/
effect.go
355 lines (274 loc) · 9.11 KB
/
effect.go
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package paunch
import (
"errors"
"fmt"
gl "github.com/chsc/gogl/gl21"
"io/ioutil"
"strings"
)
// Effect is an object that manages shaders.
type Effect struct {
uniforms map[string]gl.Int
program gl.Uint
}
func loadTextFile(filename string) (*gl.Char, error) {
text, err := ioutil.ReadFile(filename)
if err != nil {
return gl.GLString(""), err
}
return gl.GLString(string(text)), nil
}
func (effect *Effect) checkUniformVariable(variable string) {
if _, ok := effect.uniforms[variable]; !ok {
effect.uniforms[variable] = gl.GetUniformLocation(effect.program, gl.GLString(variable))
}
}
// SetVariablei sets a specified variable to the supplied integer to be passed
// into an effect.
func (effect *Effect) SetVariablei(variable string, val int) error {
var currEffect gl.Int
gl.GetIntegerv(gl.CURRENT_PROGRAM, &currEffect)
if gl.Uint(currEffect) != effect.program {
return errors.New("effect is not currently in use")
}
effect.checkUniformVariable(variable)
gl.Uniform1i(effect.uniforms[variable], gl.Int(val))
return nil
}
// SetVariable2i sets a specified variable to the two supplied integers to be
// passed into an effect.
func (effect *Effect) SetVariable2i(variable string, val1 int, val2 int) error {
var currEffect gl.Int
gl.GetIntegerv(gl.CURRENT_PROGRAM, &currEffect)
if gl.Uint(currEffect) != effect.program {
return errors.New("effect is not currently in use")
}
effect.checkUniformVariable(variable)
gl.Uniform2i(effect.uniforms[variable], gl.Int(val1), gl.Int(val2))
return nil
}
// SetVariable3i sets a specified variable to the three supplied integers to be
// passed into an effect.
func (effect *Effect) SetVariable3i(variable string, val1 int, val2 int, val3 int) error {
var currEffect gl.Int
gl.GetIntegerv(gl.CURRENT_PROGRAM, &currEffect)
if gl.Uint(currEffect) != effect.program {
return errors.New("effect is not currently in use")
}
effect.checkUniformVariable(variable)
gl.Uniform3i(effect.uniforms[variable], gl.Int(val1), gl.Int(val2), gl.Int(val3))
return nil
}
// SetVariable4i sets a specified variable to the four supplied integers to be
// passed into an effect.
func (effect *Effect) SetVariable4i(variable string, val1 int, val2 int, val3 int, val4 int) error {
var currEffect gl.Int
gl.GetIntegerv(gl.CURRENT_PROGRAM, &currEffect)
if gl.Uint(currEffect) != effect.program {
return errors.New("effect is not currently in use")
}
effect.checkUniformVariable(variable)
gl.Uniform4i(effect.uniforms[variable], gl.Int(val1), gl.Int(val2), gl.Int(val3), gl.Int(val4))
return nil
}
// SetVariablef sets a specified variable to the supplied integer to be passed
// into an effect.
func (effect *Effect) SetVariablef(variable string, val float32) error {
var currEffect gl.Int
gl.GetIntegerv(gl.CURRENT_PROGRAM, &currEffect)
if gl.Uint(currEffect) != effect.program {
return errors.New("effect is not currently in use")
}
effect.checkUniformVariable(variable)
gl.Uniform1f(effect.uniforms[variable], gl.Float(val))
return nil
}
// SetVariable2f sets a specified variable to the two supplied integers to
// be passed into an effect.
func (effect *Effect) SetVariable2f(variable string, val1 float32, val2 float32) error {
var currEffect gl.Int
gl.GetIntegerv(gl.CURRENT_PROGRAM, &currEffect)
if gl.Uint(currEffect) != effect.program {
return errors.New("effect is not currently in use")
}
effect.checkUniformVariable(variable)
gl.Uniform2f(effect.uniforms[variable], gl.Float(val1), gl.Float(val2))
return nil
}
// SetVariable3f sets a specified variable to the three supplied integers to
// be passed into an effect.
func (effect *Effect) SetVariable3f(variable string, val1 float32, val2 float32, val3 float32) error {
var currEffect gl.Int
gl.GetIntegerv(gl.CURRENT_PROGRAM, &currEffect)
if gl.Uint(currEffect) != effect.program {
return errors.New("effect is not currently in use")
}
effect.checkUniformVariable(variable)
gl.Uniform3f(effect.uniforms[variable], gl.Float(val1), gl.Float(val2), gl.Float(val3))
return nil
}
// SetVariable4f sets a specified variable to the four supplied integers to
// be passed into an effect.
