raylib-go/raylib/shaders.go
2018-10-10 14:55:03 +02:00

235 lines
6.4 KiB
Go

package rl
/*
#include "raylib.h"
#include <stdlib.h>
*/
import "C"
import "unsafe"
import "reflect"
// cptr returns C pointer
func (v *VrDeviceInfo) cptr() *C.VrDeviceInfo {
return (*C.VrDeviceInfo)(unsafe.Pointer(v))
}
// cptr returns C pointer
func (s *Shader) cptr() *C.Shader {
return (*C.Shader)(unsafe.Pointer(s))
}
// LoadShader - Load a custom shader and bind default locations
func LoadShader(vsFileName string, fsFileName string) Shader {
cvsFileName := C.CString(vsFileName)
defer C.free(unsafe.Pointer(cvsFileName))
cfsFileName := C.CString(fsFileName)
defer C.free(unsafe.Pointer(cfsFileName))
var v Shader
if vsFileName == "" {
ret := C.LoadShader(nil, cfsFileName)
v = newShaderFromPointer(unsafe.Pointer(&ret))
} else {
ret := C.LoadShader(cvsFileName, cfsFileName)
v = newShaderFromPointer(unsafe.Pointer(&ret))
}
return v
}
// LoadShaderCode - Load shader from code strings and bind default locations
func LoadShaderCode(vsCode string, fsCode string) Shader {
cvsCode := C.CString(vsCode)
defer C.free(unsafe.Pointer(cvsCode))
cfsCode := C.CString(fsCode)
defer C.free(unsafe.Pointer(cfsCode))
ret := C.LoadShaderCode(cvsCode, cfsCode)
v := newShaderFromPointer(unsafe.Pointer(&ret))
return v
}
// UnloadShader - Unload a custom shader from memory
func UnloadShader(shader Shader) {
cshader := shader.cptr()
C.UnloadShader(*cshader)
}
// GetShaderDefault - Get default shader
func GetShaderDefault() Shader {
ret := C.GetShaderDefault()
v := newShaderFromPointer(unsafe.Pointer(&ret))
return v
}
// GetTextureDefault - Get default texture
func GetTextureDefault() *Texture2D {
ret := C.GetTextureDefault()
v := newTexture2DFromPointer(unsafe.Pointer(&ret))
return &v
}
// GetShaderLocation - Get shader uniform location
func GetShaderLocation(shader Shader, uniformName string) int32 {
cshader := shader.cptr()
cuniformName := C.CString(uniformName)
defer C.free(unsafe.Pointer(cuniformName))
ret := C.GetShaderLocation(*cshader, cuniformName)
v := (int32)(ret)
return v
}
// SetShaderValue - Set shader uniform value (float)
func SetShaderValue(shader Shader, uniformLoc int32, value []float32, size int32) {
cshader := shader.cptr()
cuniformLoc := (C.int)(uniformLoc)
cvalue := (*C.float)(unsafe.Pointer((*reflect.SliceHeader)(unsafe.Pointer(&value)).Data))
csize := (C.int)(size)
C.SetShaderValue(*cshader, cuniformLoc, cvalue, csize)
}
// SetShaderValuei - Set shader uniform value (int)
func SetShaderValuei(shader Shader, uniformLoc int32, value []int32, size int32) {
cshader := shader.cptr()
cuniformLoc := (C.int)(uniformLoc)
cvalue := (*C.int)(unsafe.Pointer((*reflect.SliceHeader)(unsafe.Pointer(&value)).Data))
csize := (C.int)(size)
C.SetShaderValuei(*cshader, cuniformLoc, cvalue, csize)
}
// SetShaderValueMatrix - Set shader uniform value (matrix 4x4)
func SetShaderValueMatrix(shader Shader, uniformLoc int32, mat Matrix) {
cshader := shader.cptr()
cuniformLoc := (C.int)(uniformLoc)
cmat := mat.cptr()
C.SetShaderValueMatrix(*cshader, cuniformLoc, *cmat)
}
// SetMatrixProjection - Set a custom projection matrix (replaces internal projection matrix)
func SetMatrixProjection(proj Matrix) {
cproj := proj.cptr()
C.SetMatrixProjection(*cproj)
