174 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			V
		
	
	
			
		
		
	
	
			174 lines
		
	
	
		
			4.1 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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| 
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| module gl
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| 
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| // import os
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| import gx
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| import glm
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| 
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| // import darwin
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| 
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| pub struct Shader {
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| 	program_id int
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| }
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| 
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| pub 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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| 
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| uniform mat4 projection;
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| 
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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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| 
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| uniform sampler2D text;
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| uniform vec3 textColor;
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| 
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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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| 
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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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| 
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| 
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| out vec3 ourColor;
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| out vec2 TexCoord;
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| 
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| uniform mat4 projection;
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| 
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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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| 
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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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| 
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| out vec4 FragColor;
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| uniform vec3 color;
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| 
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| uniform bool has_texture;
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| 
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| in vec3 ourColor;
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| in vec2 TexCoord;
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| 
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| uniform sampler2D ourTexture;
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| 
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| 
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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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| 
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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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| 
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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(C.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(C.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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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