Uniforms and better logging

This commit is contained in:
bloeys
2021-10-09 09:35:08 +04:00
parent 9f4c34bcbb
commit 4ce5e569fc
7 changed files with 113 additions and 15 deletions

19
logging/logging.go Executable file
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@ -0,0 +1,19 @@
package logging
import (
"log"
"os"
)
var (
InfoLog *log.Logger
WarnLog *log.Logger
ErrLog *log.Logger
)
func init() {
InfoLog = log.New(os.Stdout, "INFO: ", log.Ldate|log.Ltime|log.Lshortfile)
WarnLog = log.New(os.Stdout, "WARN: ", log.Ldate|log.Ltime|log.Lshortfile)
ErrLog = log.New(os.Stderr, "Err: ", log.Ldate|log.Ltime|log.Lshortfile)
}

20
main.go
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@ -4,6 +4,7 @@ import (
"fmt" "fmt"
"github.com/bloeys/go-sdl-engine/input" "github.com/bloeys/go-sdl-engine/input"
"github.com/bloeys/go-sdl-engine/logging"
"github.com/bloeys/go-sdl-engine/shaders" "github.com/bloeys/go-sdl-engine/shaders"
"github.com/bloeys/go-sdl-engine/timing" "github.com/bloeys/go-sdl-engine/timing"
"github.com/go-gl/gl/v4.6-core/gl" "github.com/go-gl/gl/v4.6-core/gl"
@ -25,7 +26,7 @@ func main() {
err := sdl.Init(sdl.INIT_EVERYTHING) err := sdl.Init(sdl.INIT_EVERYTHING)
if err != nil { if err != nil {
panic("Failed to init SDL. Err: " + err.Error()) logging.ErrLog.Panicln("Failed to init SDL. Err:", err.Error())
} }
defer sdl.Quit() defer sdl.Quit()
@ -70,19 +71,19 @@ func main() {
winHeight, winHeight,
sdl.WINDOW_OPENGL) sdl.WINDOW_OPENGL)
if err != nil { if err != nil {
panic("Failed to create window. Err: " + err.Error()) logging.ErrLog.Panicln("Failed to create window. Err: " + err.Error())
} }
defer window.Destroy() defer window.Destroy()
//Create GL context //Create GL context
glContext, err = window.GLCreateContext() glContext, err = window.GLCreateContext()
if err != nil { if err != nil {
panic("Creating OpenGL context failed. Err: " + err.Error()) logging.ErrLog.Panicln("Creating OpenGL context failed. Err: " + err.Error())
} }
defer sdl.GLDeleteContext(glContext) defer sdl.GLDeleteContext(glContext)
if err := gl.Init(); err != nil { if err := gl.Init(); err != nil {
panic("Initing OpenGL Context failed. Err: " + err.Error()) logging.ErrLog.Panicln("Initing OpenGL Context failed. Err: " + err.Error())
} }
initGL() initGL()
@ -100,16 +101,23 @@ func initGL() {
gl.Viewport(0, 0, winWidth, winHeight) gl.Viewport(0, 0, winWidth, winHeight)
} }
var simpleProg shaders.Program
func loadShaders() { func loadShaders() {
simpleProg := shaders.NewProgram("simple")
simpleVert, err := shaders.NewShaderFromFile("./res/shaders/simple.vert.glsl", shaders.Vertex) simpleVert, err := shaders.NewShaderFromFile("./res/shaders/simple.vert.glsl", shaders.Vertex)
panicIfErr(err, "Parsing vert shader failed") panicIfErr(err, "Parsing vert shader failed")
simpleFrag, err := shaders.NewShaderFromFile("./res/shaders/simple.frag.glsl", shaders.Fragment) simpleFrag, err := shaders.NewShaderFromFile("./res/shaders/simple.frag.glsl", shaders.Fragment)
panicIfErr(err, "Parsing frag shader failed") panicIfErr(err, "Parsing frag shader failed")
simpleProg = shaders.NewProgram("simple")
simpleProg.AttachShader(simpleVert) simpleProg.AttachShader(simpleVert)
simpleProg.AttachShader(simpleFrag) simpleProg.AttachShader(simpleFrag)
simpleProg.SetUniformF32("r", 255)
simpleProg.Link()
} }
func gameLoop() { func gameLoop() {
@ -164,5 +172,5 @@ func panicIfErr(err error, msg string) {
return return
} }
panic(msg + "; Err: " + err.Error()) logging.ErrLog.Panicln(msg+". Err:", err.Error())
} }

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@ -1,5 +1,9 @@
#version 400 #version 400
void main() { uniform float r;
out vec4 color;
void main() {
color = vec4(r,r,r,0);
} }

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@ -1,5 +1,7 @@
#version 400 #version 400
uniform float r;
void main() { void main() {
} }

