2019-06-23 04:21:30 +02:00
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// Copyright (c) 2019 Alexander Medvednikov. All rights reserved.
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// Use of this source code is governed by an MIT license
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// that can be found in the LICENSE file.
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2019-06-22 21:24:49 +02:00
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module gl
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import os
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import gx
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import glm
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// import darwin
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import const (
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GL_VERTEX_SHADER
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GL_FRAGMENT_SHADER
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GL_ARRAY_BUFFER
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GL_TRIANGLES
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GL_CULL_FACE
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GL_BLEND
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GL_LINES
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)
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struct Shader {
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program_id int
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}
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const (
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TEXT_VERT = '#version 330 core
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layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
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out vec2 TexCoords;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
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TexCoords = vertex.zw;
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} '
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TEXT_FRAG = '#version 330 core
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in vec2 TexCoords;
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out vec4 color;
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uniform sampler2D text;
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uniform vec3 textColor;
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void main()
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{
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vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
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color = vec4(textColor, 1.0) * sampled;
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} '
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SIMPLE_VERT = ' #version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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layout (location = 2) in vec2 aTexCoord;
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out vec3 ourColor;
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out vec2 TexCoord;
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uniform mat4 projection;
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void main() {
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gl_Position = projection * vec4(aPos, 1.0);
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// gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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//TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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TexCoord = aTexCoord;
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}
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'
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SIMPLE_FRAG = '#version 330 core
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out vec4 FragColor;
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uniform vec3 color;
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uniform bool has_texture;
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in vec3 ourColor;
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in vec2 TexCoord;
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uniform sampler2D ourTexture;
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void main() {
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// FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
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// FragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
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if (has_texture) {
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FragColor = texture(ourTexture, TexCoord);
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} else {
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FragColor = vec4(color, 1.0f);
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}
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}
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'
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)
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pub fn new_shader(name string) Shader {
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// TODO This is not used, remove
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mut dir := ''
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// Already have absolute path
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if name.starts_with('/') {
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dir = ''
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}
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vertex_path := '${dir}${name}.vert'
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fragment_path := '${dir}${name}.frag'
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println('shader path=$vertex_path,\n fpath="$fragment_path"')
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// vertex_src := os.read_file(vertex_path.trim_space())
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mut vertex_src = ''
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mut fragment_src = ''
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if name == 'text' {
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vertex_src = TEXT_VERT
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fragment_src = TEXT_FRAG
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}
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else if name == 'simple' {
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// println('new shader simple!!!')
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// println(SIMPLE_VERT)
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vertex_src = SIMPLE_VERT
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fragment_src = SIMPLE_FRAG
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}
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// ////////////////////////////////////////
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vertex_shader := gl.create_shader(GL_VERTEX_SHADER)
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gl.shader_source(vertex_shader, 1, vertex_src, 0)
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gl.compile_shader(vertex_shader)
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if gl.shader_compile_status(vertex_shader) == 0 {
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log := gl.shader_info_log(vertex_shader)
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println('shader $vertex_shader compilation failed')
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println('shader source = $vertex_src')
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os.exit('shader')
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}
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// fragment shader
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// fragment_src := os.read_file(fragment_path.trim_space())
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fragment_shader := gl.create_shader(GL_FRAGMENT_SHADER)
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gl.shader_source(fragment_shader, 1, fragment_src, 0)
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gl.compile_shader(fragment_shader)
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if gl.shader_compile_status(fragment_shader) == 0 {
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println('fragment $fragment_shader shader compilation failed')
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os.exit('shader')
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}
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// link shaders
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shader_program := gl.create_program()
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gl.attach_shader(shader_program, vertex_shader)
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gl.attach_shader(shader_program, fragment_shader)
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gl.link_program(shader_program)
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// check for linking errors
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success := gl.get_program_link_status(shader_program)
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if success == 0 {
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println('shader compilation failed')
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println('vertex source = $vertex_src')
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println('fragment source = $fragment_src')
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os.exit('shader')
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}
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shader := Shader {
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program_id: shader_program,
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}
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return shader
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}
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pub fn (s Shader) use() {
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gl.use_program(s.program_id)
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}
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pub fn (s Shader) uni_location(key string) int {
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return C.glGetUniformLocation(s.program_id, key.str)
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}
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// fn (s Shader) set_mat4(str string, f *float) {
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pub fn (s Shader) set_mat4(str string, m glm.Mat4) {
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// TODO cache uniform location
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C.glUniformMatrix4fv(s.uni_location(str), 1, false, m.data)
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}
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pub fn (s Shader) set_int(str string, n int) {
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C.glUniform1i(s.uni_location(str), n)
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}
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pub fn (s Shader) set_color(str string, c gx.Color) {
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C.glUniform3f(s.uni_location(str), float(c.r) / 255.0, float(c.g) / 255.0, float(c.b) / 255.0)
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}
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