat mgl32.Mat4) {
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gl.UniformMatrix4fv(s.getUniformLocation(name), 1, false, &mat[0])
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}
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func (s *Shader) Int(name string, val int32) {
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gl.Uniform1i(s.getUniformLocation(name), val)
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}
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func (s *Shader) Float(name string, val float32) {
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gl.Uniform1f(s.getUniformLocation(name), val)
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}
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func (s *Shader) Vec3(name string, val *float32) {
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gl.Uniform3fv(s.getUniformLocation(name), 1, val)
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}
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func (s *Shader) Light(l *light.Light) error {
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if s.lightCount >= light.MAX_LIGHT_COUNT {
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return errors.New("too many lights")
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}
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s.Vec3(fmt.Sprintf("lights[%d].color", s.lightCount), &l.Color[0])
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s.Vec3(fmt.Sprintf("lights[%d].position", s.lightCount), &l.Position[0])
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s.Vec3(fmt.Sprintf("lights[%d].direction", s.lightCount), &l.Direction[0])
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s.Float(fmt.Sprintf("lights[%d].intensity", s.lightCount), l.Intensity)
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s.Int(fmt.Sprintf("lights[%d].type", s.lightCount), l.Type)
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s.lightCount++
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s.Int("light_count", s.lightCount)
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return nil
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}
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func compileShader(source string, shaderType uint32) (uint32, error) {
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shader := gl.CreateShader(shaderType)
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csource, free := gl.Strs(source)
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gl.ShaderSource(shader, 1, csource, nil)
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free()
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gl.CompileShader(shader)
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var status int32
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gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
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if status == gl.FALSE {
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var logLength int32
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gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)
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log := strings.Repeat("\x00", int(logLength+1))
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gl.GetShaderInfoLog(shader, logLength, nil, gl.Str(log))
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return 0, errors.New(log)
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}
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return shader, nil
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}
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func New(vertexSource string, fragmantSource string) (shader Shader, _ error) {
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shader.uniforms = make(map[string]int32)
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vertexShader, err := compileShader(vertexSource, gl.VERTEX_SHADER)
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if err != nil {
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return shader, err
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}
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fragmantShader, err := compileShader(fragmantSource, gl.FRAGMENT_SHADER)
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if err != nil {
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return shader, err
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}
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shader.program = gl.CreateProgram()
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gl.AttachShader(shader.program, vertexShader)
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gl.AttachShader(shader.program, fragmantShader)
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gl.LinkProgram(shader.program)
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defer gl.DeleteShader(vertexShader)
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defer gl.DeleteShader(fragmantShader)
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var status int32
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gl.GetProgramiv(shader.program, gl.LINK_STATUS, &status)
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if status == gl.FALSE {
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var logLength int32
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gl.GetProgramiv(shader.program, gl.INFO_LOG_LENGTH, &logLength)
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log := strings.Repeat("\x00", int(logLength+1))
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gl.GetProgramInfoLog(shader.program, logLength, nil, gl.Str(log))
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return shader, errors.New(log)
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}
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return shader, nil
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}
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