mirror of
https://github.com/bloeys/nmage.git
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145 lines
3.7 KiB
Go
Executable File
145 lines
3.7 KiB
Go
Executable File
package shaders
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import (
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"bytes"
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"errors"
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"fmt"
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"os"
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"strings"
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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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type Shader struct {
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Id uint32
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Type ShaderType
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}
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func (s *Shader) Delete() {
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gl.DeleteShader(s.Id)
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s.Id = 0
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}
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func NewShaderProgram() (ShaderProgram, error) {
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id := gl.CreateProgram()
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if id == 0 {
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return ShaderProgram{}, errors.New("failed to create shader program")
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}
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return ShaderProgram{Id: id}, nil
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}
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func LoadAndCompileCombinedShader(shaderPath string) (ShaderProgram, error) {
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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 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) < 2 {
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return ShaderProgram{}, errors.New("failed to read combined shader. The minimum shader types to have are '//shader:vertex' and '//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 = ShaderType_Vertex
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} else if bytes.HasPrefix(src, []byte("fragment")) {
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src = src[8:]
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shdrType = ShaderType_Fragment
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} else if bytes.HasPrefix(src, []byte("geometry")) {
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src = src[8:]
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shdrType = ShaderType_Geometry
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} else {
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return ShaderProgram{}, errors.New("unknown shader type. Must be '//shader:vertex' or '//shader:fragment' or '//shader:geometry'")
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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' or '//shader:geometry' before your shaders")
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}
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if shdrProg.VertShaderId == 0 {
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return ShaderProgram{}, errors.New("no valid vertex shader found. Please put '//shader:vertex' before your vertex shader")
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}
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if shdrProg.FragShaderId == 0 {
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return ShaderProgram{}, errors.New("no valid fragment shader found. Please put '//shader:fragment' before your vertex shader")
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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(shaderType.ToGl())
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if shaderId == 0 {
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return Shader{}, fmt.Errorf("failed to create OpenGl shader. OpenGl Error=%d", gl.GetError())
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}
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//Load shader source and compile
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shaderCStr, shaderFree := gl.Strs(string(shaderSource) + "\x00")
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defer shaderFree()
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gl.ShaderSource(shaderId, 1, shaderCStr, nil)
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gl.CompileShader(shaderId)
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if err := getShaderCompileErrors(shaderId); err != nil {
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gl.DeleteShader(shaderId)
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return Shader{}, err
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}
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return Shader{Id: shaderId, Type: shaderType}, nil
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}
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func getShaderCompileErrors(shaderId uint32) error {
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var compiledSuccessfully int32
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gl.GetShaderiv(shaderId, gl.COMPILE_STATUS, &compiledSuccessfully)
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if compiledSuccessfully == gl.TRUE {
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return nil
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}
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var logLength int32
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gl.GetShaderiv(shaderId, gl.INFO_LOG_LENGTH, &logLength)
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log := gl.Str(strings.Repeat("\x00", int(logLength)))
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gl.GetShaderInfoLog(shaderId, logLength, nil, log)
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errMsg := gl.GoStr(log)
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logging.ErrLog.Println("Compilation of shader with id ", shaderId, " failed. Err: ", errMsg)
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return errors.New(errMsg)
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}
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