Esempio n. 1
0
func (s *gl32Shader) buildUniformList() {
	s.uniforms = make(Parameters, 4)

	s.PreRender(nil)

	var uniformCount gl.Int
	gl.GetProgramiv(s.program, gl.ACTIVE_UNIFORMS, &uniformCount)
	uniformName := gl.GLStringAlloc(128)
	defer gl.GLStringFree(uniformName)

	textureUnit := 0

	for i := 0; i < int(uniformCount); i++ {
		var uniformType gl.Enum
		var uniformSize gl.Int
		var nameLength gl.Sizei

		gl.GetActiveUniform(s.program, gl.Uint(i), 128, &nameLength, &uniformSize, &uniformType, uniformName)

		// Ignore build in uniforms
		if !strings.HasPrefix(gl.GoString(uniformName), "gl_") {
			location := gl.GetUniformLocation(s.program, uniformName)

			if uniformType == gl.SAMPLER_2D {
				gl.Uniform1i(location, gl.Int(textureUnit))
				textureUnit++
			}

			if validUniformTypes[uniformType] {
				s.uniforms = append(s.uniforms, newGL32Uniform(location, glToUniform[uniformType], gl.GoStringN(uniformName, nameLength)))
			}
		}
	}
}
Esempio n. 2
0
func compileShader(code string, shaderType gl.Enum) (gl.Uint, error) {
	shader := gl.CreateShader(shaderType)

	glCode := gl.GLString(code)
	defer gl.GLStringFree(glCode)

	gl.ShaderSource(shader, 1, &glCode, nil)
	gl.CompileShader(shader)

	var status gl.Int
	gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
	if status == 0 {
		var logLength gl.Int
		gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)

		msg := gl.GLStringAlloc(gl.Sizei(logLength))
		defer gl.GLStringFree(msg)

		gl.GetShaderInfoLog(shader, gl.Sizei(logLength), nil, msg)
		gl.DeleteShader(shader)

		return 0, errors.New(gl.GoString(msg))
	}

	return shader, nil
}