Esempio n. 1
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
}
Esempio n. 2
0
// ShaderSource implements the opengl.OpenGl interface.
func (native *OpenGl) ShaderSource(shader uint32, source string) {
	csources, free := gl.Strs(source + "\x00")
	defer free()

	gl.ShaderSource(shader, 1, csources, nil)
}