Starting work on Engine+Mesh+Material systems/packages

This commit is contained in:
bloeys
2022-01-22 22:23:44 +04:00
parent b9cd630fcf
commit 6dee7b0f1d
7 changed files with 407 additions and 308 deletions

View File

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