package shader import ( "errors" "strings" "github.com/go-gl/gl/v4.6-core/gl" ) type Shader struct { program uint32 uniforms map[string]uint32 } func (s *Shader) Use() { gl.UseProgram(s.program) } func (s *Shader) Delete() { gl.DeleteProgram(s.program) } func compileShader(source string, shaderType uint32) (uint32, error) { shader := gl.CreateShader(shaderType) csource, free := gl.Strs(source) gl.ShaderSource(shader, 1, csource, nil) free() 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, errors.New(log) } return shader, nil } func New(vertexSource string, fragmantSource string) (shader Shader, _ error) { shader.uniforms = make(map[string]uint32) vertexShader, err := compileShader(vertexSource, gl.VERTEX_SHADER) if err != nil { return shader, err } fragmantShader, err := compileShader(fragmantSource, gl.FRAGMENT_SHADER) if err != nil { return shader, err } shader.program = gl.CreateProgram() gl.AttachShader(shader.program, vertexShader) gl.AttachShader(shader.program, fragmantShader) gl.LinkProgram(shader.program) defer gl.DeleteShader(vertexShader) defer gl.DeleteShader(fragmantShader) var status int32 gl.GetProgramiv(shader.program, gl.LINK_STATUS, &status) if status == gl.FALSE { var logLength int32 gl.GetProgramiv(shader.program, gl.INFO_LOG_LENGTH, &logLength) log := strings.Repeat("\x00", int(logLength+1)) gl.GetProgramInfoLog(shader.program, logLength, nil, gl.Str(log)) return shader, errors.New(log) } return shader, nil }