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path: root/honey/shader.lua
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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