Proper default shaders is now an embedded resource and made Shader.cs comply with this setup.

This commit is contained in:
Harrison Deng 2020-02-21 02:04:33 -05:00
parent 519d31f2e1
commit cdbe50f513
2 changed files with 45 additions and 17 deletions

View File

@ -1,7 +1,8 @@
using System;
using System.IO;
using System.Text;
using System.Reflection;
using OpenTK.Graphics.OpenGL;
namespace RecrownedGTK.Graphics.Render.Shaders {
public class Shader : IDisposable {
int handle;
@ -9,21 +10,30 @@ namespace RecrownedGTK.Graphics.Render.Shaders {
get;
private set;
}
public Shader(string vertexPath, string fragmentPath) {
IsDisposed = false;
/// <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) {
int vertShader = 0;
int fragShader = 0;
string vertShaderSource;
string fragShaderSource;
using (StreamReader stream = new StreamReader(vertexPath, Encoding.UTF8)) {
vertShaderSource = stream.ReadToEnd();
}
using (StreamReader stream = new StreamReader(fragmentPath, Encoding.UTF8)) {
fragShaderSource = stream.ReadToEnd();
}
string vertShaderSource = vertexFileStream.ReadToEnd();
string fragShaderSource = fragmentFileStream.ReadToEnd();
fragmentFileStream.Dispose();
vertexFileStream.Dispose();
vertShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vertShader, vertShaderSource);
@ -32,11 +42,11 @@ namespace RecrownedGTK.Graphics.Render.Shaders {
string log;
GL.CompileShader(vertShader);
if ((log = GL.GetShaderInfoLog(vertShader)) == "") {
if ((log = GL.GetShaderInfoLog(vertShader)) != "") {
throw new ArgumentException("Error while compiling vertex shader: " + log, "vertexPath");
}
GL.CompileShader(fragShader);
if ((log = GL.GetShaderInfoLog(fragShader)) == "") {
if ((log = GL.GetShaderInfoLog(fragShader)) != "") {
throw new ArgumentException("Error while compiling fragment shader: " + log, "fragmentPath");
}
@ -82,7 +92,10 @@ namespace RecrownedGTK.Graphics.Render.Shaders {
Dispose(false);
}
public static Shader CreateBasicShader() {
Shader shader = new Shader("Graphics/Render/Shader/default.vert", "Graphics/Render/Shader/default.frag");
Assembly assembly = Assembly.GetExecutingAssembly();
string resourceLoc = "RecrownedGTK.Graphics.Render.Shaders.{0}";
Shader shader = new Shader(new StreamReader(assembly.GetManifestResourceStream(String.Format(resourceLoc, "default.vert"))),
new StreamReader(assembly.GetManifestResourceStream(String.Format(resourceLoc, "default.frag"))));
return shader;
}
}

View File

@ -3,6 +3,21 @@
<TargetFramework>net48</TargetFramework>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="OpenTK" Version="3.1.0"/>
<PackageReference Include="OpenTK" Version="3.1.0" />
</ItemGroup>
<ItemGroup>
<Content Remove="Graphics/Render/Shaders/default.vert" />
<Content Remove="Graphics/Render/Shaders/default.frag" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Graphics/Render/Shaders/default.vert">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</EmbeddedResource>
<EmbeddedResource Include="Graphics/Render/Shaders/default.frag">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</EmbeddedResource>
</ItemGroup>
<ItemGroup>
<Folder Include="Properties\" />
</ItemGroup>
</Project>