package pixelgl import ( "fmt" "github.com/go-gl/gl/v3.3-core/gl" "github.com/pkg/errors" ) // Shader is an OpenGL shader program. type Shader struct { parent BeginEnder program uint32 } // NewShader creates a new shader program from the specified vertex shader and fragment shader sources. // // Note that vertexShader and fragmentShader parameters must contain the source code, they're not filenames. func NewShader(parent BeginEnder, vertexShader, fragmentShader string) (*Shader, error) { parent.Begin() defer parent.End() shader := &Shader{ parent: parent, } err, glerr := DoErrGLErr(func() error { var vshader, fshader uint32 // vertex shader { vshader = gl.CreateShader(gl.VERTEX_SHADER) src, free := gl.Strs(vertexShader) defer free() length := int32(len(vertexShader)) gl.ShaderSource(vshader, 1, src, &length) gl.CompileShader(vshader) var ( success int32 infoLog = make([]byte, 512) ) gl.GetShaderiv(vshader, gl.COMPILE_STATUS, &success) if success == 0 { gl.GetShaderInfoLog(vshader, int32(len(infoLog)), nil, &infoLog[0]) return fmt.Errorf("error compiling vertex shader: %s", string(infoLog)) } } // fragment shader { fshader = gl.CreateShader(gl.FRAGMENT_SHADER) src, free := gl.Strs(fragmentShader) defer free() length := int32(len(fragmentShader)) gl.ShaderSource(fshader, 1, src, &length) gl.CompileShader(fshader) var ( success int32 infoLog = make([]byte, 512) ) gl.GetShaderiv(fshader, gl.COMPILE_STATUS, &success) if success == 0 { gl.GetShaderInfoLog(fshader, int32(len(infoLog)), nil, &infoLog[0]) return fmt.Errorf("error compiling fragment shader: %s", string(infoLog)) } } // shader program { shader.program = gl.CreateProgram() gl.AttachShader(shader.program, vshader) gl.AttachShader(shader.program, fshader) gl.LinkProgram(shader.program) var ( success int32 infoLog = make([]byte, 512) ) gl.GetProgramiv(shader.program, gl.LINK_STATUS, &success) if success == 0 { gl.GetProgramInfoLog(shader.program, int32(len(infoLog)), nil, &infoLog[0]) return fmt.Errorf("error linking shader program: %s", string(infoLog)) } } gl.DeleteShader(vshader) gl.DeleteShader(fshader) return nil }) if err != nil { if glerr != nil { err = errors.Wrap(glerr, err.Error()) } return nil, err } if glerr != nil { return nil, glerr } return shader, nil } // Delete deletes a shader program. Don't use a shader after deletion. func (s *Shader) Delete() { DoNoBlock(func() { gl.DeleteProgram(s.program) }) } // Begin starts using a shader program. func (s *Shader) Begin() { s.parent.Begin() DoNoBlock(func() { gl.UseProgram(s.program) }) } // End stops using a shader program. func (s *Shader) End() { DoNoBlock(func() { gl.UseProgram(0) }) s.parent.End() }