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NeilClack 17c088cc2f Update Database
Database is more usable now.
All pages have been updated to use the database, and share an application configuration.
Page Stack has been removed, no more pages hanging around in memory. Replaced with a 'Router' which uses an Enum to determine which page should be displayed, destroys the old page and initializes the new page all in one go. No more push, pop, rollback, etc. No more holding instances of pages.
Logger has been updated with proper timestamps and sorting now works as expected."
2026-03-23 15:02:07 -05:00

200 lines
5.4 KiB
Go

package shaderManager
import (
"fmt"
"os"
"path/filepath"
"strings"
"sync"
"github.com/go-gl/gl/v3.3-core/gl"
)
// Shader represents a compiled GLSL program and its associated data.
type Shader struct {
Name string
ProgramID uint32
Render func() // This will be used in the future.
// Cached uniform locations (looked up once after linking)
LocMVPMatrix int32
LocTexture int32
LocTextColor int32
LocColor int32
}
// ShaderManager handles the loading, compiling, and management of GLSL shader programs.
type ShaderManager struct {
shaders map[string]*Shader
}
var (
instance *ShaderManager
once sync.Once
)
// InitShaderManager initializes the ShaderManager singleton.
func InitShaderManager(shaderDir string) error {
var err error
once.Do(func() {
sm := &ShaderManager{
shaders: make(map[string]*Shader),
}
if e := sm.LoadShaders(shaderDir); e != nil {
err = fmt.Errorf("could not load shaders from %s: %w", shaderDir, e)
return
}
instance = sm
})
return err
}
// Get returns the singleton ShaderManager instance.
func Get() *ShaderManager {
if instance == nil {
panic("ShaderManager has not been initialized. Call InitShaderManager at application startup.")
}
return instance
}
// Get retrieves a compiled Shader object by its name.
func (sm *ShaderManager) Get(name string) (*Shader, bool) {
shader, ok := sm.shaders[name]
return shader, ok
}
// ListShaders returns all shaders.
func (sm *ShaderManager) ListShaders() map[string]*Shader {
return sm.shaders
}
// Close deletes all loaded shader programs from the GPU to free up resources.
func (sm *ShaderManager) Close() {
for name, shader := range sm.shaders {
gl.DeleteProgram(shader.ProgramID)
delete(sm.shaders, name)
}
}
// LoadShaders scans a directory for .vert and .frag files and creates a shader program for each pair.
func (sm *ShaderManager) LoadShaders(shaderDir string) error {
// Get assets directory from database
shaderFiles := make(map[string]string)
err := filepath.Walk(shaderDir, func(path string, info os.FileInfo, err error) error {
if err != nil {
return err
}
if !info.IsDir() && strings.HasSuffix(info.Name(), ".vert") {
name := strings.TrimSuffix(info.Name(), ".vert")
shaderFiles[name] = path
}
return nil
})
if err != nil {
return fmt.Errorf("error walking shader directory: %w", err)
}
for name, vertPath := range shaderFiles {
fragPath := strings.Replace(vertPath, ".vert", ".frag", 1)
if _, err := os.Stat(fragPath); os.IsNotExist(err) {
continue
}
programID, err := createShaderProgram(vertPath, fragPath)
if err != nil {
continue
}
newShader := &Shader{
Name: name,
ProgramID: programID,
Render: nil, // Render function is not yet assigned.
}
newShader.cacheUniformLocations()
sm.shaders[name] = newShader
}
return nil
}
// cacheUniformLocations looks up common uniform locations once and stores them on the Shader.
func (s *Shader) cacheUniformLocations() {
s.LocMVPMatrix = gl.GetUniformLocation(s.ProgramID, gl.Str("u_mvpMatrix\x00"))
s.LocTexture = gl.GetUniformLocation(s.ProgramID, gl.Str("u_texture\x00"))
s.LocTextColor = gl.GetUniformLocation(s.ProgramID, gl.Str("u_textColor\x00"))
s.LocColor = gl.GetUniformLocation(s.ProgramID, gl.Str("u_color\x00"))
}
// createShaderProgram reads, compiles, and links a vertex and fragment shader from file paths.
func createShaderProgram(vertexPath, fragmentPath string) (uint32, error) {
vertexSource, err := os.ReadFile(vertexPath)
if err != nil {
return 0, fmt.Errorf("reading vertex shader %s: %w", vertexPath, err)
}
fragmentSource, err := os.ReadFile(fragmentPath)
if err != nil {
return 0, fmt.Errorf("reading fragment shader %s: %w", fragmentPath, err)
}
vertexShader, err := compileShader(string(vertexSource)+"\x00", gl.VERTEX_SHADER)
if err != nil {
return 0, err
}
defer gl.DeleteShader(vertexShader)
fragmentShader, err := compileShader(string(fragmentSource)+"\x00", gl.FRAGMENT_SHADER)
if err != nil {
return 0, err
}
defer gl.DeleteShader(fragmentShader)
program := gl.CreateProgram()
gl.AttachShader(program, vertexShader)
gl.AttachShader(program, fragmentShader)
gl.LinkProgram(program)
var status int32
gl.GetProgramiv(program, gl.LINK_STATUS, &status)
if status == gl.FALSE {
var logLength int32
gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &logLength)
log := strings.Repeat("\x00", int(logLength+1))
gl.GetProgramInfoLog(program, logLength, nil, gl.Str(log))
return 0, fmt.Errorf("failed to link program: %v", log)
}
return program, nil
}
// compileShader is a helper function that compiles a single shader source string.
func compileShader(source string, shaderType uint32) (uint32, error) {
shader := gl.CreateShader(shaderType)
csources, free := gl.Strs(source)
gl.ShaderSource(shader, 1, csources, nil)
free()
gl.CompileShader(shader)
var status int32
gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
if status == gl.FALSE {
var logLength int32
gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)
log := strings.Repeat("\x00", int(logLength+1))
gl.GetShaderInfoLog(shader, logLength, nil, gl.Str(log))
var shaderTypeName string
switch shaderType {
case gl.VERTEX_SHADER:
shaderTypeName = "Vertex"
case gl.FRAGMENT_SHADER:
shaderTypeName = "Fragment"
default:
shaderTypeName = "Unknown"
}
return 0, fmt.Errorf("failed to compile %s shader: %v", shaderTypeName, log)
}
return shader, nil
}