1 /* 2 * The MIT License (MIT) 3 * 4 * Copyright (c) 2014 Devisualization (Richard Andrew Cattermole) 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a copy 7 * of this software and associated documentation files (the "Software"), to deal 8 * in the Software without restriction, including without limitation the rights 9 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 10 * copies of the Software, and to permit persons to whom the Software is 11 * furnished to do so, subject to the following conditions: 12 * 13 * The above copyright notice and this permission notice shall be included in all 14 * copies or substantial portions of the Software. 15 * 16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 19 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 21 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 22 * SOFTWARE. 23 */ 24 module devisualization.util.opengl.shaders.basictexture; 25 import devisualization.util.opengl.shaders.defs; 26 import devisualization.util.opengl.vertexarray; 27 import devisualization.util.opengl.buffers; 28 import gl3n.linalg : vec4, mat4; 29 deprecated("de_util:opengl is going to die"): 30 31 /** 32 * Renders vertices with a texture 33 * 34 * Shader based upon https://github.com/fogleman/pg/blob/master/pg/programs.py 35 */ 36 class BasicTextureShader : ShaderProgram { 37 this() { 38 super(""" 39 #if __VERSION__ > 120 40 #version 130 41 in vec4 position; 42 in vec2 uv; 43 out vec2 frag_uv; 44 #else 45 #version 120 46 attribute vec4 position; 47 attribute vec2 uv; 48 varying vec2 frag_uv; 49 #endif 50 51 uniform vec4 move; 52 uniform mat4 scale; 53 uniform mat4 transform; 54 55 void main() { 56 gl_Position = ((scale * position) + move) * transform; 57 frag_uv = uv; 58 } 59 """, 60 """ 61 #if __VERSION__ > 120 62 #version 130 63 uniform sampler2D sampler; 64 uniform vec4 color; 65 66 in vec2 frag_uv; 67 out vec4 outColor; 68 void main() { 69 vec4 color = texture2D(sampler, frag_uv); 70 if (color.a == 0) { 71 discard; 72 } 73 outColor = color; 74 } 75 #else 76 #version 120 77 uniform sampler2D sampler; 78 uniform vec4 color; 79 80 varying vec2 frag_uv; 81 void main() { 82 vec4 color = texture2D(sampler, frag_uv); 83 if (color.a == 0) { 84 discard; 85 } 86 gl_FragColor = color; 87 } 88 #endif 89 """); 90 } 91 92 @disable { 93 this(string vert, string frag=null, string geom=null){} 94 this(Shader vert = null, Shader frag = null, Shader geom = null){} 95 } 96 97 @property { 98 void move(vec4 v) { 99 uniform("move", v); 100 } 101 102 void scale(mat4 m) { 103 uniform("scale", m); 104 } 105 106 void transform(mat4 m) { 107 uniform("transform", m); 108 } 109 110 void myVertices(VertexArray vao, IBuffer buffer) { 111 import devisualization.util.opengl.function_wrappers.v20 : AttribPointerType; 112 vao.bindAttribute(this, "position", buffer, AttribPointerType.Float, 4); 113 } 114 115 void myTextureCoordinates(VertexArray vao, IBuffer buffer) { 116 import devisualization.util.opengl.function_wrappers.v20 : AttribPointerType; 117 vao.bindAttribute(this, "uv", buffer, AttribPointerType.Float, 2); 118 } 119 } 120 }