mirror of
https://github.com/Kugelschieber/go-game.git
synced 2026-01-18 06:40:28 +00:00
Added geo and gl packages from gogeline and improved documentation.
This commit is contained in:
313
gl/shader.go
Normal file
313
gl/shader.go
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@@ -0,0 +1,313 @@
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package gl
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import (
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"errors"
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"geo"
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"github.com/go-gl/gl/v4.5-core/gl"
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"strings"
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)
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// Combination of shaders and shader program.
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type Shader struct {
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program, vertex, fragment uint32
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attrIndex uint32
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attributes []uint32
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uniformMap map[string]int32
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attrMap map[string]int32
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}
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// Creates a new shader program by given vertex and fragment shader source code.
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// The shaders itself will be deleted when compiled, only the program ID will be kept.
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func NewShader(vertexShader, fragmentShader string) (*Shader, error) {
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shader := &Shader{}
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shader.attributes = make([]uint32, 0)
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shader.uniformMap = make(map[string]int32)
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shader.attrMap = make(map[string]int32)
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shader.program = gl.CreateProgram()
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shader.vertex = gl.CreateShader(gl.VERTEX_SHADER)
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shader.fragment = gl.CreateShader(gl.FRAGMENT_SHADER)
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if err := compileShader(&shader.vertex, vertexShader+NullTerminator); err != nil {
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gl.DeleteShader(shader.vertex)
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gl.DeleteShader(shader.fragment)
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shader.Drop()
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return nil, err
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}
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if err := compileShader(&shader.fragment, fragmentShader+NullTerminator); err != nil {
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gl.DeleteShader(shader.vertex)
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gl.DeleteShader(shader.fragment)
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shader.Drop()
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return nil, err
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}
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gl.AttachShader(shader.program, shader.vertex)
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gl.AttachShader(shader.program, shader.fragment)
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if err := linkProgram(shader.program); err != nil {
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gl.DeleteShader(shader.vertex)
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gl.DeleteShader(shader.fragment)
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shader.Drop()
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return nil, err
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}
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// we don't need to keep them in memory
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gl.DetachShader(shader.program, shader.vertex)
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gl.DetachShader(shader.program, shader.fragment)
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gl.DeleteShader(shader.vertex)
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gl.DeleteShader(shader.fragment)
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return shader, nil
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}
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func compileShader(shader *uint32, source string) error {
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csrc := gl.Str(source)
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gl.ShaderSource(*shader, 1, &csrc, nil)
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gl.CompileShader(*shader)
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if err := shaderCheckError(*shader); err != nil {
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return err
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}
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return nil
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}
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func shaderCheckError(shader uint32) error {
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var status int32
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gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
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if status == gl.FALSE {
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var logLength int32
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gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)
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log := strings.Repeat("\x00", int(logLength+1))
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gl.GetShaderInfoLog(shader, logLength, nil, gl.Str(log))
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return errors.New("compiler error:\r\n" + log)
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}
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return nil
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}
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func linkProgram(program uint32) error {
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gl.LinkProgram(program)
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var status int32
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gl.GetProgramiv(program, gl.LINK_STATUS, &status)
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if status == gl.FALSE {
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var logLength int32
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gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &logLength)
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log := strings.Repeat("\x00", int(logLength+1))
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gl.GetProgramInfoLog(program, logLength, nil, gl.Str(log))
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return errors.New("linker error:\r\n" + log)
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}
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return nil
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}
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// Deletes the GL program object.
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func (s *Shader) Drop() {
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gl.DeleteProgram(s.program)
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}
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// Binds the shader for usage.
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func (s *Shader) Bind() {
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gl.UseProgram(s.program)
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}
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// Unbinds shader.
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func (s *Shader) Unbind() {
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gl.UseProgram(0)
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}
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// Binds an attribute to this shader, name must be present in shader source.
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func (s *Shader) BindAttribIndex(name string, index uint32) {
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gl.BindAttribLocation(s.program, index, gl.Str(name+NullTerminator))
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s.attributes = append(s.attributes, index)
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}
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// Binds an attribute to this shader (with default index), name must be present in shader source.
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func (s *Shader) BindAttrib(name string) {
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s.BindAttribIndex(name, s.attrIndex)
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s.attrIndex++
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}
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// Enables all bound attributes.
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func (s *Shader) EnableVertexAttribArrays() {
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for i := range s.attributes {
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gl.EnableVertexAttribArray(s.attributes[i])
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}
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}
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// Disables all bound attributes.
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func (s *Shader) DisableVertexAttribArrays() {
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for i := range s.attributes {
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gl.DisableVertexAttribArray(s.attributes[i])
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}
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}
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// Returns the uniform location of a variable.
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// The name must be present in the shader source.
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func (s *Shader) GetUniformLocation(name string) int32 {
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_, exists := s.uniformMap[name]
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if !exists {
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s.uniformMap[name] = gl.GetUniformLocation(s.program, gl.Str(name+NullTerminator))
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}
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return s.uniformMap[name]
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}
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// Returns the location of an attribute.
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// The name must be present in the shader source.
