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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
function Shader.new(_, sources)
local self = {}
self.locations = {}
self.links = {}
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
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.setMatrix(self, name, matrix)
local location = self:getLocation(name)
gl.UniformMatrix4fv(location, false, matrix.data)
end
return module.Shader
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