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info.go
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/
info.go
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// Copyright 2016 Richard Hawkins
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package shader
import (
"bytes"
"fmt"
"os"
"github.com/go-gl/gl/v4.1-core/gl"
)
// Info representing a shader.
type Info struct {
// Type of shader: gl.VERTEX_SHADER, gl.FRAGMENT_SHADER, ...
Type uint32
// Filename of shader source file.
Filename string
// shader ID.
shader uint32
}
// Compile the shader using the info provided.
func (i *Info) Compile(program uint32) error {
i.shader = gl.CreateShader(i.Type)
source, err := readShader(i.Filename)
if err != nil {
return err
}
csrc, free := gl.Strs(source)
gl.ShaderSource(i.shader, 1, csrc, nil)
free()
gl.CompileShader(i.shader)
var compiled int32
if gl.GetShaderiv(i.shader, gl.COMPILE_STATUS, &compiled); compiled == gl.FALSE {
return fmt.Errorf("failed to compile %s: %s", i.Filename, getErrorMsg(true, i.shader))
}
gl.AttachShader(program, i.shader)
return nil
}
func readShader(filename string) (string, error) {
f, err := os.Open(filename)
defer f.Close()
if err != nil {
return "", err
}
buf := new(bytes.Buffer)
buf.ReadFrom(f)
source := fmt.Sprintf("%s\x00", buf.String())
return source, nil
}
func (i *Info) Delete() {
gl.DeleteShader(i.shader)
}