Esempio n. 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))

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

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

	return program, nil
}
Esempio n. 2
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
}