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func (s *Shader) GetAttribLocation(name string) int32 {
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_, exists := s.attrMap[name]
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if !exists {
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s.attrMap[name] = gl.GetAttribLocation(s.program, gl.Str(name+NullTerminator))
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}
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return s.attrMap[name]
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}
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func (s *Shader) SendUniform1i(name string, v int32) {
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gl.Uniform1i(s.GetUniformLocation(name), v)
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}
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func (s *Shader) SendUniform2i(name string, v0, v1 int32) {
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gl.Uniform2i(s.GetUniformLocation(name), v0, v1)
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}
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func (s *Shader) SendUniform3i(name string, v0, v1, v2 int32) {
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gl.Uniform3i(s.GetUniformLocation(name), v0, v1, v2)
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}
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func (s *Shader) SendUniform4i(name string, v0, v1, v2, v3 int32) {
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gl.Uniform4i(s.GetUniformLocation(name), v0, v1, v2, v3)
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}
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func (s *Shader) SendUniform1f(name string, v float32) {
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gl.Uniform1f(s.GetUniformLocation(name), v)
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}
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func (s *Shader) SendUniform2f(name string, v0, v1 float32) {
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gl.Uniform2f(s.GetUniformLocation(name), v0, v1)
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}
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func (s *Shader) SendUniform3f(name string, v0, v1, v2 float32) {
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gl.Uniform3f(s.GetUniformLocation(name), v0, v1, v2)
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}
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func (s *Shader) SendUniform4f(name string, v0, v1, v2, v3 float32) {
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gl.Uniform4f(s.GetUniformLocation(name), v0, v1, v2, v3)
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}
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func (s *Shader) SendUniform1iv(name string, count int32, data *int32) {
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gl.Uniform1iv(s.GetUniformLocation(name), count, data)
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}
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func (s *Shader) SendUniform2iv(name string, count int32, data *int32) {
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gl.Uniform2iv(s.GetUniformLocation(name), count, data)
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}
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func (s *Shader) SendUniform3iv(name string, count int32, data *int32) {
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gl.Uniform3iv(s.GetUniformLocation(name), count, data)
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}
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func (s *Shader) SendUniform4iv(name string, count int32, data *int32) {
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gl.Uniform4iv(s.GetUniformLocation(name), count, data)
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}
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func (s *Shader) SendUniform1fv(name string, count int32, data *float32) {
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gl.Uniform1fv(s.GetUniformLocation(name), count, data)
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}
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func (s *Shader) SendUniform2fv(name string, count int32, data *float32) {
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gl.Uniform2fv(s.GetUniformLocation(name), count, data)
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}
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func (s *Shader) SendUniform3fv(name string, count int32, data *float32) {
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gl.Uniform3fv(s.GetUniformLocation(name), count, data)
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}
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func (s *Shader) SendUniform4fv(name string, count int32, data *float32) {
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gl.Uniform4fv(s.GetUniformLocation(name), count, data)
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}
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func (s *Shader) SendUniform2x2(name string, data *float32, count int32, transpose bool) {
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gl.UniformMatrix2fv(s.GetUniformLocation(name), count, transpose, data)
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}
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func (s *Shader) SendUniform3x3(name string, data *float32, count int32, transpose bool) {
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gl.UniformMatrix3fv(s.GetUniformLocation(name), count, transpose, data)
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}
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func (s *Shader) SendUniform4x4(name string, data *float32, count int32, transpose bool) {
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gl.UniformMatrix4fv(s.GetUniformLocation(name), count, transpose, data)
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}
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func (s *Shader) SendUniform2x3(name string, data *float32, count int32, transpose bool) {
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gl.UniformMatrix2x3fv(s.GetUniformLocation(name), count, transpose, data)
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}
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func (s *Shader) SendUniform3x2(name string, data *float32, count int32, transpose bool) {
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gl.UniformMatrix3x2fv(s.GetUniformLocation(name), count, transpose, data)
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}
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func (s *Shader) SendUniform2x4(name string, data *float32, count int32, transpose bool) {
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gl.UniformMatrix2x4fv(s.GetUniformLocation(name), count, transpose, data)
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}
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func (s *Shader) SendUniform4x2(name string, data *float32, count int32, transpose bool) {
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gl.UniformMatrix4x2fv(s.GetUniformLocation(name), count, transpose, data)
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}
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func (s *Shader) SendUniform3x4(name string, data *float32, count int32, transpose bool) {
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gl.UniformMatrix3x4fv(s.GetUniformLocation(name), count, transpose, data)
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}
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func (s *Shader) SendUniform4x3(name string, data *float32, count int32, transpose bool) {
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gl.UniformMatrix4x3fv(s.GetUniformLocation(name), count, transpose, data)
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}
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func (s *Shader) SendMat3(name string, m geo.Mat3) {
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var data [9]float32
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for i := 0; i < 9; i++ {
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data[i] = float32(m.Values[i])
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}
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gl.UniformMatrix3fv(s.GetUniformLocation(name), 1, false, &data[0])
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}
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func (s *Shader) SendMat4(name string, m geo.Mat4) {
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var data [16]float32
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for i := 0; i < 16; i++ {
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data[i] = float32(m.Values[i])
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}
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gl.UniformMatrix4fv(s.GetUniformLocation(name), 1, false, &data[0])
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}
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// Retuns the program GL ID.
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func (s *Shader) GetProgramId() uint32 {
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return s.program
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}
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// Returns the vertex shader GL ID.
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func (s *Shader) GetVertexId() uint32 {
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return s.vertex
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}
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// Returns the fragment shader GL ID.
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func (s *Shader) GetFragmentId() uint32 {
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return s.fragment
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}
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