func (effect *Effect) SetVariable4f(variable string, val1 float32, val2 float32, val3 float32, val4 float32) error {
var currEffect gl.Int
gl.GetIntegerv(gl.CURRENT_PROGRAM, &currEffect)
if gl.Uint(currEffect) != effect.program {
return errors.New("effect is not currently in use")
}
effect.checkUniformVariable(variable)
gl.Uniform4f(effect.uniforms[variable], gl.Float(val1), gl.Float(val2), gl.Float(val3), gl.Float(val4))
return nil
}
func compileShader(shaderType ShaderType, scripts []*gl.Char) (gl.Uint, error) {
shaderID := gl.CreateShader(gl.Enum(shaderType))
gl.ShaderSource(shaderID, gl.Sizei(len(scripts)), &scripts[0], nil)
gl.CompileShader(shaderID)
if err := checkShaderCompiled(shaderID, shaderType); err != nil {
return 0, err
}
return shaderID, checkForErrors()
}
func checkShaderCompiled(id gl.Uint, shaderType ShaderType) error {
var shader string
if shaderType == Vertex {
shader = "vertex"
} else {
shader = "fragment"
}
var status gl.Int
gl.GetShaderiv(id, gl.COMPILE_STATUS, &status)
if status == gl.FALSE {
var infoLogLength gl.Int
gl.GetShaderiv(id, gl.INFO_LOG_LENGTH, &infoLogLength)
infoLog := make([]gl.Char, infoLogLength+1)
gl.GetShaderInfoLog(id, gl.Sizei(infoLogLength), nil, &infoLog[0])
return fmt.Errorf("shader %s: %s", shader, gl.GoString(&infoLog[0]))
}
return nil
}
func checkIfShaderFile(name string) ShaderType {
split := strings.Split(name, ".")
if split[len(split)-1] == "vert" {
return Vertex
} else if split[len(split)-1] == "frag" {
return Fragment
}
return notShader
}
// NewEffectFromDirectory creates a new Effect object based on the shader
// directory given.
func NewEffectFromDirectory(directory string) (*Effect, error) {
effect := &Effect{}
effect.uniforms = make(map[string]gl.Int)
programID := gl.CreateProgram()
var vscript, fscript []*gl.Char
files, ioErr := ioutil.ReadDir(directory)
if ioErr != nil {
return effect, ioErr
}
for _, val := range files {
name := val.Name()
if shaderType := checkIfShaderFile(name); !val.IsDir() && shaderType != notShader {
text, err := loadTextFile(directory + name)
if err != nil {
return effect, err
}
if shaderType == Vertex {
vscript = append(vscript, text)
} else if shaderType == Fragment {
fscript = append(fscript, text)
}
}
}
vshaderID, vertErr := compileShader(Vertex, vscript)
if vertErr != nil {
return effect, vertErr
}
gl.AttachShader(programID, vshaderID)
fshaderID, fragErr := compileShader(Fragment, fscript)
if fragErr != nil {
return effect, fragErr
}
gl.AttachShader(programID, fshaderID)
gl.LinkProgram(programID)
var status gl.Int
gl.GetProgramiv(programID, gl.LINK_STATUS, &status)
if status == gl.FALSE {
return effect, errors.New("linking program")
}
effect.program = programID
return effect, checkForErrors()
}
// NewEffectFromFiles creates a new Effect object based on the shader file
// names given.
func NewEffectFromFiles(filenames []string) (*Effect, error) {
effect := &Effect{}
effect.uniforms = make(map[string]gl.Int)
programID := gl.CreateProgram()
var vscript, fscript []*gl.Char
for _, val := range filenames {
if shaderType := checkIfShaderFile(val); shaderType != notShader {
text, err := loadTextFile(val)
if err != nil {
return effect, err
}
if shaderType == Vertex {
vscript = append(vscript, text)
} else if shaderType == Fragment {
fscript = append(fscript, text)
}
}
}
vshaderID, vertErr := compileShader(Vertex, vscript)
if vertErr != nil {
return effect, vertErr
}
gl.AttachShader(programID, vshaderID)
fshaderID, fragErr := compileShader(Fragment, fscript)
if fragErr != nil {
return effect, fragErr
}
gl.AttachShader(programID, fshaderID)
gl.LinkProgram(programID)
var status gl.Int
gl.GetProgramiv(programID, gl.LINK_STATUS, &status)
if status == gl.FALSE {
return effect, errors.New("linking program")
}
effect.program = programID
return effect, checkForErrors()
}
// NewEffectFromStrings creates a new Effect object based on the given strings
// containing GLSL shader script. The types values should correlate with the
// type of shader the script is describing.
func NewEffectFromStrings(text []string, types []ShaderType) (*Effect, error) {
effect := &Effect{}
effect.uniforms = make(map[string]gl.Int)
programID := gl.CreateProgram()
var vscript, fscript []*gl.Char
for i, val := range text {
if types[i] == Vertex {
vscript = append(vscript, gl.GLString(val))
} else if types[i] == Fragment {
fscript = append(fscript, gl.GLString(val))
}
}
vshaderID, vertErr := compileShader(Vertex, vscript)
if vertErr != nil {
return effect, vertErr
}
gl.AttachShader(programID, vshaderID)
fshaderID, fragErr := compileShader(Fragment, fscript)
if fragErr != nil {
return effect, fragErr
}
gl.AttachShader(programID, fshaderID)
gl.LinkProgram(programID)
var status gl.Int
gl.GetProgramiv(programID, gl.LINK_STATUS, &status)
if status == gl.FALSE {
return effect, errors.New("linking program")
}
effect.program = programID
return effect, checkForErrors()
}