183 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			V
		
	
	
			
		
		
	
	
			183 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			V
		
	
	
// 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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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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		println('shader failed to compile')
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		exit(1)
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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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		println('shader failed to compile')
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		exit(1)
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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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		println('shader failed to compile')
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		exit(1)
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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 *f32) {
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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), f32(c.r) / 255.0, f32(c.g) / 255.0, f32(c.b) / 255.0)
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}
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