// Copyright 2020 The Ebiten Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package opengl import ( "fmt" "github.com/hajimehoshi/ebiten/v2/internal/driver" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" "github.com/hajimehoshi/ebiten/v2/internal/shaderir/glsl" ) type Shader struct { id driver.ShaderID graphics *Graphics ir *shaderir.Program p program } func newShader(id driver.ShaderID, graphics *Graphics, program *shaderir.Program) (*Shader, error) { s := &Shader{ id: id, graphics: graphics, ir: program, } if err := s.compile(); err != nil { return nil, err } return s, nil } func (s *Shader) ID() driver.ShaderID { return s.id } func (s *Shader) Dispose() { s.graphics.context.deleteProgram(s.p) s.graphics.removeShader(s) } func (s *Shader) compile() error { vssrc, fssrc := glsl.Compile(s.ir) vs, err := s.graphics.context.newShader(vertexShader, vssrc) if err != nil { return fmt.Errorf("opengl: vertex shader compile error: %v, source:\n%s", err, vssrc) } defer s.graphics.context.deleteShader(vs) fs, err := s.graphics.context.newShader(fragmentShader, fssrc) if err != nil { return fmt.Errorf("opengl: fragment shader compile error: %v, source:\n%s", err, fssrc) } defer s.graphics.context.deleteShader(fs) p, err := s.graphics.context.newProgram([]shader{vs, fs}, theArrayBufferLayout.names()) if err != nil { return err } s.p = p return nil }