}
// SetMatrixModelview - Set a custom modelview matrix (replaces internal modelview matrix)
func SetMatrixModelview(view Matrix) {
cview := view.cptr()
C.SetMatrixModelview(*cview)
}
// GenTextureCubemap - Generate cubemap texture from HDR texture
func GenTextureCubemap(shader Shader, skyHDR Texture2D, size int) Texture2D {
cshader := shader.cptr()
cskyHDR := skyHDR.cptr()
csize := (C.int)(size)
ret := C.GenTextureCubemap(*cshader, *cskyHDR, csize)
v := newTexture2DFromPointer(unsafe.Pointer(&ret))
return v
}
// GenTextureIrradiance - Generate irradiance texture using cubemap data
func GenTextureIrradiance(shader Shader, cubemap Texture2D, size int) Texture2D {
cshader := shader.cptr()
ccubemap := cubemap.cptr()
csize := (C.int)(size)
ret := C.GenTextureIrradiance(*cshader, *ccubemap, csize)
v := newTexture2DFromPointer(unsafe.Pointer(&ret))
return v
}
// GenTexturePrefilter - Generate prefilter texture using cubemap data
func GenTexturePrefilter(shader Shader, cubemap Texture2D, size int) Texture2D {
cshader := shader.cptr()
ccubemap := cubemap.cptr()
csize := (C.int)(size)
ret := C.GenTexturePrefilter(*cshader, *ccubemap, csize)
v := newTexture2DFromPointer(unsafe.Pointer(&ret))
return v
}
// GenTextureBRDF - Generate BRDF texture using cubemap data
func GenTextureBRDF(shader Shader, cubemap Texture2D, size int) Texture2D {
cshader := shader.cptr()
ccubemap := cubemap.cptr()
csize := (C.int)(size)
ret := C.GenTextureBRDF(*cshader, *ccubemap, csize)
v := newTexture2DFromPointer(unsafe.Pointer(&ret))
return v
}
// BeginShaderMode - Begin custom shader drawing
func BeginShaderMode(shader Shader) {
cshader := shader.cptr()
C.BeginShaderMode(*cshader)
}
// EndShaderMode - End custom shader drawing (use default shader)
func EndShaderMode() {
C.EndShaderMode()
}
// BeginBlendMode - Begin blending mode (alpha, additive, multiplied)
func BeginBlendMode(mode BlendMode) {
cmode := (C.int)(mode)
C.BeginBlendMode(cmode)
}
// EndBlendMode - End blending mode (reset to default: alpha blending)
func EndBlendMode() {
C.EndBlendMode()
}
// GetVrDeviceInfo - Get VR device information for some standard devices
func GetVrDeviceInfo(vrDevice VrDevice) VrDeviceInfo {
cvrDevice := (C.int)(vrDevice)
ret := C.GetVrDeviceInfo(cvrDevice)
v := newVrDeviceInfoFromPointer(unsafe.Pointer(&ret))
return v
}
// InitVrSimulator - Init VR simulator for selected device
func InitVrSimulator(vrDeviceInfo VrDeviceInfo) {
cvrDeviceInfo := vrDeviceInfo.cptr()
C.InitVrSimulator(*cvrDeviceInfo)
}
// CloseVrSimulator - Close VR simulator for current device
func CloseVrSimulator() {
C.CloseVrSimulator()
}
// IsVrSimulatorReady - Detect if VR simulator is ready
func IsVrSimulatorReady() bool {
ret := C.IsVrSimulatorReady()
v := bool(ret)
return v
}
// UpdateVrTracking - Update VR tracking (position and orientation) and camera
func UpdateVrTracking(camera *Camera) {
ccamera := camera.cptr()
C.UpdateVrTracking(ccamera)
}
// ToggleVrMode - Enable/Disable VR experience (device or simulator)
func ToggleVrMode() {
C.ToggleVrMode()
}
// BeginVrDrawing - Begin VR simulator stereo rendering
func BeginVrDrawing() {
C.BeginVrDrawing()
}
// EndVrDrawing - End VR simulator stereo rendering
func EndVrDrawing() {
C.EndVrDrawing()
}