/
shader.go
121 lines (102 loc) · 2.21 KB
/
shader.go
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package main
import (
"fmt"
"golang.org/x/mobile/gl"
)
// TODO: Need a ShaderRegistry of somekind, ideally with support for default
// scene values vs per-shape values and attribute checking.
// TODO: Should each NewShader be a struct embedding a Program?
type Shader interface {
Use()
Close() error
Attrib(string) gl.Attrib
Uniform(string) gl.Uniform
}
func NewShader(vertAsset, fragAsset string) (Shader, error) {
program, err := LoadProgram(vertAsset, fragAsset)
if err != nil {
return nil, err
}
return &shader{
program: program,
attribs: map[string]gl.Attrib{},
uniforms: map[string]gl.Uniform{},
}, nil
}
type shader struct {
program gl.Program
attribs map[string]gl.Attrib
uniforms map[string]gl.Uniform
}
func (shader *shader) Attrib(name string) gl.Attrib {
v, ok := shader.attribs[name]
if !ok {
v = gl.GetAttribLocation(shader.program, name)
shader.attribs[name] = v
}
return v
}
func (shader *shader) Uniform(name string) gl.Uniform {
v, ok := shader.uniforms[name]
if !ok {
v = gl.GetUniformLocation(shader.program, name)
shader.uniforms[name] = v
}
return v
}
func (shader *shader) Use() {
gl.UseProgram(shader.program)
}
func (shader *shader) Close() error {
gl.DeleteProgram(shader.program)
return nil
}
type Shaders interface {
Load(...string) error
Get(string) Shader
Reload() error
Close() error
}
func ShaderLoader() *shaderLoader {
return &shaderLoader{
shaders: map[string]*shader{},
}
}
type shaderLoader struct {
shaders map[string]*shader
}
func (loader *shaderLoader) Load(names ...string) error {
for _, name := range names {
s, err := NewShader(
fmt.Sprintf("%s.v.glsl", name),
fmt.Sprintf("%s.f.glsl", name),
)
if err != nil {
return err
}
loader.shaders[name] = s.(*shader)
}
return nil
}
func (loader *shaderLoader) Get(name string) Shader {
return loader.shaders[name]
}
func (loader *shaderLoader) Reload() error {
for k, shader := range loader.shaders {
err := LoadShaders(
shader.program,
fmt.Sprintf("%s.v.glsl", k),
fmt.Sprintf("%s.f.glsl", k),
)
if err != nil {
return err
}
}
return nil
}
func (loader *shaderLoader) Close() error {
for _, shader := range loader.shaders {
shader.Close()
}
return nil
}