Beispiel #1
0
func NewProgram(vertexShaderSource, fragmentShaderSource string) (uint32, error) {
	vertexShader, err := compileShader(vertexShaderSource, gl.VERTEX_SHADER)
	if err != nil {
		return 0, err
	}
	fragmentShader, err := compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER)
	if err != nil {
		return 0, err
	}
	program := gl.CreateProgram()
	gl.AttachShader(program, vertexShader)
	gl.AttachShader(program, fragmentShader)
	gl.LinkProgram(program)

	var status int32
	gl.GetProgramiv(program, gl.LINK_STATUS, &status)
	if status == gl.FALSE {
		var logLength int32
		gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &logLength)

		log := strings.Repeat("\x00", int(logLength+1))
		gl.GetProgramInfoLog(program, logLength, nil, gl.Str(log))

		gl.DeleteProgram(program)
		gl.DeleteShader(vertexShader)
		gl.DeleteShader(fragmentShader)

		return 0, errors.New(fmt.Sprintf("failed to link program: %v", log))
	}
	gl.DetachShader(program, vertexShader)
	gl.DetachShader(program, fragmentShader)

	gl.DeleteShader(vertexShader)
	gl.DeleteShader(fragmentShader)

	return program, nil
}
Beispiel #2
0
// Destroying a ShaderProgram.
func DestroyShaderProgram(shaderProgram ShaderProgram) {
	gl.DeleteProgram(uint32(shaderProgram))
}
Beispiel #3
0
func InitShader(shader graphics.ShaderSource) (uint32, error) {

	//vertexshader
	vertexShaderHandle := gl.CreateShader(gl.VERTEX_SHADER)
	defer gl.DeleteShader(vertexShaderHandle)

	vertText := gl.Str(shader.GetVertexSource())
	gl.ShaderSource(vertexShaderHandle, 1, &vertText, nil)
	gl.CompileShader(vertexShaderHandle)
	//error handling
	var isVertexCompiled int32
	gl.GetShaderiv(vertexShaderHandle, gl.COMPILE_STATUS, &isVertexCompiled)

	if isVertexCompiled == gl.FALSE {
		var maxLength int32
		gl.GetShaderiv(vertexShaderHandle, gl.INFO_LOG_LENGTH, &maxLength)
		log := strings.Repeat("\x00", int(maxLength+1))
		gl.GetShaderInfoLog(vertexShaderHandle, maxLength, nil, gl.Str(log))
		gl.DeleteShader(vertexShaderHandle)
		fmt.Println("Vertex shader compile error")
		fmt.Println(log)
		return 0, errors.New("Vertex shader compile error")
	}

	//fragment shader
	fragmentShaderHandle := gl.CreateShader(gl.FRAGMENT_SHADER)
	defer gl.DeleteShader(fragmentShaderHandle)
	fragText := gl.Str(shader.GetFragmentSource())
	gl.ShaderSource(fragmentShaderHandle, 1, &fragText, nil)
	gl.CompileShader(fragmentShaderHandle)

	//error handling
	var isFragmentCompiled int32
	gl.GetShaderiv(fragmentShaderHandle, gl.COMPILE_STATUS, &isFragmentCompiled)

	if isFragmentCompiled == gl.FALSE {
		var maxLength int32
		gl.GetShaderiv(fragmentShaderHandle, gl.INFO_LOG_LENGTH, &maxLength)
		log := strings.Repeat("\x00", int(maxLength+1))
		gl.GetShaderInfoLog(fragmentShaderHandle, maxLength, nil, gl.Str(log))
		gl.DeleteShader(fragmentShaderHandle)
		fmt.Println("Fragment shader compile error")
		fmt.Println(log)

		return 0, errors.New("Fragment shader compile error")
	}
	//program shader
	shaderHandle := gl.CreateProgram()
	gl.AttachShader(shaderHandle, vertexShaderHandle)
	gl.AttachShader(shaderHandle, fragmentShaderHandle)
	gl.LinkProgram(shaderHandle)
	//error handling
	var isLinked int32
	gl.GetProgramiv(shaderHandle, gl.LINK_STATUS, &isLinked)
	if isLinked == gl.FALSE {
		var maxLength int32
		gl.GetProgramiv(shaderHandle, gl.INFO_LOG_LENGTH, &maxLength)
		log := strings.Repeat("\x00", int(maxLength+1))
		gl.GetProgramInfoLog(shaderHandle, maxLength, nil, gl.Str(log))
		gl.DeleteProgram(shaderHandle)

		fmt.Println("Shader linking error")
		fmt.Println(log)

		return 0, errors.New("Shader linking error")
	}
	return shaderHandle, nil
}
Beispiel #4
0
//Delete is the implementation of the opengl object interface. Delete this object
//from the opengl context
func (shader BlankShader) Delete() {
	gl.DeleteProgram(shader.Handle)
}
Beispiel #5
0
func (p *Program) Delete() {
	gl.DeleteVertexArrays(1, &p.vao)
	p.vao = 0
	gl.DeleteProgram(p.program)
	p.program = 0
}