package shader // #cgo LDFLAGS: -framework OpenGL // // #include // #include import "C" import ( "fmt" "unsafe" ) type shader struct { native C.GLuint shaderType C.GLenum source string } type shaderId int const ( shaderVertex shaderId = iota shaderFragment shaderColorMatrix shaderSolidColor ) var shaders = map[shaderId]*shader{ shaderVertex: &shader{ shaderType: C.GL_VERTEX_SHADER, source: ` uniform mat4 projection_matrix; uniform mat4 modelview_matrix; attribute vec2 vertex; attribute vec2 tex_coord; varying vec2 vertex_out_tex_coord; void main(void) { vertex_out_tex_coord = tex_coord; gl_Position = projection_matrix * modelview_matrix * vec4(vertex, 0, 1); } `, }, shaderFragment: &shader{ shaderType: C.GL_FRAGMENT_SHADER, source: ` uniform sampler2D texture; varying vec2 vertex_out_tex_coord; void main(void) { gl_FragColor = texture2D(texture, vertex_out_tex_coord); } `, }, shaderColorMatrix: &shader{ shaderType: C.GL_FRAGMENT_SHADER, source: ` uniform sampler2D texture; uniform mat4 color_matrix; uniform vec4 color_matrix_translation; varying vec2 vertex_out_tex_coord; void main(void) { vec4 color = texture2D(texture, vertex_out_tex_coord); gl_FragColor = (color_matrix * color) + color_matrix_translation; } `, }, shaderSolidColor: &shader{ shaderType: C.GL_FRAGMENT_SHADER, source: ` uniform vec4 color; void main(void) { gl_FragColor = color; } `, }, } func (s *shader) compile() { s.native = C.glCreateShader(s.shaderType) if s.native == 0 { panic("glCreateShader failed") } csource := (*C.GLchar)(C.CString(s.source)) // TODO: defer? // defer C.free(unsafe.Pointer(csource)) C.glShaderSource(s.native, 1, &csource, nil) C.glCompileShader(s.native) compiled := C.GLint(C.GL_FALSE) C.glGetShaderiv(s.native, C.GL_COMPILE_STATUS, &compiled) if compiled == C.GL_FALSE { s.showShaderLog() panic("shader compile failed") } } func (s *shader) showShaderLog() { logSize := C.GLint(0) C.glGetShaderiv(s.native, C.GL_INFO_LOG_LENGTH, &logSize) if logSize == 0 { return } length := C.GLsizei(0) buffer := make([]C.GLchar, logSize) C.glGetShaderInfoLog(s.native, C.GLsizei(logSize), &length, &buffer[0]) message := string(C.GoBytes(unsafe.Pointer(&buffer[0]), C.int(length))) fmt.Printf("shader error: %s\n", message) } func (s *shader) delete() { C.glDeleteShader(s.native) }