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@ -2,9 +2,9 @@ package shaders
import ( import (
"fmt" "fmt"
"log"
"strings" "strings"
"github.com/bloeys/go-sdl-engine/logging"
"github.com/go-gl/gl/v4.6-core/gl" "github.com/go-gl/gl/v4.6-core/gl"
) )
@ -20,7 +20,7 @@ func NewProgram(name string) Program {
p.Shaders = make([]Shader, 0) p.Shaders = make([]Shader, 0)
if p.ID = gl.CreateProgram(); p.ID == 0 { if p.ID = gl.CreateProgram(); p.ID == 0 {
log.Fatalln("Creating OpenGL program failed") logging.ErrLog.Fatalln("Creating OpenGL program failed")
} }
return p return p
@ -79,6 +79,72 @@ func (p *Program) Use() {
gl.UseProgram(p.ID) gl.UseProgram(p.ID)
} }
func (p *Program) GetUniformLocation(name string) int32 {
return gl.GetUniformLocation(p.ID, gl.Str(name+"\x00"))
}
//SetUniformF32 handles setting uniform values of 1-4 floats.
//Returns false if len(floats) is <1 or >4, or if the uniform was not found.
//Uniforms aren't found if it doesn't exist or was not used in the shader
func (p *Program) SetUniformF32(name string, floats ...float32) bool {
loc := p.GetUniformLocation(name)
if loc == 0 {
logging.WarnLog.Printf(
"Uniform with name '%s' was not found. "+
"This is either because it doesn't exist or isn't used in the shader",
name)
return false
}
switch len(floats) {
case 1:
gl.Uniform1f(loc, floats[0])
case 2:
gl.Uniform2f(loc, floats[0], floats[1])
case 3:
gl.Uniform3f(loc, floats[0], floats[1], floats[2])
case 4:
gl.Uniform4f(loc, floats[0], floats[1], floats[2], floats[3])
default:
logging.ErrLog.Println("Invalid input size in SetUniformF32. Size must be 1-4 but got", len(floats))
return false
}
return true
}
//SetUniformI32 handles setting uniform values of 1-4 ints.
//Returns false if len(ints) is <1 or >4, or if the uniform was not found.
//Uniforms aren't found if it doesn't exist or was not used in the shader
func (p *Program) SetUniformI32(name string, ints ...int32) bool {
loc := p.GetUniformLocation(name)
if loc == 0 {
logging.WarnLog.Printf(
"Uniform with name '%s' was not found. "+
"This is either because it doesn't exist or isn't used in the shader",
name)
return false
}
switch len(ints) {
case 1:
gl.Uniform1i(loc, ints[0])
case 2:
gl.Uniform2i(loc, ints[0], ints[1])
case 3:
gl.Uniform3i(loc, ints[0], ints[1], ints[2])
case 4:
gl.Uniform4i(loc, ints[0], ints[1], ints[2], ints[3])
default:
logging.ErrLog.Println("Invalid input size in SetUniformI32. Size must be 1-4 but got", len(ints))
return false
}
return true
}
//Delete deletes all shaders and then deletes the program //Delete deletes all shaders and then deletes the program
func (p *Program) Delete() { func (p *Program) Delete() {
for _, v := range p.Shaders { for _, v := range p.Shaders {

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@ -2,10 +2,10 @@ package shaders
import ( import (
"fmt" "fmt"
"log"
"os" "os"
"strings" "strings"
"github.com/bloeys/go-sdl-engine/logging"
"github.com/go-gl/gl/v4.6-core/gl" "github.com/go-gl/gl/v4.6-core/gl"
) )
@ -33,7 +33,7 @@ func NewShaderFromString(sourceString string, st ShaderType) (Shader, error) {
newShader := Shader{Type: st} newShader := Shader{Type: st}
if newShader.ID = gl.CreateShader(st.GLType()); newShader.ID == 0 { if newShader.ID = gl.CreateShader(st.GLType()); newShader.ID == 0 {
log.Fatalln("Creating shader failed. ShaderType:", st) logging.ErrLog.Panicln("Creating shader failed. ShaderType:", st)
} }
gl.ShaderSource(newShader.ID, 1, glString, nil) gl.ShaderSource(newShader.ID, 1, glString, nil)

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@ -1,8 +1,7 @@
package shaders package shaders
import ( import (
"log" "github.com/bloeys/go-sdl-engine/logging"
"github.com/go-gl/gl/v4.6-core/gl" "github.com/go-gl/gl/v4.6-core/gl"
) )
@ -25,7 +24,7 @@ func (t ShaderType) GLType() uint32 {
return gl.FRAGMENT_SHADER return gl.FRAGMENT_SHADER
} }
log.Panicf("Converting ShaderType->GL Shader Type failed. Unknown ShaderType of value: %v\n", t) logging.ErrLog.Panicf("Converting ShaderType->GL Shader Type failed. Unknown ShaderType of value: %v\n", t)
return 0 return 0
} }
@ -39,7 +38,7 @@ func (t ShaderType) FromGLShaderType(glShaderType int) ShaderType {
case gl.FRAGMENT_SHADER: case gl.FRAGMENT_SHADER:
return Fragment return Fragment
default: default:
log.Printf("Converting GL shader type->ShaderType failed. Unknown GL shader type of value: %v\n", glShaderType) logging.ErrLog.Panicf("Converting GL shader type->ShaderType failed. Unknown GL shader type of value: %v\n", glShaderType)
return Unknown return Unknown
} }
} }