ep2: Finish input system+opengl window+glsl compilation

This commit is contained in:
bloeys
2021-10-17 09:42:43 +04:00
parent 7a29b411ac
commit b296f1af4c
5 changed files with 337 additions and 0 deletions

73
shaders/shaders.go Executable file
View File

@ -0,0 +1,73 @@
package shaders
import (
"os"
"strings"
"github.com/bloeys/go-sdl-engine/logging"
"github.com/go-gl/gl/v4.6-compatibility/gl"
)
type ShaderProgram struct {
ID uint32
VertShaderID uint32
FragShaderID uint32
}
func LoadShaders() {
vertShaderText, err := os.ReadFile("./res/shaders/simple.vert.glsl")
if err != nil {
logging.ErrLog.Fatalln("Failed to read vertex shader. Err: ", err)
}
fragShaderText, err := os.ReadFile("./res/shaders/simple.frag.glsl")
if err != nil {
logging.ErrLog.Fatalln("Failed to read fragment shader. Err: ", err)
}
shader := &ShaderProgram{}
shader.ID = gl.CreateProgram()
if shader.ID == 0 {
logging.ErrLog.Fatalln("Failed to create shader program")
}
shader.VertShaderID = gl.CreateShader(gl.VERTEX_SHADER)
shader.FragShaderID = gl.CreateShader(gl.FRAGMENT_SHADER)
vertexCStr, vertFree := gl.Strs(string(vertShaderText) + "\x00")
defer vertFree()
gl.ShaderSource(shader.VertShaderID, 1, vertexCStr, nil)
fragCStr, fragFree := gl.Strs(string(fragShaderText) + "\x00")
defer fragFree()
gl.ShaderSource(shader.FragShaderID, 1, fragCStr, nil)
gl.CompileShader(shader.VertShaderID)
getShaderCompileErrors(shader.VertShaderID)
gl.CompileShader(shader.FragShaderID)
getShaderCompileErrors(shader.FragShaderID)
gl.AttachShader(shader.ID, shader.VertShaderID)
gl.AttachShader(shader.ID, shader.FragShaderID)
gl.LinkProgram(shader.ID)
}
func getShaderCompileErrors(shaderID uint32) {
var compiledSuccessfully int32
gl.GetShaderiv(shaderID, gl.COMPILE_STATUS, &compiledSuccessfully)
if compiledSuccessfully == gl.TRUE {
return
}
var logLength int32
gl.GetShaderiv(shaderID, gl.INFO_LOG_LENGTH, &logLength)
log := gl.Str(strings.Repeat("\x00", int(logLength)))
gl.GetShaderInfoLog(shaderID, logLength, nil, log)
errMsg := gl.GoStr(log)
println("Compilation of shader with id ", shaderID, " failed. Err: ", errMsg)
}