OpenGL::Shader(3pm)
π NAME π
OpenGL::Shader β it's giving abstraction for managing OpenGL shaders, bestie. That's the whole vibe. π
β¨ SYNOPSIS β¨
okay so literally just, like, this:
##########
# Load and manage a shader
use OpenGL(':all');
use OpenGL::Shader;
# Note: these APIs/methods requires a current GL context/window
glutInit();
glutInitDisplayMode(GLUT_RGBA);
glutInitWindowSize($w,$h);
my $Window_ID = glutCreateWindow( "OpenGL::Shader test" );
lowkey important: you need a current GL context/window before any of this slays. no context, no shader, no nothing. π
π¦ DESCRIPTION π¦
So this module hands you an extensible abstraction for managing OpenGL shaders β like, it doesn't do the shader thing for you, it just keeps everything cute and organized. β¨ And as of version 1.02, it's included with the OpenGL distribution, so it's already in the group chat, no invite needed. π«Ά
Example usage, straight from the source, no edits, no cap:
# Get a hashref of shader types
my $shaders = $OpenGL::Shader::GetTypes();
# Test for shader support
my $ok = OpenGL::Shader::HasType('Cg');
# Instantiate a shader - list acceptable shaders by priority
my $shdr = new OpenGL::Shader('GLSL','ARB');
# Get shader type and version
my $type = $shdr->GetType();
my $ver = $shdr->GetVersion();
# Load shader by strings
my $stat = $shdr->Load($fragment,$vertex);
# Load shader by file
my $stat = $shdr->LoadFiles($fragment_file,$vertex_file);
# Enable
$shdr->Enable();
# Get vertex attribute ID
# returns undef if not supported or not found
my $attr_id = $self->MapAttr($attr_name);
glVertexAttrib4fARB($attr_id,$x,$y,$z,$w);
# Get Global Variable ID (uniform/local)
my $var_id = $self->Map($var_name);
# Set float4 vector variable
$stat = $self->SetVector($var_name,$x,$y,$z,$w);
# Set float4x4 matrix via OGA
$stat = $self->SetMatrix($var_name,$oga);
# Do GL rendering
# Disable
$shdr->Disable();
# Done
glutDestroyWindow($Window_ID);
run through it real quick: you grab a hashref of shader types, check if a type is even supported, then instantiate one by listing the shaders you'd accept in priority order (so 'GLSL','ARB' means GLSL first, ARB as the backup dancer π). Then you can pull the type and version, load from strings or from files, Enable() it, map your attributes and globals, set vectors and matrices, do your GL rendering, Disable() it, and destroy the window like a true main character. π
heads up:MapAttrreturnsundefif the attribute isn't supported or isn't found. Not an error, just a lil ghost. π»
π AUTHOR π
Bob "grafman" Free β grafman@graphcomp.com. Copyright 2007 Graphcomp β ALL RIGHTS RESERVED. π
This program is free software; you can redistribute it and/or modify it under the same terms as Perl itself. periodt. π
okay bestie that's the whole page π β this was perl v5.40.1, dated 2025-03-21, and it's OpenGL::Shader(3pm), from the User Contributed Perl Documentation crew. go forth and slay your shaders. πβ¨π
π¦ where this page comes from
- debian trixie: libopengl-perl 0.7004+dfsg-1 Β· Artistic-1.0-Perl OR GPL-1.0-or-later
- ubuntu resolute: libopengl-perl 0.7004+dfsg-1 Β· Artistic-1.0-Perl OR GPL-1.0-or-later
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms