Example #1
0
func (program Program) GetUniformLocation(name string) UniformLocation {

	cname := glString(name)
	defer freeString(cname)

	return UniformLocation(C.glGetUniformLocation(C.GLuint(program), cname))
}
Example #2
0
File: gl.go Project: extrame/gl
// Link links the attached shader objects
func (p *Program) Link() error {
	var val, val2 C.GLint
	C.glLinkProgram(p.i)
	C.glGetProgramiv(p.i, LINK_STATUS, &val)
	if val != TRUE {
		C.glGetProgramiv(p.i, INFO_LOG_LENGTH, &val)
		buf := make([]C.GLchar, val+1)
		C.glGetProgramInfoLog(p.i, C.GLsizei(val), nil, &buf[0])
		return errors.New(C.GoString((*C.char)(&buf[0])))
	}
	p.attr = make(map[string]C.GLuint)
	C.glGetProgramiv(p.i, ACTIVE_ATTRIBUTES, &val)
	C.glGetProgramiv(p.i, ACTIVE_ATTRIBUTE_MAX_LENGTH, &val2)
	buf := make([]C.char, val2)
	for i := C.GLuint(0); i < C.GLuint(val); i++ {
		C.glGetActiveAttrib(p.i, i, C.GLsizei(val2), nil, nil, nil, (*C.GLchar)(&buf[0]))
		p.attr[C.GoString(&buf[0])] = C.GLuint(C.glGetAttribLocation(p.i, (*C.GLchar)(&buf[0])))
	}
	p.uni = make(map[string]C.GLint)
	C.glGetProgramiv(p.i, ACTIVE_UNIFORMS, &val)
	C.glGetProgramiv(p.i, ACTIVE_UNIFORM_MAX_LENGTH, &val2)
	buf = make([]C.char, val2)
	for i := C.GLuint(0); i < C.GLuint(val); i++ {
		C.glGetActiveUniform(p.i, i, C.GLsizei(val2), nil, nil, nil, (*C.GLchar)(&buf[0]))
		p.uni[C.GoString(&buf[0])] = C.glGetUniformLocation(p.i, (*C.GLchar)(&buf[0]))
	}
	return nil
}
Example #3
0
func (program *Program) GetUniform(name string) Uniform {

	cname := (*C.GLchar)(C.CString(name))
	defer C.free(unsafe.Pointer(cname))

	loc := C.GLint(C.glGetUniformLocation(program.id, cname))
	if loc < 0 {
		panic(fmt.Errorf("not an active uniform: %s", name))
	}

	datatype := C.GLenum(0)
	length := C.GLsizei(0)
	size := C.GLint(0)

	uname := [32]byte{}

	C.glGetActiveUniform(program.id, C.GLuint(loc), C.GLsizei(len(uname)), &length, &size, &datatype, (*C.GLchar)(unsafe.Pointer(&uname[0])))

	switch datatype {
	case C.GL_FLOAT:
		return Uniform1f{uniformBase{loc}}
	case C.GL_FLOAT_VEC2:
		return Uniform2f{uniformBase{loc}}
	case C.GL_FLOAT_VEC3:
		return Uniform3f{uniformBase{loc}}
	case C.GL_FLOAT_VEC4:
		return Uniform4f{uniformBase{loc}}
	case C.GL_INT:
		return Uniform1i{uniformBase{loc}}
	case C.GL_INT_VEC2:
		return Uniform2i{uniformBase{loc}}
	case C.GL_INT_VEC3:
		return Uniform3i{uniformBase{loc}}
	case C.GL_INT_VEC4:
		return Uniform4i{uniformBase{loc}}
	case C.GL_BOOL:
		return Uniform1i{uniformBase{loc}}
	case C.GL_BOOL_VEC2:
		return Uniform2i{uniformBase{loc}}
	case C.GL_BOOL_VEC3:
		return Uniform3i{uniformBase{loc}}
	case C.GL_BOOL_VEC4:
		return Uniform4i{uniformBase{loc}}
	case C.GL_FLOAT_MAT2:
		return UniformMatrix2f{uniformBase{loc}}
	case C.GL_FLOAT_MAT3:
		return UniformMatrix3f{uniformBase{loc}}
	case C.GL_FLOAT_MAT4:
		return UniformMatrix4f{uniformBase{loc}}
	case C.GL_SAMPLER_2D:
		return Uniform1i{uniformBase{loc}}
	case C.GL_SAMPLER_CUBE:
		return Uniform1i{uniformBase{loc}}
	default:
		panic(fmt.Errorf("unsupported uniform type: %#x", datatype))
	}
}
Example #4
0
func uniformLocation(prog C.GLuint, name string) int {
	nameC := C.CString(name)
	defer C.free(unsafe.Pointer(nameC))
	attrib := int(C.glGetUniformLocation(C.GLuint(prog), (*C.GLchar)(unsafe.Pointer(nameC))))
	checkGLError()
	if attrib == -1 {
		panic(fmt.Errorf("Failed to find attrib position for %v", name))
	}
	return attrib
}
Example #5
0
func GetUniformLocation(p Program, name string) (r0 Uniform) {
	defer func() {
		errstr := errDrain()
		r0.name = name
		log.Printf("gl.GetUniformLocation(%v, %v) %v%v", p, name, r0, errstr)
	}()
	str := C.CString(name)
	defer C.free((unsafe.Pointer)(str))
	return Uniform{Value: int32(C.glGetUniformLocation(p.c(), (*C.GLchar)(str)))}
}
Example #6
0
func GetUniformLocation(p Program, name string) Uniform {
	str := unsafe.Pointer(C.CString(name))
	defer C.free(str)
	return Uniform{Value: int32(C.glGetUniformLocation(p.c(), (*C.GLchar)(str)))}
}
Example #7
0
func GetUniformLocation(program uint32, name string) uintptr {
	s := glString(name)
	return uintptr(C.glGetUniformLocation(
		C.GLuint(program),
		s))
}
Example #8
0
File: shader.go Project: eaburns/gl
// GetUniformLocation returns the location of a uniform variable.
func (p Program) GetUniformLocation(name string) Uniform {
	cstr := C.CString(name)
	defer C.free(unsafe.Pointer(cstr))
	l := C.glGetUniformLocation(C.GLuint(p), (*C.GLchar)(cstr))
	return Uniform(l)
}
Example #9
0
func GetUniformLocation(program uint, name string) int {
	s := CString(name)
	defer C.free(unsafe.Pointer(s))
	return int(C.glGetUniformLocation(C.GLuint(program), s))
}