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shader.adept
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shader.adept
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// ---------------------------- shader.adept ----------------------------
// Module for OpenGL shader management
// ----------------------------------------------------------------------
import 'sys/cstdio.adept'
import 'adept/math/matrix4f.adept'
import 'glfw/glfw.adept'
struct Shader (program GLuint, vertex GLuint, fragment GLuint)
func create(this *Shader, vertex_code *ubyte, fragment_code *ubyte) void {
log_length int
log_message *ubyte
status GLint
this.vertex = glCreateShader(GL_VERTEX_SHADER)
glShaderSource(this.vertex, 1, &vertex_code, null)
glCompileShader(this.vertex)
glGetShaderiv(this.vertex, GL_COMPILE_STATUS, &status)
if status == 0 {
puts('Failed to compile vertex shader')
log_message = malloc(1024)
glGetShaderInfoLog(this.vertex, 1024, &log_length, log_message)
if log_length != 0, puts(log_message)
free(log_message)
}
this.fragment = glCreateShader(GL_FRAGMENT_SHADER)
glShaderSource(this.fragment, 1, &fragment_code, null)
glCompileShader(this.fragment)
glGetShaderiv(this.fragment, GL_COMPILE_STATUS, &status)
if status == 0 {
puts('Failed to compile fragment shader')
log_message = malloc(1024)
glGetShaderInfoLog(this.fragment, 1024, &log_length, log_message)
if log_length != 0, puts(log_message)
free(log_message)
}
this.program = glCreateProgram()
glAttachShader(this.program, this.vertex)
glAttachShader(this.program, this.fragment)
glLinkProgram(this.program)
glValidateProgram(this.program)
}
func use(this *Shader) void {
glUseProgram(this.program)
}
func destroy(this *Shader) void {
glDetachShader(this.program, this.vertex)
glDetachShader(this.program, this.fragment)
glDeleteShader(this.vertex)
glDeleteShader(this.fragment)
glDeleteProgram(this.program)
}
func getUniformLocation(this *Shader, name *ubyte) GLint {
return glGetUniformLocation(this.program, name)
}
func uploadMatrix4f(this *Shader, location GLint, matrix Matrix4f) void {
glUniformMatrix4fv(location, 1, false, matrix.array)
}