本文整理汇总了Golang中github.com/hajimehoshi/ebiten/internal/graphics/opengl.Context.DeleteShader方法的典型用法代码示例。如果您正苦于以下问题:Golang Context.DeleteShader方法的具体用法?Golang Context.DeleteShader怎么用?Golang Context.DeleteShader使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类github.com/hajimehoshi/ebiten/internal/graphics/opengl.Context
的用法示例。
在下文中一共展示了Context.DeleteShader方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Golang代码示例。
示例1: initialize
func initialize(c *opengl.Context) error {
shaderVertexModelviewNative, err := c.NewShader(c.VertexShader, shader(c, shaderVertexModelview))
if err != nil {
return err
}
defer c.DeleteShader(shaderVertexModelviewNative)
shaderVertexColorNative, err := c.NewShader(c.VertexShader, shader(c, shaderVertexColor))
if err != nil {
return err
}
defer c.DeleteShader(shaderVertexColorNative)
shaderVertexColorLineNative, err := c.NewShader(c.VertexShader, shader(c, shaderVertexColorLine))
if err != nil {
return err
}
defer c.DeleteShader(shaderVertexColorLineNative)
shaderFragmentTextureNative, err := c.NewShader(c.FragmentShader, shader(c, shaderFragmentTexture))
if err != nil {
return err
}
defer c.DeleteShader(shaderFragmentTextureNative)
shaderFragmentSolidNative, err := c.NewShader(c.FragmentShader, shader(c, shaderFragmentSolid))
if err != nil {
return err
}
defer c.DeleteShader(shaderFragmentSolidNative)
programTexture, err = c.NewProgram([]opengl.Shader{
shaderVertexModelviewNative,
shaderFragmentTextureNative,
})
if err != nil {
return err
}
programSolidRect, err = c.NewProgram([]opengl.Shader{
shaderVertexColorNative,
shaderFragmentSolidNative,
})
if err != nil {
return err
}
programSolidLine, err = c.NewProgram([]opengl.Shader{
shaderVertexColorLineNative,
shaderFragmentSolidNative,
})
if err != nil {
return err
}
// 16 [bytse] is an arbitrary number which seems enough to draw anything. Fix this if necessary.
const stride = 16
c.NewBuffer(c.ArrayBuffer, 4*stride*quadsMaxNum, c.DynamicDraw)
indices := make([]uint16, 6*quadsMaxNum)
for i := uint16(0); i < quadsMaxNum; i++ {
indices[6*i+0] = 4*i + 0
indices[6*i+1] = 4*i + 1
indices[6*i+2] = 4*i + 2
indices[6*i+3] = 4*i + 1
indices[6*i+4] = 4*i + 2
indices[6*i+5] = 4*i + 3
}
indexBufferQuads = c.NewBuffer(c.ElementArrayBuffer, indices, c.StaticDraw)
indices = make([]uint16, indicesNum)
for i := 0; i < len(indices); i++ {
indices[i] = uint16(i)
}
indexBufferLines = c.NewBuffer(c.ElementArrayBuffer, indices, c.StaticDraw)
return nil
}