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shader.go
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shader.go
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package meshview
import (
"fmt"
"strings"
"github.com/fogleman/fauxgl"
"github.com/go-gl/gl/v2.1/gl"
)
func setMatrix(location int32, m fauxgl.Matrix) {
data := [16]float32{
float32(m.X00), float32(m.X01), float32(m.X02), float32(m.X03),
float32(m.X10), float32(m.X11), float32(m.X12), float32(m.X13),
float32(m.X20), float32(m.X21), float32(m.X22), float32(m.X23),
float32(m.X30), float32(m.X31), float32(m.X32), float32(m.X33),
}
gl.UniformMatrix4fv(location, 1, true, &data[0])
}
func uniformLocation(program uint32, name string) int32 {
return gl.GetUniformLocation(program, gl.Str(name+"\x00"))
}
func attribLocation(program uint32, name string) uint32 {
return uint32(gl.GetAttribLocation(program, gl.Str(name+"\x00")))
}
func compileProgram(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, fmt.Errorf(log)
}
gl.DeleteShader(vertexShader)
gl.DeleteShader(fragmentShader)
return program, nil
}
func compileShader(source string, shaderType uint32) (uint32, error) {
shader := gl.CreateShader(shaderType)
csources, free := gl.Strs(source + "\x00")
gl.ShaderSource(shader, 1, csources, nil)
free()
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(log)
}
return shader, nil
}