Beispiel #1
0
func RegisterShader(name string, vertex, fragment []byte) error {
	if _, ok := shader_progs[name]; ok {
		return fmt.Errorf("Tried to register a shader called '%s' twice", name)
	}

	vertex_id := gl.CreateShader(gl.VERTEX_SHADER)
	pointer := &vertex[0]
	length := int32(len(vertex))
	gl.ShaderSource(vertex_id, 1, (**int8)(unsafe.Pointer(&pointer)), &length)
	gl.CompileShader(vertex_id)
	var param int32
	gl.GetShaderiv(vertex_id, gl.COMPILE_STATUS, &param)
	if param == 0 {
		buf := make([]byte, 5*1024)
		var length int32
		gl.GetShaderInfoLog(vertex_id, int32(len(buf)), &length, (*int8)(unsafe.Pointer(&buf[0])))
		if length > 0 {
			length--
		}
		maxVersion := gl.GoStr(gl.GetString(gl.SHADING_LANGUAGE_VERSION))
		return fmt.Errorf("Failed to compile vertex shader (max version supported: %q) %q: %q", maxVersion, name, buf[0:int(length)])
	}

	fragment_id := gl.CreateShader(gl.FRAGMENT_SHADER)
	pointer = &fragment[0]
	length = int32(len(fragment))
	gl.ShaderSource(fragment_id, 1, (**int8)(unsafe.Pointer(&pointer)), &length)
	gl.CompileShader(fragment_id)
	gl.GetShaderiv(fragment_id, gl.COMPILE_STATUS, &param)
	if param == 0 {
		buf := make([]byte, 5*1024)
		var length int32
		gl.GetShaderInfoLog(fragment_id, int32(len(buf)), &length, (*int8)(unsafe.Pointer(&buf[0])))
		if length > 0 {
			length--
		}
		maxVersion := gl.GoStr(gl.GetString(gl.SHADING_LANGUAGE_VERSION))
		return fmt.Errorf("Failed to compile fragment shader (max version supported: %q) %q: %q", maxVersion, name, buf[0:int(length)])
	}

	// shader successfully compiled - now link
	program_id := gl.CreateProgram()
	gl.AttachShader(program_id, vertex_id)
	gl.AttachShader(program_id, fragment_id)
	gl.LinkProgram(program_id)
	gl.GetProgramiv(program_id, gl.LINK_STATUS, &param)
	if param == 0 {
		return fmt.Errorf("Failed to link shader '%s': %v", name, param)
	}

	shader_progs[name] = program_id
	return nil
}
Beispiel #2
0
func compileShader(source string, shaderType uint32) (uint32, error) {
	shader := gl.CreateShader(shaderType)

	csource := gl.Str(source)
	gl.ShaderSource(shader, 1, &csource, nil)
	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))

		return 0, fmt.Errorf("failed to compile %v: %v", source, log)
	}

	return shader, nil
}