/
gfx-shader.go
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/
gfx-shader.go
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// Copyright 2012. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2012 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
package sfml
// #include <SFML/Graphics/Export.h>
// #include <SFML/Graphics/Color.h>
// #include <SFML/Graphics/Types.h>
// #include <SFML/Graphics/Shader.h>
// #include <SFML/System/InputStream.h>
// #include <SFML/System/Vector2.h>
// #include <SFML/System/Vector3.h>
import "C"
type Shader struct {
Cref *C.sfShader
}
// \brief Load both the vertex and fragment shaders from files
// This function can load both the vertex and the fragment
// shaders, or only one of them: pass NULL if you don't want to load
// either the vertex shader or the fragment shader.
// The sources must be text files containing valid shaders
// in GLSL language. GLSL is a C-like language dedicated to
// OpenGL shaders; you'll probably need to read a good documentation
// for it before writing your own shaders.
// \param vertexShaderFilename Path of the vertex shader file to load, or NULL to skip this shader
// \param fragmentShaderFilename Path of the fragment shader file to load, or NULL to skip this shader
// \return A new sfShader object, or NULL if it failed
// sfShader* sfShader_createFromFile(const char* vertexShaderFilename, const char* fragmentShaderFilename);
func NewShaderFromFile(vertexShaderFilename, fragmentShaderFilename string) Shader {
vsf := C.CString(vertexShaderFilename)
fsf := C.CString(fragmentShaderFilename)
return Shader{C.sfShader_createFromFile(vsf, fsf)}
}
/*
// \brief Load both the vertex and fragment shaders from source codes in memory
// This function can load both the vertex and the fragment
// shaders, or only one of them: pass NULL if you don't want to load
// either the vertex shader or the fragment shader.
// The sources must be valid shaders in GLSL language. GLSL is
// a C-like language dedicated to OpenGL shaders; you'll
// probably need to read a good documentation for it before
// writing your own shaders.
// \param vertexShader String containing the source code of the vertex shader, or NULL to skip this shader
// \param fragmentShader String containing the source code of the fragment shader, or NULL to skip this shader
// \return A new sfShader object, or NULL if it failed
// sfShader* sfShader_createFromMemory(const char* vertexShader, const char* fragmentShader);
// func (self Shader) Createfrommemory(fragmentShader *char ) *Shader {
// return C.sfShader_createFromMemory(self.Cref, sf(*char));
// }
// \brief Load both the vertex and fragment shaders from custom streams
// This function can load both the vertex and the fragment
// shaders, or only one of them: pass NULL if you don't want to load
// either the vertex shader or the fragment shader.
// The source codes must be valid shaders in GLSL language.
// GLSL is a C-like language dedicated to OpenGL shaders;
// you'll probably need to read a good documentation for
// it before writing your own shaders.
// \param vertexShaderStream Source stream to read the vertex shader from, or NULL to skip this shader
// \param fragmentShaderStream Source stream to read the fragment shader from, or NULL to skip this shader
// \return A new sfShader object, or NULL if it failed
// sfShader* sfShader_createFromStream(sfInputStream* vertexShaderStream, sfInputStream* fragmentShaderStream);
// func (self Shader) Createfromstream(fragmentShaderStream *InputStream) *Shader {
// return C.sfShader_createFromStream(self.Cref, sf*inputstream(fragmentShaderStream));
// }
*/
// \brief Destroy an existing shader
// \param shader Shader to delete
// void sfShader_destroy(sfShader* shader);
func (self Shader) Destroy() {
C.sfShader_destroy(self.Cref)
}
// \brief Change a float parameter of a shader
// \a name is the name of the variable to change in the shader.
// The corresponding parameter in the shader must be a float
// (float GLSL type).
// Example:
// \code
// uniform float myparam; // this is the variable in the shader
// \endcode
// \code
// sfShader_setFloatParameter(shader, "myparam", 5.2f);
// \endcode
// \param shader Shader object
// \param name Name of the parameter in the shader
// \param x Value to assign
// void sfShader_setFloatParameter(sfShader* shader, const char* name, float x);
func (self Shader) SetFloatParameter(name string, x float32) {
n := C.CString(name)
x1 := C.float(x)
C.sfShader_setFloatParameter(self.Cref, n, x1)
}
// \brief Change a 2-components vector parameter of a shader
// \a name is the name of the variable to change in the shader.
// The corresponding parameter in the shader must be a 2x1 vector
// (vec2 GLSL type).
