Proper default shaders is now an embedded resource and made Shader.cs comply with this setup.
This commit is contained in:
parent
519d31f2e1
commit
cdbe50f513
@ -1,7 +1,8 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.IO;
|
using System.IO;
|
||||||
using System.Text;
|
using System.Reflection;
|
||||||
using OpenTK.Graphics.OpenGL;
|
using OpenTK.Graphics.OpenGL;
|
||||||
|
|
||||||
namespace RecrownedGTK.Graphics.Render.Shaders {
|
namespace RecrownedGTK.Graphics.Render.Shaders {
|
||||||
public class Shader : IDisposable {
|
public class Shader : IDisposable {
|
||||||
int handle;
|
int handle;
|
||||||
@ -9,21 +10,30 @@ namespace RecrownedGTK.Graphics.Render.Shaders {
|
|||||||
get;
|
get;
|
||||||
private set;
|
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 vertShader = 0;
|
||||||
int fragShader = 0;
|
int fragShader = 0;
|
||||||
|
|
||||||
string vertShaderSource;
|
string vertShaderSource = vertexFileStream.ReadToEnd();
|
||||||
string fragShaderSource;
|
string fragShaderSource = fragmentFileStream.ReadToEnd();
|
||||||
|
fragmentFileStream.Dispose();
|
||||||
using (StreamReader stream = new StreamReader(vertexPath, Encoding.UTF8)) {
|
vertexFileStream.Dispose();
|
||||||
vertShaderSource = stream.ReadToEnd();
|
|
||||||
}
|
|
||||||
using (StreamReader stream = new StreamReader(fragmentPath, Encoding.UTF8)) {
|
|
||||||
fragShaderSource = stream.ReadToEnd();
|
|
||||||
}
|
|
||||||
|
|
||||||
vertShader = GL.CreateShader(ShaderType.VertexShader);
|
vertShader = GL.CreateShader(ShaderType.VertexShader);
|
||||||
GL.ShaderSource(vertShader, vertShaderSource);
|
GL.ShaderSource(vertShader, vertShaderSource);
|
||||||
@ -32,11 +42,11 @@ namespace RecrownedGTK.Graphics.Render.Shaders {
|
|||||||
|
|
||||||
string log;
|
string log;
|
||||||
GL.CompileShader(vertShader);
|
GL.CompileShader(vertShader);
|
||||||
if ((log = GL.GetShaderInfoLog(vertShader)) == "") {
|
if ((log = GL.GetShaderInfoLog(vertShader)) != "") {
|
||||||
throw new ArgumentException("Error while compiling vertex shader: " + log, "vertexPath");
|
throw new ArgumentException("Error while compiling vertex shader: " + log, "vertexPath");
|
||||||
}
|
}
|
||||||
GL.CompileShader(fragShader);
|
GL.CompileShader(fragShader);
|
||||||
if ((log = GL.GetShaderInfoLog(fragShader)) == "") {
|
if ((log = GL.GetShaderInfoLog(fragShader)) != "") {
|
||||||
throw new ArgumentException("Error while compiling fragment shader: " + log, "fragmentPath");
|
throw new ArgumentException("Error while compiling fragment shader: " + log, "fragmentPath");
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -82,7 +92,10 @@ namespace RecrownedGTK.Graphics.Render.Shaders {
|
|||||||
Dispose(false);
|
Dispose(false);
|
||||||
}
|
}
|
||||||
public static Shader CreateBasicShader() {
|
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;
|
return shader;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -3,6 +3,21 @@
|
|||||||
<TargetFramework>net48</TargetFramework>
|
<TargetFramework>net48</TargetFramework>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<ItemGroup>
|
<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>
|
</ItemGroup>
|
||||||
</Project>
|
</Project>
|
Loading…
x
Reference in New Issue
Block a user