Method: RGSS::Shader#initialize

Defined in:
lib/rgss/shader.rb

#initialize(vertex, fragment, geometry = nil) ⇒ Shader

Returns a new instance of Shader.

Raises:

  • (ArgumentError)


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# File 'lib/rgss/shader.rb', line 11

def initialize(vertex, fragment, geometry = nil)
  super(glCreateProgram)

  raise(ArgumentError, 'vertex source cannot be nil') unless vertex
  raise(ArgumentError, 'fragment source cannot be nil') unless fragment

  v = compile(GL_VERTEX_SHADER, vertex)
  f = compile(GL_FRAGMENT_SHADER, fragment)
  g = geometry ? compile(GL_GEOMETRY_SHADER, geometry) : 0

  glAttachShader(self.id, v)
  glAttachShader(self.id, f)
  glAttachShader(self.id, g) if g > 0

  glLinkProgram(self.id)

  [v, f, g].each do |shader|
    next if shader.zero?
    glDetachShader(self.id, shader)
    glDeleteShader(shader)
  end

  buffer = "\0" * SIZEOF_INT
  glGetProgramiv(self.id, GL_LINK_STATUS, buffer)

  return if buffer.unpack1('i') == GL_TRUE

  glGetProgramiv(self.id, GL_INFO_LOG_LENGTH, buffer)
  length = buffer.unpack1('i')
  message = "\0" * length

  glGetProgramInfoLog(self.id, lengh, buffer, message)
  raise(RuntimeError, "failed to link shader program: #{message}")

  index = glGetUniformBlockIndex(self.id, 'ortho')
  glUniformBlockBinding(@id, index, 0) if index >= 0
  
  p index

  if block_given?
    yield self
    dispose
  end
end