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local gl = honey.gl
local module = {}
setmetatable(module, {__index=_G})
setfenv(1, module)
Shader = {}
Shader.__index = Shader
local function compileShader(source, type)
local shader = gl.CreateShader(type)
gl.ShaderSource(shader, source)
gl.CompileShader(shader)
return shader
end
local function readFile(filename)
local f, err = io.open(filename)
if not f then error(err) end
local str = f:read("*a")
f:close()
return str
end
function Shader.new(_, sources)
local self = {}
self.locations = {}
self.links = {}
if sources.vertexFile then
sources.vertex = readFile(sources.vertexFile)
end
if sources.fragmentFile then
sources.fragment = readFile(sources.fragmentFile)
end
local shaders = {}
if sources.vertex then
table.insert(shaders, compileShader(sources.vertex, gl.VERTEX_SHADER))
end
if sources.fragment then
table.insert(shaders, compileShader(sources.fragment, gl.FRAGMENT_SHADER))
end
self.program = gl.CreateProgram()
for _, shader in ipairs(shaders) do
gl.AttachShader(self.program, shader)
end
gl.LinkProgram(self.program)
for _, shader in ipairs(shaders) do
gl.DeleteShader(shader)
end
self.__gc = honey.util.gc_canary(function()
gl.DeleteProgram(self.program)
end)
setmetatable(self, Shader)
return self
end
setmetatable(Shader, {__call=Shader.new})
function Shader.getLocation(self, name)
if self.locations[name] then
return self.locations[name]
end
local location = gl.GetUniformLocation(self.program, name)
self.locations[name] = location
return location
end
function Shader.use(self)
gl.UseProgram(self.program)
end
function Shader.setInt(self, name, value)
local location = self:getLocation(name)
gl.Uniform1i(location, value)
end
function Shader.setFloat(self, name, value)
local location = self:getLocation(name)
gl.Uniform1f(location, value)
end
function Shader.setVec3(self, name, value)
local location = self:getLocation(name)
gl.Uniform3f(location, value[1], value[2], value[3])
end
function Shader.setVec4(self, name, value)
local location = self:getLocation(name)
gl.Uniform3f(location, value[1], value[2], value[3], value[4])
end
function Shader.setMatrix(self, name, matrix)
local location = self:getLocation(name)
gl.UniformMatrix4fv(location, false, matrix.data)
end
function Shader.configure(self, tbl)
local processKey = function(key, set)
local subtbl = tbl[key]
if subtbl then
for name, value in pairs(subtbl) do
self[set](self, name, value)
end
end
end
processKey("int", "setInt")
processKey("float", "setFloat")
processKey("vec3", "setVec3")
processKey("vec4", "setVec4")
processKey("matrix", "setMatrix")
end
local shaderCache = {}
function loadShader(vertex, fragment)
local id = vertex .. "+" .. fragment
if not shaderCache[id] then
local shader = Shader{vertexFile=vertex, fragmentFile=fragment}
shaderCache[id] = shader
end
return shaderCache[id]
end
function clearShaderCache()
shaderCache = {}
end
return module
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