Files
nmage/shaders/shaders.go

112 lines
2.4 KiB
Go
Executable File

package shaders
import (
"errors"
"os"
"strings"
"github.com/bloeys/go-sdl-engine/logging"
"github.com/go-gl/gl/v4.6-compatibility/gl"
)
type Shader struct {
ID uint32
ShaderType ShaderType
}
func (s Shader) Delete() {
gl.DeleteShader(s.ID)
}
type ShaderProgram struct {
ID uint32
VertShaderID uint32
FragShaderID uint32
}
func (sp *ShaderProgram) AttachShader(shader Shader) {
gl.AttachShader(sp.ID, shader.ID)
switch shader.ShaderType {
case VertexShaderType:
sp.VertShaderID = shader.ID
case FragmentShaderType:
sp.FragShaderID = shader.ID
default:
logging.ErrLog.Println("Unknown shader type ", shader.ShaderType, " for ID ", shader.ID)
}
}
func (sp *ShaderProgram) Link() {
gl.LinkProgram(sp.ID)
if sp.VertShaderID != 0 {
gl.DeleteShader(sp.VertShaderID)
}
if sp.FragShaderID != 0 {
gl.DeleteShader(sp.FragShaderID)
}
}
func (sp *ShaderProgram) Delete() {
gl.DeleteProgram(sp.ID)
}
func NewShaderProgram() (ShaderProgram, error) {
id := gl.CreateProgram()
if id == 0 {
return ShaderProgram{}, errors.New("failed to create shader program")
}
return ShaderProgram{ID: id}, nil
}
func LoadAndCompilerShader(shaderPath string, shaderType ShaderType) (Shader, error) {
shaderSource, err := os.ReadFile(shaderPath)
if err != nil {
logging.ErrLog.Println("Failed to read shader. Err: ", err)
return Shader{}, err
}
shaderID := gl.CreateShader(uint32(shaderType))
if shaderID == 0 {
logging.ErrLog.Println("Failed to create shader.")
return Shader{}, errors.New("failed to create shader")
}
//Load shader source and compile
shaderCStr, shaderFree := gl.Strs(string(shaderSource) + "\x00")
defer shaderFree()
gl.ShaderSource(shaderID, 1, shaderCStr, nil)
gl.CompileShader(shaderID)
if err := getShaderCompileErrors(shaderID); err != nil {
gl.DeleteShader(shaderID)
return Shader{}, err
}
return Shader{ID: shaderID, ShaderType: shaderType}, nil
}
func getShaderCompileErrors(shaderID uint32) error {
var compiledSuccessfully int32
gl.GetShaderiv(shaderID, gl.COMPILE_STATUS, &compiledSuccessfully)
if compiledSuccessfully == gl.TRUE {
return nil
}
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)
logging.ErrLog.Println("Compilation of shader with id ", shaderID, " failed. Err: ", errMsg)
return errors.New(errMsg)
}