// Copyright 2012 The go-gl Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. package v45 import ( "errors" "fmt" "github.com/go-gl/gl/v4.5-core/gl" "strings" ) func NewProgram(vertexShaderSource, fragmentShaderSource string) (uint32, error) { vertexShader, err := compileShader(vertexShaderSource, gl.VERTEX_SHADER) if err != nil { return 0, err } fragmentShader, err := compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER) if err != nil { return 0, err } program := gl.CreateProgram() gl.AttachShader(program, vertexShader) gl.AttachShader(program, fragmentShader) gl.LinkProgram(program) var status int32 gl.GetProgramiv(program, gl.LINK_STATUS, &status) if status == gl.FALSE { var logLength int32 gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &logLength) log := strings.Repeat("\x00", int(logLength+1)) gl.GetProgramInfoLog(program, logLength, nil, gl.Str(log)) gl.DeleteProgram(program) gl.DeleteShader(vertexShader) gl.DeleteShader(fragmentShader) return 0, errors.New(fmt.Sprintf("failed to link program: %v", log)) } gl.DetachShader(program, vertexShader) gl.DetachShader(program, fragmentShader) gl.DeleteShader(vertexShader) gl.DeleteShader(fragmentShader) return program, nil } func compileShader(source string, shaderType uint32) (uint32, error) { shader := gl.CreateShader(shaderType) csource := gl.Str(source) gl.ShaderSource(shader, 1, &csource, nil) gl.CompileShader(shader) var status int32 gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status) if status == gl.FALSE { var logLength int32 gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength) log := strings.Repeat("\x00", int(logLength+1)) gl.GetShaderInfoLog(shader, logLength, nil, gl.Str(log)) return 0, fmt.Errorf("failed to compile %v: %v", source, log) } return shader, nil }