Beispiel #1
0
func (self *ShaderInfo) CompileShader() (uint32, error) {
	content, err := ioutil.ReadFile(self.Path)
	if err != nil {
		return 0, err
	}
	contentString := bytes.NewBuffer(content).String()
	glContentString := gl.Str(contentString + "\x00")

	shader := gl.CreateShader(self.ShaderType)
	gl.ShaderSource(shader, 1, &glContentString, 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", contentString, log)
	}

	return shader, nil
}
Beispiel #2
0
// loads shader objects and then attaches them to a program
func LoadShaderProgram(vertShader string, fragShader string, attribs []string) (*Program, error) {
	// create the program
	var prog uint32 = gl.CreateProgram()
	var p *Program = &Program{prog, make(map[string]int32)}

	// create the vertex shader
	var vs uint32 = gl.CreateShader(gl.VERTEX_SHADER)
	ShaderSource(vs, vertShader)
	gl.CompileShader(vs)

	var success int32 = gl.FALSE
	gl.GetShaderiv(vs, gl.COMPILE_STATUS, &success)

	if success == gl.FALSE {
		return nil, fmt.Errorf("Failed to compile the vertex shader!\n%s", GetShaderInfoLog(vs))
	}

	// create the fragment shader
	var fs uint32 = gl.CreateShader(gl.FRAGMENT_SHADER)
	ShaderSource(fs, fragShader)
	gl.CompileShader(fs)

	success = gl.FALSE
	gl.GetShaderiv(fs, gl.COMPILE_STATUS, &success)

	if success == gl.FALSE {
		return nil, fmt.Errorf("Failed to compile the fragment shader!\n%s", GetShaderInfoLog(fs))
	}

	// attach the shaders to the program and link
	gl.AttachShader(prog, vs)
	gl.AttachShader(prog, fs)

	for i := 1; i <= len(attribs); i++ {
		var attr_array []uint8 = StringToArray(attribs[i-1])
		gl.BindAttribLocation(prog, uint32(i), &attr_array[0])
	}

	gl.LinkProgram(prog)

	success = gl.FALSE
	gl.GetProgramiv(prog, gl.LINK_STATUS, &success)

	if success == gl.FALSE {
		return nil, fmt.Errorf("Failed to link the program!\n%s", p.GetProgramInfoLog())
	}

	// at this point the shaders can be deleted
	gl.DeleteShader(vs)
	gl.DeleteShader(fs)

	return p, nil
}
Beispiel #3
0
func GetShaderInfoLog(shader uint32) string {
	var logSize int32 = 0
	gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logSize)
	var infoLog []uint8 = make([]uint8, logSize)
	gl.GetShaderInfoLog(shader, logSize, &logSize, &infoLog[0])
	return gl.GoStr(&infoLog[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
}