Adding upstream version 0.0~git20250520.a1d9079+dfsg.
Signed-off-by: Daniel Baumann <daniel@debian.org>
This commit is contained in:
parent
590ac7ff5f
commit
20149b7f3a
456 changed files with 70406 additions and 0 deletions
75
exp/gl/glutil/glutil.go
Normal file
75
exp/gl/glutil/glutil.go
Normal file
|
@ -0,0 +1,75 @@
|
|||
// 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
|
||||
|
||||
package 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[:])
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue