Beispiel #1
0
func createprogram() gl.Uint {
	// VERTEX SHADER
	vs := gl.CreateShader(gl.VERTEX_SHADER)
	vs_source := gl.GLString(vertexShaderSource)
	gl.ShaderSource(vs, 1, &vs_source, nil)
	gl.CompileShader(vs)
	var vs_status gl.Int
	gl.GetShaderiv(vs, gl.COMPILE_STATUS, &vs_status)
	fmt.Printf("Compiled Vertex Shader: %v\n", vs_status)

	// FRAGMENT SHADER
	fs := gl.CreateShader(gl.FRAGMENT_SHADER)
	fs_source := gl.GLString(fragmentShaderSource)
	gl.ShaderSource(fs, 1, &fs_source, nil)
	gl.CompileShader(fs)
	var fstatus gl.Int
	gl.GetShaderiv(fs, gl.COMPILE_STATUS, &fstatus)
	fmt.Printf("Compiled Fragment Shader: %v\n", fstatus)

	// CREATE PROGRAM
	program := gl.CreateProgram()
	gl.AttachShader(program, vs)
	gl.AttachShader(program, fs)
	fragoutstring := gl.GLString("outColor")
	defer gl.GLStringFree(fragoutstring)
	gl.BindFragDataLocation(program, gl.Uint(0), fragoutstring)

	gl.LinkProgram(program)
	var linkstatus gl.Int
	gl.GetProgramiv(program, gl.LINK_STATUS, &linkstatus)
	fmt.Printf("Program Link: %v\n", linkstatus)

	return program
}
Beispiel #2
0
func (p *Program) Link() error {
	linkOk := gl.Int(gl.FALSE)
	gl.LinkProgram(p.id)
	gl.GetProgramiv(p.id, gl.LINK_STATUS, &linkOk)
	if linkOk == gl.FALSE {
		return p.getError()
	}
	return nil
}
Beispiel #3
0
func initResources() {
	var err error
	// Load shaders
	vs, err = createShader("triangle.v.glsl", VertexShaderType)
	if err != nil {
		fmt.Printf("Shader: %s\n", err)
		return
	}
	fs, err = createShader("triangle.f.glsl", FragmentShaderType)
	if err != nil {
		fmt.Printf("Shader: %s\n", err)
		return
	}

	// Create GLSL program with loaded shaders
	var compileOk gl.Int
	program = gl.CreateProgram()
	gl.AttachShader(program, vs)
	gl.AttachShader(program, fs)
	gl.LinkProgram(program)
	gl.GetProgramiv(program, gl.LINK_STATUS, &compileOk)
	if compileOk == 0 {
		fmt.Printf("Error in program.\n")
	}

	// Generate a buffer for the VertexBufferObject
	gl.GenBuffers(1, &vboTriangle)
	gl.BindBuffer(gl.ARRAY_BUFFER, vboTriangle)
	// Submit the vertices of the triangle to the graphic card
	gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(len(triangleVertices)*4), gl.Pointer(&triangleVertices[0]), gl.STATIC_DRAW)
	// Unset the active buffer
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)

	// Generate a buffer for the Color-VBO
	gl.GenBuffers(1, &vboTriangleColors)
	gl.BindBuffer(gl.ARRAY_BUFFER, vboTriangleColors)
	gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(len(triangleColors)*4), gl.Pointer(&triangleColors[0]), gl.STATIC_DRAW)
	gl.BindBuffer(gl.ARRAY_BUFFER, 0)

	// Get the attribute location from the GLSL program (here from the vertex shader)
	attributeName := gl.GLString("coord2d")
	defer gl.GLStringFree(attributeName)
	attributeTemp := gl.GetAttribLocation(program, attributeName)
	if attributeTemp == -1 {
		fmt.Printf("Could not bind attribute %s\n", gl.GoString(attributeName))
	}
	attributeCoord2d = gl.Uint(attributeTemp)

	attributeName = gl.GLString("v_color")
	defer gl.GLStringFree(attributeName)
	attributeTemp = gl.GetAttribLocation(program, attributeName)
	if attributeTemp == -1 {
		fmt.Printf("Could not bind attribute %s\n", gl.GoString(attributeName))
	}
	attributeColor = gl.Uint(attributeTemp)
}
Beispiel #4
0
func initResources() {
	var compileOk gl.Int
	// Vertex Shader
	vs = gl.CreateShader(gl.VERTEX_SHADER)
	vsSrc := gl.GLStringArray(vsSource)
	defer gl.GLStringArrayFree(vsSrc)
	gl.ShaderSource(vs, gl.Sizei(len(vsSrc)), &vsSrc[0], nil)
	gl.CompileShader(vs)
	gl.GetShaderiv(vs, gl.COMPILE_STATUS, &compileOk)
	if compileOk == 0 {
		errNum := gl.GetError()
		fmt.Printf("Error in vertex shader: %d\n", errNum)
	}

	// Fragment Shader
	fs = gl.CreateShader(gl.FRAGMENT_SHADER)
	fsSrc := gl.GLStringArray(fsSource)
	defer gl.GLStringArrayFree(fsSrc)
	gl.ShaderSource(fs, gl.Sizei(1), &fsSrc[0], nil)
	gl.CompileShader(fs)
	gl.GetShaderiv(fs, gl.COMPILE_STATUS, &compileOk)
	if compileOk == 0 {
		errNum := gl.GetError()
		fmt.Printf("Error in fragment shader: %d\n", errNum)
	}

	// GLSL program
	program = gl.CreateProgram()
	gl.AttachShader(program, vs)
	gl.AttachShader(program, fs)
	gl.LinkProgram(program)
	gl.GetProgramiv(program, gl.LINK_STATUS, &compileOk)
	if compileOk == 0 {
		fmt.Printf("Error in program.\n")

	}

	// Get the attribute location from the GLSL program (here from the vertex shader)
	attributeName := gl.GLString("coord2d")
	defer gl.GLStringFree(attributeName)
	attributeTemp := gl.GetAttribLocation(program, attributeName)
	if attributeTemp == -1 {
		fmt.Printf("Could not bind attribute %s\n", gl.GoString(attributeName))
	}
	attributeCoord2d = gl.Uint(attributeTemp)
}