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112 lines
2.4 KiB
Go
Executable File
112 lines
2.4 KiB
Go
Executable File
package shaders
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import (
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"errors"
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"os"
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"strings"
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"github.com/bloeys/go-sdl-engine/logging"
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"github.com/go-gl/gl/v4.6-compatibility/gl"
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)
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type Shader struct {
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ID uint32
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ShaderType 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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}
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type ShaderProgram struct {
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ID uint32
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VertShaderID uint32
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FragShaderID uint32
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}
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func (sp *ShaderProgram) AttachShader(shader Shader) {
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gl.AttachShader(sp.ID, shader.ID)
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switch shader.ShaderType {
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case VertexShaderType:
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sp.VertShaderID = shader.ID
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case FragmentShaderType:
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sp.FragShaderID = shader.ID
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default:
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logging.ErrLog.Println("Unknown shader type ", shader.ShaderType, " for ID ", shader.ID)
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}
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}
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func (sp *ShaderProgram) Link() {
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gl.LinkProgram(sp.ID)
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if sp.VertShaderID != 0 {
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gl.DeleteShader(sp.VertShaderID)
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}
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if sp.FragShaderID != 0 {
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gl.DeleteShader(sp.FragShaderID)
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}
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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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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 LoadAndCompilerShader(shaderPath string, shaderType ShaderType) (Shader, error) {
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shaderSource, 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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}
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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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return Shader{}, errors.New("failed to create shader")
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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, ShaderType: 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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