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Geometry shader support+omnidirectional depth map shader+improvements
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@ -6,32 +6,48 @@ import (
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)
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type ShaderProgram struct {
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ID uint32
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VertShaderID uint32
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FragShaderID uint32
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Id uint32
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VertShaderId uint32
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FragShaderId uint32
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GeomShaderId uint32
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}
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func (sp *ShaderProgram) AttachShader(shader Shader) {
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gl.AttachShader(sp.ID, shader.ID)
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switch shader.ShaderType {
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case VertexShaderType:
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sp.VertShaderID = shader.ID
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case FragmentShaderType:
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sp.FragShaderID = shader.ID
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gl.AttachShader(sp.Id, shader.Id)
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switch shader.Type {
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case ShaderType_Vertex:
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sp.VertShaderId = shader.Id
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case ShaderType_Fragment:
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sp.FragShaderId = shader.Id
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case ShaderType_Geometry:
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sp.GeomShaderId = shader.Id
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default:
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logging.ErrLog.Println("Unknown shader type ", shader.ShaderType, " for ID ", shader.ID)
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logging.ErrLog.Fatalf("Unknown shader type '%d' for shader id '%d'\n", shader.Type, shader.Id)
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}
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}
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func (sp *ShaderProgram) Link() {
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gl.LinkProgram(sp.ID)
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gl.LinkProgram(sp.Id)
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if sp.VertShaderID != 0 {
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gl.DeleteShader(sp.VertShaderID)
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if sp.VertShaderId != 0 {
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gl.DeleteShader(sp.VertShaderId)
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}
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if sp.FragShaderID != 0 {
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gl.DeleteShader(sp.FragShaderID)
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if sp.FragShaderId != 0 {
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gl.DeleteShader(sp.FragShaderId)
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}
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if sp.GeomShaderId != 0 {
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gl.DeleteShader(sp.GeomShaderId)
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}
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}
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func (s *ShaderProgram) Bind() {
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gl.UseProgram(s.Id)
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}
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func (s *ShaderProgram) UnBind() {
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gl.UseProgram(0)
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}
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