Esempio n. 1
0
func (shader *Shader) loadVolatile() bool {
	vert := compileCode(gl.VERTEX_SHADER, shader.vertex_code)
	frag := compileCode(gl.FRAGMENT_SHADER, shader.pixel_code)
	shader.program = gl.CreateProgram()
	shader.texUnitPool = make(map[string]int)
	shader.activeTexUnits = make([]gl.Texture, maxTextureUnits)

	gl.AttachShader(shader.program, vert)
	gl.AttachShader(shader.program, frag)

	gl.BindAttribLocation(shader.program, attrib_pos, "VertexPosition")
	gl.BindAttribLocation(shader.program, attrib_texcoord, "VertexTexCoord")
	gl.BindAttribLocation(shader.program, attrib_color, "VertexColor")
	gl.BindAttribLocation(shader.program, attrib_constantcolor, "ConstantColor")

	gl.LinkProgram(shader.program)
	gl.DeleteShader(vert)
	gl.DeleteShader(frag)

	if gl.GetProgrami(shader.program, gl.LINK_STATUS) == 0 {
		gl.DeleteProgram(shader.program)
		panic(fmt.Errorf("shader link error: %s", gl.GetProgramInfoLog(shader.program)))
	}

	shader.mapUniforms()

	return true
}
Esempio n. 2
0
func (shader *Shader) mapUniforms() {
	// Built-in uniform locations default to -1 (nonexistent.)
	shader.uniforms = map[string]uniform{}

	for i := 0; i < gl.GetProgrami(shader.program, gl.ACTIVE_UNIFORMS); i++ {
		u := uniform{}

		u.Name, u.Count, u.Type = gl.GetActiveUniform(shader.program, uint32(i))
		u.Location = gl.GetUniformLocation(shader.program, u.Name)
		u.CalculateTypeInfo()

		// glGetActiveUniform appends "[0]" to the end of array uniform names...
		if len(u.Name) > 3 {
			if strings.Contains(u.Name, "[0]") {
				u.Name = u.Name[:len(u.Name)-3]
			}
		}

		if u.Location.Value != -1 {
			shader.uniforms[u.Name] = u
		}
	}
}