Files
nmage/shaders/shaders.go

133 lines
3.3 KiB
Go
Executable File

package shaders
import (
"bytes"
"errors"
"os"
"strings"
"github.com/bloeys/nmage/logging"
"github.com/go-gl/gl/v4.1-core/gl"
)
type Shader struct {
ID uint32
ShaderType ShaderType
}
func (s Shader) Delete() {
gl.DeleteShader(s.ID)
}
func NewShaderProgram() (ShaderProgram, error) {
id := gl.CreateProgram()
if id == 0 {
return ShaderProgram{}, errors.New("failed to create shader program")
}
return ShaderProgram{ID: id}, nil
}
func LoadAndCompileCombinedShader(shaderPath string) (ShaderProgram, error) {
combinedSource, err := os.ReadFile(shaderPath)
if err != nil {
logging.ErrLog.Println("Failed to read shader. Err: ", err)
return ShaderProgram{}, err
}
return LoadAndCompileCombinedShaderSrc(combinedSource)
}
func LoadAndCompileCombinedShaderSrc(shaderSrc []byte) (ShaderProgram, error) {
shaderSources := bytes.Split(shaderSrc, []byte("//shader:"))
if len(shaderSources) == 1 {
return ShaderProgram{}, errors.New("failed to read combined shader. Did not find '//shader:vertex' or '//shader:fragment'")
}
shdrProg, err := NewShaderProgram()
if err != nil {
return ShaderProgram{}, errors.New("failed to create new shader program. Err: " + err.Error())
}
loadedShdrCount := 0
for i := 0; i < len(shaderSources); i++ {
src := shaderSources[i]
//This can happen when the shader type is at the start of the file
if len(bytes.TrimSpace(src)) == 0 {
continue
}
var shdrType ShaderType
if bytes.HasPrefix(src, []byte("vertex")) {
src = src[6:]
shdrType = VertexShaderType
} else if bytes.HasPrefix(src, []byte("fragment")) {
src = src[8:]
shdrType = FragmentShaderType
} else {
return ShaderProgram{}, errors.New("unknown shader type. Must be '//shader:vertex' or '//shader:fragment'")
}
shdr, err := CompileShaderOfType(src, shdrType)
if err != nil {
return ShaderProgram{}, err
}
loadedShdrCount++
shdrProg.AttachShader(shdr)
}
if loadedShdrCount == 0 {
return ShaderProgram{}, errors.New("no valid shaders found. Please put '//shader:vertex' or '//shader:fragment' before your shaders")
}
shdrProg.Link()
return shdrProg, nil
}
func CompileShaderOfType(shaderSource []byte, shaderType ShaderType) (Shader, error) {
shaderID := gl.CreateShader(uint32(shaderType))
if shaderID == 0 {
logging.ErrLog.Println("Failed to create shader.")
return Shader{}, errors.New("failed to create shader")
}
//Load shader source and compile
shaderCStr, shaderFree := gl.Strs(string(shaderSource) + "\x00")
defer shaderFree()
gl.ShaderSource(shaderID, 1, shaderCStr, nil)
gl.CompileShader(shaderID)
if err := getShaderCompileErrors(shaderID); err != nil {
gl.DeleteShader(shaderID)
return Shader{}, err
}
return Shader{ID: shaderID, ShaderType: shaderType}, nil
}
func getShaderCompileErrors(shaderID uint32) error {
var compiledSuccessfully int32
gl.GetShaderiv(shaderID, gl.COMPILE_STATUS, &compiledSuccessfully)
if compiledSuccessfully == gl.TRUE {
return nil
}
var logLength int32
gl.GetShaderiv(shaderID, gl.INFO_LOG_LENGTH, &logLength)
log := gl.Str(strings.Repeat("\x00", int(logLength)))
gl.GetShaderInfoLog(shaderID, logLength, nil, log)
errMsg := gl.GoStr(log)
logging.ErrLog.Println("Compilation of shader with id ", shaderID, " failed. Err: ", errMsg)
return errors.New(errMsg)
}