// Link links the attached shader objects func (p *Program) Link() error { var val, val2 C.GLint C.glLinkProgram(p.i) C.glGetProgramiv(p.i, LINK_STATUS, &val) if val != TRUE { C.glGetProgramiv(p.i, INFO_LOG_LENGTH, &val) buf := make([]C.GLchar, val+1) C.glGetProgramInfoLog(p.i, C.GLsizei(val), nil, &buf[0]) return errors.New(C.GoString((*C.char)(&buf[0]))) } p.attr = make(map[string]C.GLuint) C.glGetProgramiv(p.i, ACTIVE_ATTRIBUTES, &val) C.glGetProgramiv(p.i, ACTIVE_ATTRIBUTE_MAX_LENGTH, &val2) buf := make([]C.char, val2) for i := C.GLuint(0); i < C.GLuint(val); i++ { C.glGetActiveAttrib(p.i, i, C.GLsizei(val2), nil, nil, nil, (*C.GLchar)(&buf[0])) p.attr[C.GoString(&buf[0])] = C.GLuint(C.glGetAttribLocation(p.i, (*C.GLchar)(&buf[0]))) } p.uni = make(map[string]C.GLint) C.glGetProgramiv(p.i, ACTIVE_UNIFORMS, &val) C.glGetProgramiv(p.i, ACTIVE_UNIFORM_MAX_LENGTH, &val2) buf = make([]C.char, val2) for i := C.GLuint(0); i < C.GLuint(val); i++ { C.glGetActiveUniform(p.i, i, C.GLsizei(val2), nil, nil, nil, (*C.GLchar)(&buf[0])) p.uni[C.GoString(&buf[0])] = C.glGetUniformLocation(p.i, (*C.GLchar)(&buf[0])) } return nil }
func (program *Program) GetUniform(name string) Uniform { cname := (*C.GLchar)(C.CString(name)) defer C.free(unsafe.Pointer(cname)) loc := C.GLint(C.glGetUniformLocation(program.id, cname)) if loc < 0 { panic(fmt.Errorf("not an active uniform: %s", name)) } datatype := C.GLenum(0) length := C.GLsizei(0) size := C.GLint(0) uname := [32]byte{} C.glGetActiveUniform(program.id, C.GLuint(loc), C.GLsizei(len(uname)), &length, &size, &datatype, (*C.GLchar)(unsafe.Pointer(&uname[0]))) switch datatype { case C.GL_FLOAT: return Uniform1f{uniformBase{loc}} case C.GL_FLOAT_VEC2: return Uniform2f{uniformBase{loc}} case C.GL_FLOAT_VEC3: return Uniform3f{uniformBase{loc}} case C.GL_FLOAT_VEC4: return Uniform4f{uniformBase{loc}} case C.GL_INT: return Uniform1i{uniformBase{loc}} case C.GL_INT_VEC2: return Uniform2i{uniformBase{loc}} case C.GL_INT_VEC3: return Uniform3i{uniformBase{loc}} case C.GL_INT_VEC4: return Uniform4i{uniformBase{loc}} case C.GL_BOOL: return Uniform1i{uniformBase{loc}} case C.GL_BOOL_VEC2: return Uniform2i{uniformBase{loc}} case C.GL_BOOL_VEC3: return Uniform3i{uniformBase{loc}} case C.GL_BOOL_VEC4: return Uniform4i{uniformBase{loc}} case C.GL_FLOAT_MAT2: return UniformMatrix2f{uniformBase{loc}} case C.GL_FLOAT_MAT3: return UniformMatrix3f{uniformBase{loc}} case C.GL_FLOAT_MAT4: return UniformMatrix4f{uniformBase{loc}} case C.GL_SAMPLER_2D: return Uniform1i{uniformBase{loc}} case C.GL_SAMPLER_CUBE: return Uniform1i{uniformBase{loc}} default: panic(fmt.Errorf("unsupported uniform type: %#x", datatype)) } }
func GetActiveUniform(program, index uint, bufsize int) (size int32, type_ uint32, name string) { cs := CString(name) defer C.free(unsafe.Pointer(cs)) C.glGetActiveUniform(C.GLuint(program), C.GLuint(index), C.GLsizei(bufsize), nil, (*C.GLint)(&size), (*C.GLenum)(&type_), cs) name = GoString(cs) return }
func GetActiveUniform(p Program, index uint32) (name string, size int, ty Enum) { bufSize := GetProgrami(p, ACTIVE_UNIFORM_MAX_LENGTH) buf := C.malloc(C.size_t(bufSize)) defer C.free(buf) var cSize C.GLint var cType C.GLenum C.glGetActiveUniform(p.c(), C.GLuint(index), C.GLsizei(bufSize), nil, &cSize, &cType, (*C.GLchar)(buf)) return C.GoString((*C.char)(buf)), int(cSize), Enum(cType) }
func (program Program) GetActiveUniform(index UniformLocation) (string, GLenum, int) { var written C.GLsizei var size C.GLint var tp C.GLenum //Allocate a buffer of 64 characters to write variable names to var buffer *C.GLchar = (*C.GLchar)(C.malloc(64)) defer freeString(buffer) C.glGetActiveUniform(C.GLuint(program), C.GLuint(index), C.GLsizei(128), &written, &size, &tp, buffer) return C.GoStringN((*C.char)(buffer), C.int(written)), GLenum(tp), int(size) }
func GetActiveUniform(p Program, u Uniform) (name string, size int, ty Enum) { defer func() { errstr := errDrain() log.Printf("gl.GetActiveUniform(%v, %v) (%v, %v, %v) %v", p, u, name, size, ty, errstr) }() bufSize := GetProgrami(p, ACTIVE_UNIFORM_MAX_LENGTH) buf := C.malloc(C.size_t(bufSize)) defer C.free(buf) var cSize C.GLint var cType C.GLenum C.glGetActiveUniform(p.c(), C.GLuint(u.Value), C.GLsizei(bufSize), nil, &cSize, &cType, (*C.GLchar)(buf)) return C.GoString((*C.char)(buf)), int(cSize), Enum(cType) }
func GetActiveUniform( program uint32, index uint32, bufsize Sizei, length *Sizei, size *int32, type_ *Enum, name *string) { s := glString(*name) C.glGetActiveUniform( C.GLuint(program), C.GLuint(index), C.GLsizei(bufsize), (*C.GLsizei)(length), (*C.GLint)(size), (*C.GLenum)(type_), s) name = goString(s) }
// glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) func (program Program) GetActiveUniform(index int) ( Size int, Type GLenum, Name string) { // Maximum length of active uniform name in program bufSize := program.Get(ACTIVE_UNIFORM_MAX_LENGTH) nameBuf := C.malloc(C.size_t(bufSize)) defer C.free(nameBuf) var size C.GLint C.glGetActiveUniform( C.GLuint(program), C.GLuint(index), C.GLsizei(bufSize), nil, // length == len(Name) &size, (*C.GLenum)(&Type), (*C.GLchar)(nameBuf)) Name = C.GoString((*C.char)(nameBuf)) Size = int(size) return }