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Starting work on Engine+Mesh+Material systems/packages
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@ -1,8 +1,6 @@
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package shaders
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import (
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"github.com/bloeys/gglm/gglm"
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"github.com/bloeys/nmage/buffers"
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"github.com/bloeys/nmage/logging"
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"github.com/go-gl/gl/v4.1-core/gl"
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)
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@ -37,74 +35,3 @@ func (sp *ShaderProgram) Link() {
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gl.DeleteShader(sp.FragShaderID)
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}
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}
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func (sp *ShaderProgram) Activate() {
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gl.UseProgram(sp.ID)
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}
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func (sp *ShaderProgram) Deactivate() {
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gl.UseProgram(0)
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}
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func (sp *ShaderProgram) GetAttribLoc(attribName string) int32 {
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return gl.GetAttribLocation(sp.ID, gl.Str(attribName+"\x00"))
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}
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func (sp *ShaderProgram) SetAttribute(attribName string, bufObj *buffers.BufferObject, buf *buffers.Buffer) {
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bufObj.Activate()
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buf.Activate()
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attribLoc := sp.GetAttribLoc(attribName)
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gl.VertexAttribPointer(uint32(attribLoc), buf.ElementCount, buf.ElementType, false, buf.GetSize(), gl.PtrOffset(0))
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bufObj.Activate()
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buf.Deactivate()
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}
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func (sp *ShaderProgram) EnableAttribute(attribName string) {
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gl.EnableVertexAttribArray(uint32(sp.GetAttribLoc(attribName)))
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}
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func (sp *ShaderProgram) DisableAttribute(attribName string) {
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gl.DisableVertexAttribArray(uint32(sp.GetAttribLoc(attribName)))
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}
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func (sp *ShaderProgram) SetUnifFloat32(uniformName string, val float32) {
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loc := gl.GetUniformLocation(sp.ID, gl.Str(uniformName+"\x00"))
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gl.ProgramUniform1f(sp.ID, loc, val)
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}
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func (sp *ShaderProgram) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
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loc := gl.GetUniformLocation(sp.ID, gl.Str(uniformName+"\x00"))
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gl.ProgramUniform2fv(sp.ID, loc, 1, &vec2.Data[0])
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}
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func (sp *ShaderProgram) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) {
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loc := gl.GetUniformLocation(sp.ID, gl.Str(uniformName+"\x00"))
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gl.ProgramUniform3fv(sp.ID, loc, 1, &vec3.Data[0])
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}
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func (sp *ShaderProgram) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
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loc := gl.GetUniformLocation(sp.ID, gl.Str(uniformName+"\x00"))
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gl.ProgramUniform4fv(sp.ID, loc, 1, &vec4.Data[0])
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}
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func (sp *ShaderProgram) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
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loc := gl.GetUniformLocation(sp.ID, gl.Str(uniformName+"\x00"))
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gl.ProgramUniformMatrix2fv(sp.ID, loc, 1, false, &mat2.Data[0][0])
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}
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func (sp *ShaderProgram) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
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loc := gl.GetUniformLocation(sp.ID, gl.Str(uniformName+"\x00"))
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gl.ProgramUniformMatrix3fv(sp.ID, loc, 1, false, &mat3.Data[0][0])
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}
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func (sp *ShaderProgram) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
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loc := gl.GetUniformLocation(sp.ID, gl.Str(uniformName+"\x00"))
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gl.ProgramUniformMatrix4fv(sp.ID, loc, 1, false, &mat4.Data[0][0])
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}
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func (sp *ShaderProgram) Delete() {
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gl.DeleteProgram(sp.ID)
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}
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