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- // Copyright 2014 The Go Authors. All rights reserved.
- // Use of this source code is governed by a BSD-style
- // license that can be found in the LICENSE file.
- //go:build darwin || linux || windows
- // +build darwin linux windows
- package glutil // import "golang.org/x/mobile/exp/gl/glutil"
- import (
- "fmt"
- "golang.org/x/mobile/exp/f32"
- "golang.org/x/mobile/gl"
- )
- // CreateProgram creates, compiles, and links a gl.Program.
- func CreateProgram(glctx gl.Context, vertexSrc, fragmentSrc string) (gl.Program, error) {
- program := glctx.CreateProgram()
- if program.Value == 0 {
- return gl.Program{}, fmt.Errorf("glutil: no programs available")
- }
- vertexShader, err := loadShader(glctx, gl.VERTEX_SHADER, vertexSrc)
- if err != nil {
- return gl.Program{}, err
- }
- fragmentShader, err := loadShader(glctx, gl.FRAGMENT_SHADER, fragmentSrc)
- if err != nil {
- glctx.DeleteShader(vertexShader)
- return gl.Program{}, err
- }
- glctx.AttachShader(program, vertexShader)
- glctx.AttachShader(program, fragmentShader)
- glctx.LinkProgram(program)
- // Flag shaders for deletion when program is unlinked.
- glctx.DeleteShader(vertexShader)
- glctx.DeleteShader(fragmentShader)
- if glctx.GetProgrami(program, gl.LINK_STATUS) == 0 {
- defer glctx.DeleteProgram(program)
- return gl.Program{}, fmt.Errorf("glutil: %s", glctx.GetProgramInfoLog(program))
- }
- return program, nil
- }
- func loadShader(glctx gl.Context, shaderType gl.Enum, src string) (gl.Shader, error) {
- shader := glctx.CreateShader(shaderType)
- if shader.Value == 0 {
- return gl.Shader{}, fmt.Errorf("glutil: could not create shader (type %v)", shaderType)
- }
- glctx.ShaderSource(shader, src)
- glctx.CompileShader(shader)
- if glctx.GetShaderi(shader, gl.COMPILE_STATUS) == 0 {
- defer glctx.DeleteShader(shader)
- return gl.Shader{}, fmt.Errorf("shader compile: %s", glctx.GetShaderInfoLog(shader))
- }
- return shader, nil
- }
- // writeAffine writes the contents of an Affine to a 3x3 matrix GL uniform.
- func writeAffine(glctx gl.Context, u gl.Uniform, a *f32.Affine) {
- var m [9]float32
- m[0*3+0] = a[0][0]
- m[0*3+1] = a[1][0]
- m[0*3+2] = 0
- m[1*3+0] = a[0][1]
- m[1*3+1] = a[1][1]
- m[1*3+2] = 0
- m[2*3+0] = a[0][2]
- m[2*3+1] = a[1][2]
- m[2*3+2] = 1
- glctx.UniformMatrix3fv(u, m[:])
- }
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