Shader handling

This commit is contained in:
bloeys
2021-10-09 08:19:53 +04:00
parent e4f79a2a53
commit 9f4c34bcbb
6 changed files with 225 additions and 16 deletions

89
shaders/program.go Executable file
View File

@ -0,0 +1,89 @@
package shaders
import (
"fmt"
"log"
"strings"
"github.com/go-gl/gl/v4.6-core/gl"
)
type Program struct {
Name string
ID uint32
Shaders []Shader
}
func NewProgram(name string) Program {
p := Program{Name: name}
p.Shaders = make([]Shader, 0)
if p.ID = gl.CreateProgram(); p.ID == 0 {
log.Fatalln("Creating OpenGL program failed")
}
return p
}
//AttachShader adds the shader to list of shaders and attaches it in opengl
func (p *Program) AttachShader(s Shader) {
p.Shaders = append(p.Shaders, s)
gl.AttachShader(p.ID, s.ID)
}
//DetachShader removes the shader from the list of shaders and detaches it in opengl
func (p *Program) DetachShader(s Shader) {
//To remove a shader we move the last shader to its place, then shrink the slice by one
for i := 0; i < len(p.Shaders); i++ {
if p.Shaders[i].ID != s.ID {
continue
}
gl.DetachShader(p.ID, s.ID)
p.Shaders[i] = p.Shaders[len(p.Shaders)-1]
p.Shaders = p.Shaders[:len(p.Shaders)-1]
return
}
}
func (p *Program) Link() error {
gl.LinkProgram(p.ID)
return getProgramLinkError(*p)
}
func getProgramLinkError(p Program) error {
var linkSuccessful int32
gl.GetProgramiv(p.ID, gl.LINK_STATUS, &linkSuccessful)
if linkSuccessful == gl.TRUE {
return nil
}
//Get the log length and create a string big enough for it and fill it with NULL
var logLength int32
gl.GetProgramiv(p.ID, gl.INFO_LOG_LENGTH, &logLength)
infoLog := gl.Str(strings.Repeat("\x00", int(logLength)))
//Read the error log and return a go error
gl.GetProgramInfoLog(p.ID, logLength, nil, infoLog)
return fmt.Errorf("Program linking failed. Linking log: %s", gl.GoStr(infoLog))
}
func (p *Program) Use() {
gl.UseProgram(p.ID)
}
//Delete deletes all shaders and then deletes the program
func (p *Program) Delete() {
for _, v := range p.Shaders {
v.Delete()
}
gl.DeleteProgram(p.ID)
}