recrownedgtk/RecrownedGTK/Graphics/Render/Shaders/Shader.cs

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using System;
using System.IO;
using System.Reflection;
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using OpenTK.Graphics.OpenGL;
namespace RecrownedGTK.Graphics.Render.Shaders {
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public class Shader : IDisposable {
int handle;
public bool IsDisposed {
get;
private set;
}
/// <summary>
/// Creates a shader program using the given paths.
/// </summary>
/// <param name="pathToVertexFile">The relative path to the vertex shader file.</param>
/// <param name="pathToFragmentFile">The relative path to the fragment shader file.</param>
/// <returns></returns>
public Shader(string pathToVertexFile, string pathToFragmentFile) : this(new StreamReader(pathToVertexFile), new StreamReader(pathToFragmentFile)) {
}
/// <summary>
/// Creates a shader program using the given streams.
/// Automatically disposes of streams immediately after use.
/// </summary>
/// <param name="vertexFileStream">The vertex shader file stream.</param>
/// <param name="fragmentFileStream">The fragment shader file stream.</param>
public Shader(StreamReader vertexFileStream, StreamReader fragmentFileStream) {
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int vertShader = 0;
int fragShader = 0;
string vertShaderSource = vertexFileStream.ReadToEnd();
string fragShaderSource = fragmentFileStream.ReadToEnd();
fragmentFileStream.Dispose();
vertexFileStream.Dispose();
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vertShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vertShader, vertShaderSource);
fragShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fragShader, fragShaderSource);
string log;
GL.CompileShader(vertShader);
if ((log = GL.GetShaderInfoLog(vertShader)) != "") {
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throw new ArgumentException("Error while compiling vertex shader: " + log, "vertexPath");
}
GL.CompileShader(fragShader);
if ((log = GL.GetShaderInfoLog(fragShader)) != "") {
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throw new ArgumentException("Error while compiling fragment shader: " + log, "fragmentPath");
}
//Creates the shader program.
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handle = GL.CreateProgram();
//Attaches shader to program and links it.
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GL.AttachShader(handle, vertShader);
GL.AttachShader(handle, fragShader);
GL.LinkProgram(handle);
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GL.DetachShader(handle, vertShader);
GL.DetachShader(handle, fragShader);
GL.DeleteShader(vertShader);
GL.DeleteShader(fragShader);
}
public void Use() {
GL.UseProgram(handle);
}
public int GetAttribLocation(string attributeName) {
return GL.GetAttribLocation(handle, attributeName);
}
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protected virtual void Dispose(bool disposing) {
if (IsDisposed) {
return;
}
if (disposing) {
}
GL.DeleteProgram(handle);
IsDisposed = true;
}
public void Dispose() {
Dispose(true);
GC.SuppressFinalize(this);
}
~Shader() {
Dispose(false);
}
public static Shader CreateBasicShader() {
string resourceLoc = "RecrownedGTK.Graphics.Render.Shaders.{0}";
Shader shader = new Shader(new StreamReader(Utilities.ReadEmbeddedFile(String.Format(resourceLoc, "default.vert"))),
new StreamReader(Utilities.ReadEmbeddedFile(String.Format(resourceLoc, "default.frag"))));
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return shader;
}
}
}