go.mobile/gl/glutil: OpenGL utilities package
No tests yet. I am working on a gltest package that can create a windowless context on a variety of platforms for testing GL code, but given current priorities it is a couple of weeks away. LGTM=nigeltao R=nigeltao CC=golang-codereviews https://golang.org/cl/135450043
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// Copyright 2014 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// Package glutil implements OpenGL utility functions.
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package glutil
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import (
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"fmt"
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"code.google.com/p/go.mobile/gl"
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)
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// CreateProgram creates, compiles, and links a gl.Program.
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func CreateProgram(vertexSrc, fragmentSrc string) (gl.Program, error) {
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program := gl.CreateProgram()
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if program == 0 {
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return 0, fmt.Errorf("glutil: no programs available")
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}
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vertexShader, err := loadShader(gl.VERTEX_SHADER, vertexSrc)
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if err != nil {
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return 0, err
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}
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fragmentShader, err := loadShader(gl.FRAGMENT_SHADER, fragmentSrc)
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if err != nil {
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gl.DeleteShader(vertexShader)
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return 0, err
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}
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gl.AttachShader(program, vertexShader)
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gl.AttachShader(program, fragmentShader)
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gl.LinkProgram(program)
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// Flag shaders for deletion when program is unlinked.
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gl.DeleteShader(vertexShader)
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gl.DeleteShader(fragmentShader)
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if gl.GetProgrami(program, gl.LINK_STATUS) == 0 {
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defer gl.DeleteProgram(program)
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return 0, fmt.Errorf("glutil: %s", gl.GetProgramInfoLog(program))
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}
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return program, nil
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}
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func loadShader(shaderType gl.Enum, src string) (gl.Shader, error) {
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shader := gl.CreateShader(shaderType)
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if shader == 0 {
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return 0, fmt.Errorf("glutil: could not create shader (type %v)", shaderType)
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}
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gl.ShaderSource(shader, src)
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gl.CompileShader(shader)
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if gl.GetShaderi(shader, gl.COMPILE_STATUS) == 0 {
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defer gl.DeleteShader(shader)
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return 0, fmt.Errorf("shader compile: %s", gl.GetShaderInfoLog(shader))
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}
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return shader, nil
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}
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