Proper default shaders is now an embedded resource and made Shader.cs comply with this setup.
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@ -1,7 +1,8 @@
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using System;
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using System.IO;
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using System.Text;
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using System.Reflection;
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using OpenTK.Graphics.OpenGL;
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namespace RecrownedGTK.Graphics.Render.Shaders {
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public class Shader : IDisposable {
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int handle;
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@ -9,21 +10,30 @@ namespace RecrownedGTK.Graphics.Render.Shaders {
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get;
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private set;
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}
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public Shader(string vertexPath, string fragmentPath) {
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IsDisposed = false;
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/// <summary>
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/// Creates a shader program using the given paths.
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/// </summary>
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/// <param name="pathToVertexFile">The relative path to the vertex shader file.</param>
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/// <param name="pathToFragmentFile">The relative path to the fragment shader file.</param>
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/// <returns></returns>
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public Shader(string pathToVertexFile, string pathToFragmentFile) : this(new StreamReader(pathToVertexFile), new StreamReader(pathToFragmentFile)) {
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}
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/// <summary>
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/// Creates a shader program using the given streams.
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/// Automatically disposes of streams immediately after use.
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/// </summary>
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/// <param name="vertexFileStream">The vertex shader file stream.</param>
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/// <param name="fragmentFileStream">The fragment shader file stream.</param>
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public Shader(StreamReader vertexFileStream, StreamReader fragmentFileStream) {
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int vertShader = 0;
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int fragShader = 0;
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string vertShaderSource;
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string fragShaderSource;
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using (StreamReader stream = new StreamReader(vertexPath, Encoding.UTF8)) {
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vertShaderSource = stream.ReadToEnd();
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}
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using (StreamReader stream = new StreamReader(fragmentPath, Encoding.UTF8)) {
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fragShaderSource = stream.ReadToEnd();
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}
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string vertShaderSource = vertexFileStream.ReadToEnd();
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string fragShaderSource = fragmentFileStream.ReadToEnd();
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fragmentFileStream.Dispose();
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vertexFileStream.Dispose();
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vertShader = GL.CreateShader(ShaderType.VertexShader);
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GL.ShaderSource(vertShader, vertShaderSource);
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@ -32,11 +42,11 @@ namespace RecrownedGTK.Graphics.Render.Shaders {
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string log;
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GL.CompileShader(vertShader);
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if ((log = GL.GetShaderInfoLog(vertShader)) == "") {
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if ((log = GL.GetShaderInfoLog(vertShader)) != "") {
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throw new ArgumentException("Error while compiling vertex shader: " + log, "vertexPath");
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}
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GL.CompileShader(fragShader);
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if ((log = GL.GetShaderInfoLog(fragShader)) == "") {
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if ((log = GL.GetShaderInfoLog(fragShader)) != "") {
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throw new ArgumentException("Error while compiling fragment shader: " + log, "fragmentPath");
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}
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@ -82,7 +92,10 @@ namespace RecrownedGTK.Graphics.Render.Shaders {
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Dispose(false);
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}
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public static Shader CreateBasicShader() {
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Shader shader = new Shader("Graphics/Render/Shader/default.vert", "Graphics/Render/Shader/default.frag");
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Assembly assembly = Assembly.GetExecutingAssembly();
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string resourceLoc = "RecrownedGTK.Graphics.Render.Shaders.{0}";
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Shader shader = new Shader(new StreamReader(assembly.GetManifestResourceStream(String.Format(resourceLoc, "default.vert"))),
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new StreamReader(assembly.GetManifestResourceStream(String.Format(resourceLoc, "default.frag"))));
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return shader;
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}
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}
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@ -3,6 +3,21 @@
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<TargetFramework>net48</TargetFramework>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="OpenTK" Version="3.1.0"/>
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<PackageReference Include="OpenTK" Version="3.1.0" />
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</ItemGroup>
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<ItemGroup>
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<Content Remove="Graphics/Render/Shaders/default.vert" />
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<Content Remove="Graphics/Render/Shaders/default.frag" />
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="Graphics/Render/Shaders/default.vert">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</EmbeddedResource>
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<EmbeddedResource Include="Graphics/Render/Shaders/default.frag">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</EmbeddedResource>
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</ItemGroup>
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<ItemGroup>
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<Folder Include="Properties\" />
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</ItemGroup>
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</Project>
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