func (s *Shader) initShader(t gl.Enum, str string, shader *gl.Uint) { *shader = gl.CreateShader(t) if *shader == 0 { fmt.Println("error creating shader of type ", t) } src := gl.GLStringArray(str) defer gl.GLStringArrayFree(src) gl.ShaderSource(*shader, 1, &src[0], nil) gl.CompileShader(*shader) var ( status gl.Int info_length gl.Int message *gl.Char ) gl.GetShaderiv(*shader, gl.COMPILE_STATUS, &status) if status == gl.FALSE { fmt.Println("Error compiling shader") gl.GetShaderiv(*shader, gl.INFO_LOG_LENGTH, &info_length) message = gl.GLStringAlloc(gl.Sizei(info_length)) gl.GetShaderInfoLog(*shader, gl.Sizei(info_length), nil, message) fmt.Println(gl.GoString(message)) gl.GLStringFree(message) } }
func checkShaderCompiled(id gl.Uint, shaderType ShaderType) error { var shader string if shaderType == Vertex { shader = "vertex" } else { shader = "fragment" } var status gl.Int gl.GetShaderiv(id, gl.COMPILE_STATUS, &status) if status == gl.FALSE { var infoLogLength gl.Int gl.GetShaderiv(id, gl.INFO_LOG_LENGTH, &infoLogLength) infoLog := make([]gl.Char, infoLogLength+1) gl.GetShaderInfoLog(id, gl.Sizei(infoLogLength), nil, &infoLog[0]) return fmt.Errorf("shader %s: %s", shader, gl.GoString(&infoLog[0])) } return nil }
func InitShaders() { render.Queue(func() { vertex_shaders = make(map[string]gl.Uint) fragment_shaders = make(map[string]gl.Uint) shader_progs = make(map[string]gl.Uint) warned_names = make(map[string]bool) RemoveRegistry("shaders") RegisterRegistry("shaders", make(map[string]*shaderDef)) RegisterAllObjectsInDir("shaders", filepath.Join(GetDataDir(), "shaders"), ".json", "json") names := GetAllNamesInRegistry("shaders") for _, name := range names { // Load the shader files shader := Shader{Defname: name} GetObject("shaders", &shader) vdata, err := ioutil.ReadFile(filepath.Join(GetDataDir(), shader.Vertex_path)) if err != nil { Error().Printf("Unable to load vertex shader '%s': %v", shader.Vertex_path, err) continue } fdata, err := ioutil.ReadFile(filepath.Join(GetDataDir(), shader.Fragment_path)) if err != nil { Error().Printf("Unable to load fragment shader '%s': %v", shader.Fragment_path, err) continue } // Create the vertex shader vertex_id, ok := vertex_shaders[shader.Vertex_path] if !ok { vertex_id = gl.CreateShader(gl.VERTEX_SHADER) pointer := &vdata[0] length := gl.Int(len(vdata)) gl.ShaderSource(vertex_id, 1, (**gl.Char)(unsafe.Pointer(&pointer)), &length) gl.CompileShader(vertex_id) var param gl.Int gl.GetShaderiv(vertex_id, gl.COMPILE_STATUS, ¶m) if param == 0 { Error().Printf("Failed to compile vertex shader '%s': %v", shader.Vertex_path, param) continue } } // Create the fragment shader fragment_id, ok := fragment_shaders[shader.Fragment_path] if !ok { fragment_id = gl.CreateShader(gl.FRAGMENT_SHADER) pointer := &fdata[0] length := gl.Int(len(fdata)) gl.ShaderSource(fragment_id, 1, (**gl.Char)(unsafe.Pointer(&pointer)), &length) gl.CompileShader(fragment_id) var param gl.Int gl.GetShaderiv(fragment_id, gl.COMPILE_STATUS, ¶m) if param == 0 { errBuf := make([]gl.Char, 500) var errLength gl.Sizei gl.GetShaderInfoLog(fragment_id, gl.Sizei(len(errBuf)), &errLength, &errBuf[0]) Error().Printf("Failed to compile fragment shader '%s': %s", shader.Fragment_path, gl.GoString(&errBuf[0])) continue } } // 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) var param gl.Int gl.GetProgramiv(program_id, gl.LINK_STATUS, ¶m) if param == 0 { Error().Printf("Failed to link shader '%s': %v", shader.Name, param) continue } vertex_shaders[shader.Vertex_path] = vertex_id fragment_shaders[shader.Fragment_path] = fragment_id shader_progs[shader.Name] = program_id } }) }