Beispiel #1
0
func glGetInfoLog(shaderOrProgram gl.Uint, isShader bool) string {
	var l = gl.Sizei(256)
	var s = gl.GLStringAlloc(l)
	defer gl.GLStringFree(s)
	if isShader {
		gl.GetShaderInfoLog(shaderOrProgram, l, nil, s)
	} else {
		gl.GetProgramInfoLog(shaderOrProgram, l, nil, s)
	}
	return gl.GoString(s)
}
Beispiel #2
0
func ShaderInfoLog(shaderOrProgram gl.Uint, isShader bool) string {
	var l = gl.Sizei(256)
	var s = gl.GLStringAlloc(l)
	defer gl.GLStringFree(s)
	if isShader {
		gl.GetShaderInfoLog(shaderOrProgram, l, nil, s)
	} else {
		gl.GetProgramInfoLog(shaderOrProgram, l, nil, s)
	}
	PanicIfErrors("ShaderInfoLog(s=%v)", isShader)
	return gl.GoString(s)
}
Beispiel #3
0
Datei: gl.go Projekt: vron/fm
// Loads a shader from a string
func LoadShader(typ g.Enum, s string) g.Uint {
	shader := g.CreateShader(typ)
	cst := g.GLString(s)

	defer g.GLStringFree(cst)
	g.ShaderSource(shader, 1, &cst, nil)

	g.CompileShader(shader)

	var status g.Int
	g.GetShaderiv(shader, g.COMPILE_STATUS, &status)

	if status == g.FALSE {
		var length g.Int
		g.GetShaderiv(shader, g.INFO_LOG_LENGTH, &length)

		log.Println(int(length))
		logStr := g.GLStringAlloc(g.Sizei(length + 1))
		// TODO: defer
		g.GetShaderInfoLog(shader, g.Sizei(length), nil, logStr)
		log.Println(g.GoString(logStr))
	}
	return shader
}