// Example:
// \code
// uniform vec2 myparam; // this is the variable in the shader
// \endcode
// \code
// sfShader_setFloat2Parameter(shader, "myparam", 5.2f, 6.0f);
// \endcode
// \param shader Shader object
// \param name Name of the parameter in the shader
// \param x First component of the value to assign
// \param y Second component of the value to assign
// void sfShader_setFloat2Parameter(sfShader* shader, const char* name, float x, float y);
func (self Shader) SetFloat2Parameter(name string, x, y float32) {
n := C.CString(name)
x1 := C.float(x)
y1 := C.float(y)
C.sfShader_setFloat2Parameter(self.Cref, n, x1, y1)
}
// \brief Change a 3-components vector parameter of a shader
// \a name is the name of the variable to change in the shader.
// The corresponding parameter in the shader must be a 3x1 vector
// (vec3 GLSL type).
// Example:
// \code
// uniform vec3 myparam; // this is the variable in the shader
// \endcode
// \code
// sfShader_setFloat3Parameter(shader, "myparam", 5.2f, 6.0f, -8.1f);
// \endcode
// \param shader Shader object
// \param name Name of the parameter in the shader
// \param x First component of the value to assign
// \param y Second component of the value to assign
// \param z Third component of the value to assign
// void sfShader_setFloat3Parameter(sfShader* shader, const char* name, float x, float y, float z);
func (self Shader) SetFloat3Parameter(name string, x, y, z float32) {
n := C.CString(name)
x1 := C.float(x)
y1 := C.float(y)
z1 := C.float(z)
C.sfShader_setFloat3Parameter(self.Cref, n, x1, y1, z1)
}
// \brief Change a 4-components vector parameter of a shader
// \a name is the name of the variable to change in the shader.
// The corresponding parameter in the shader must be a 4x1 vector
// (vec4 GLSL type).
// Example:
// \code
// uniform vec4 myparam; // this is the variable in the shader
// \endcode
// \code
// sfShader_setFloat4Parameter(shader, "myparam", 5.2f, 6.0f, -8.1f, 0.4f);
// \endcode
// \param shader Shader object
// \param name Name of the parameter in the shader
// \param x First component of the value to assign
// \param y Second component of the value to assign
// \param z Third component of the value to assign
// \param w Fourth component of the value to assign
// void sfShader_setFloat4Parameter(sfShader* shader, const char* name, float x, float y, float z, float w);
func (self Shader) Setfloat4parameter(name string, x, y, z, w float32) {
n := C.CString(name)
x1 := C.float(x)
y1 := C.float(y)
z1 := C.float(z)
w1 := C.float(w)
C.sfShader_setFloat4Parameter(self.Cref, n, x1, y1, z1, w1)
}
// \brief Change a 2-components vector parameter of a shader
// \a name is the name of the variable to change in the shader.
// The corresponding parameter in the shader must be a 2x1 vector
// (vec2 GLSL type).
// Example:
// \code
// uniform vec2 myparam; // this is the variable in the shader
// \endcode
// \code
// sfVector2f vec = {5.2f, 6.0f};
// sfShader_setVector2Parameter(shader, "myparam", vec);
// \endcode
// \param shader Shader object
// \param name Name of the parameter in the shader
// \param vector Vector to assign
// void sfShader_setVector2Parameter(sfShader* shader, const char* name, sfVector2f vector);
func (self Shader) SetVector2Parameter(name string, x, y float32) {
n := C.CString(name)
x1 := C.float(x)
y1 := C.float(y)
C.sfShader_setVector2Parameter(self.Cref, n, C.sfVector2f{x1, y1})
}
// \brief Change a 3-components vector parameter of a shader
// \a name is the name of the variable to change in the shader.
// The corresponding parameter in the shader must be a 3x1 vector
// (vec3 GLSL type).
// Example:
// \code
// uniform vec3 myparam; // this is the variable in the shader
// \endcode
// \code
// sfVector3f vec = {5.2f, 6.0f, -8.1f};
// sfShader_setVector3Parameter(shader, "myparam", vec);
// \endcode
// \param shader Shader object
// \param name Name of the parameter in the shader
// \param vector Vector to assign
// void sfShader_setVector3Parameter(sfShader* shader, const char* name, sfVector3f vector);
func (self Shader) SetVector3parameter(name string, vector Vector3f) {
n := C.CString(name)
C.sfShader_setVector3Parameter(self.Cref, n, vector.Cref)
}
// \brief Change a color parameter of a shader
// \a name is the name of the variable to change in the shader.
// The corresponding parameter in the shader must be a 4x1 vector
// (vec4 GLSL type).
// It is important to note that the components of the color are
// normalized before being passed to the shader. Therefore,
// they are converted from range [0 .. 255] to range [0 .. 1].
