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https://github.com/bloeys/nmage.git
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Support combined shaders+allow loading shaders from string
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@ -1,6 +1,7 @@
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package shaders
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import (
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"bytes"
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"errors"
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"os"
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"strings"
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@ -28,14 +29,69 @@ func NewShaderProgram() (ShaderProgram, error) {
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return ShaderProgram{ID: id}, nil
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}
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func LoadAndCompilerShader(shaderPath string, shaderType ShaderType) (Shader, error) {
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func LoadAndCompileCombinedShader(shaderPath string) (ShaderProgram, error) {
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shaderSource, err := os.ReadFile(shaderPath)
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combinedSource, err := os.ReadFile(shaderPath)
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if err != nil {
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logging.ErrLog.Println("Failed to read shader. Err: ", err)
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return Shader{}, err
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return ShaderProgram{}, err
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}
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return LoadAndCompileCombinedShaderSrc(combinedSource)
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}
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func LoadAndCompileCombinedShaderSrc(shaderSrc []byte) (ShaderProgram, error) {
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shaderSources := bytes.Split(shaderSrc, []byte("//shader:"))
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if len(shaderSources) == 1 {
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return ShaderProgram{}, errors.New("failed to read combined shader. Did not find '//shader:vertex' or '//shader:fragment'")
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}
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shdrProg, err := NewShaderProgram()
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if err != nil {
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return ShaderProgram{}, errors.New("failed to create new shader program. Err: " + err.Error())
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}
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loadedShdrCount := 0
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for i := 0; i < len(shaderSources); i++ {
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src := shaderSources[i]
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//This can happen when the shader type is at the start of the file
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if len(bytes.TrimSpace(src)) == 0 {
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continue
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}
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var shdrType ShaderType
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if bytes.HasPrefix(src, []byte("vertex")) {
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src = src[6:]
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shdrType = VertexShaderType
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} else if bytes.HasPrefix(src, []byte("fragment")) {
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src = src[8:]
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shdrType = FragmentShaderType
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} else {
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return ShaderProgram{}, errors.New("unknown shader type. Must be '//shader:vertex' or '//shader:fragment'")
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}
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shdr, err := CompileShaderOfType(src, shdrType)
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if err != nil {
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return ShaderProgram{}, err
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}
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loadedShdrCount++
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shdrProg.AttachShader(shdr)
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}
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if loadedShdrCount == 0 {
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return ShaderProgram{}, errors.New("no valid shaders found. Please put '//shader:vertex' or '//shader:fragment' before your shaders")
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}
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shdrProg.Link()
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return shdrProg, nil
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}
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func CompileShaderOfType(shaderSource []byte, shaderType ShaderType) (Shader, error) {
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shaderID := gl.CreateShader(uint32(shaderType))
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if shaderID == 0 {
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logging.ErrLog.Println("Failed to create shader.")
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