// For example, a sf::Color(255, 125, 0, 255) will be transformed
// to a vec4(1.0, 0.5, 0.0, 1.0) in the shader.
// Example:
// \code
// uniform vec4 color; // this is the variable in the shader
// \endcode
// \code
// sfShader_setColorParameter(shader, "color", sfColor_FromRGB(255, 128, 0));
// \endcode
// \param shader Shader object
// \param name Name of the parameter in the shader
// \param color Color to assign
// void sfShader_setColorParameter(sfShader* shader, const char* name, sfColor color);
func (self Shader) SetColorParameter(name string, color Color) {
n := C.CString(name)
C.sfShader_setColorParameter(self.Cref, n, color.Cref)
}
// \brief Change a matrix parameter of a shader
// \a name is the name of the variable to change in the shader.
// The corresponding parameter in the shader must be a 4x4 matrix
// (mat4 GLSL type).
// Example:
// \code
// uniform mat4 matrix; // this is the variable in the shader
// \endcode
// \code
// @todo
// sfShader_setTransformParameter(shader, "matrix", transform);
// \endcode
// \param shader Shader object
// \param name Name of the parameter in the shader
// \param transform Transform to assign
// void sfShader_setTransformParameter(sfShader* shader, const char* name, const sfTransform* transform);
func (self Shader) SetTransformParameter(name string, transform Transform) {
n := C.CString(name)
C.sfShader_setTransformParameter(self.Cref, n, *transform.Cref)
}
// \brief Change a texture parameter of a shader
// \a name is the name of the variable to change in the shader.
// The corresponding parameter in the shader must be a 2D texture
// (sampler2D GLSL type).
// Example:
// \code
// uniform sampler2D the_texture; // this is the variable in the shader
// \endcode
// \code
// sf::Texture texture;
// ...
// sfShader_setTextureParameter(shader, "the_texture", texture);
// \endcode
// It is important to note that \a texture must remain alive as long
// as the shader uses it, no copy is made internally.
// To use the texture of the object being draw, which cannot be
// known in advance, you can use the special function
// sfShader_setCurrentTextureParameter:
// \code
// sfShader_setCurrentTextureParameter(shader, "the_texture").
// \endcode
// \param shader Shader object
// \param name Name of the texture in the shader
// \param texture Texture to assign
// void sfShader_setTextureParameter(sfShader* shader, const char* name, const sfTexture* texture);
func (self Shader) SetTextureParameter(name string, texture Texture) {
n := C.CString(name)
C.sfShader_setTextureParameter(self.Cref, n, texture.Cref)
}
// \brief Change a texture parameter of a shader
// This function maps a shader texture variable to the
// texture of the object being drawn, which cannot be
// known in advance.
// The corresponding parameter in the shader must be a 2D texture
// (sampler2D GLSL type).
// Example:
// \code
// uniform sampler2D current; // this is the variable in the shader
// \endcode
// \code
// sfShader_setCurrentTextureParameter(shader, "current");
// \endcode
// \param shader Shader object
// \param name Name of the texture in the shader
// void sfShader_setCurrentTextureParameter(sfShader* shader, const char* name);
func (self Shader) SetCurrentTextureParameter(name string) {
n := C.CString(name)
C.sfShader_setCurrentTextureParameter(self.Cref, n)
}
// \brief Bind a shader for rendering (activate it)
// This function is normally for internal use only, unless
// you want to use the shader with a custom OpenGL rendering
// instead of a SFML drawable.
// \code
// sfWindow_setActive(window, sfTrue);
// sfShader_bind(shader);
// ... render OpenGL geometry ...
// sfShader_unbind(shader);
// \endcode
// \param shader Shader to bind
// void sfShader_bind(const sfShader* shader);
func (self Shader) Bind() {
C.sfShader_bind(self.Cref)
}
// \brief Unbind a shader (deactivate it)
// This function is normally for internal use only, unless
// you want to use the shader with a custom OpenGL rendering
// instead of a SFML drawable.
// \param shader Shader to unbind
// void sfShader_unbind(const sfShader* shader);
// func (self Shader) Unbind() {
// glCheck(glUseProgramObjectARB(0))
// C.sfShader_unbind(self.Cref);
// }
// \brief Tell whether or not the system supports shaders
// This function should always be called before using
// the shader features. If it returns false, then
// any attempt to use sfShader will fail.
// \return sfTrue if the system can use shaders, sfFalse otherwise
// sfBool sfShader_isAvailable(void);
func (self Shader) IsAvailable() bool {
return C.sfShader_isAvailable() == 1
}