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Shader.cs
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75 lines (61 loc) · 3.47 KB
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using OpenTK.Graphics.OpenGL4;
using OpenTK.Mathematics;
namespace TextMeshRender;
public class Shader: IDisposable
{
private int ProgramId { get; set; }
private int VertexShaderId { get; set; }
private int FragmentShaderId { get; set; }
public void Use() => GL.UseProgram(ProgramId);
private static int CompileShader(ShaderType shaderType, string source)
{
var shader = GL.CreateShader(shaderType);
GL.ShaderSource(shader, source);
GL.CompileShader(shader);
GL.GetShader(shader, ShaderParameter.CompileStatus, out var success);
if (success != 0) return shader;
GL.GetShaderInfoLog(shader, out var info);
GL.DeleteShader(shader);
throw new Exception($"Failed to compile shader: {info}");
}
public void SetUniform(string name, Matrix4 matrix4) => GL.ProgramUniformMatrix4(ProgramId, GL.GetUniformLocation(ProgramId, name), false, ref matrix4);
public void SetUniform(string name, int x) => GL.ProgramUniform1(ProgramId, GL.GetUniformLocation(ProgramId, name), x);
public void SetUniform(string name, int x, int y) => GL.ProgramUniform2(ProgramId, GL.GetUniformLocation(ProgramId, name), x, y);
public void SetUniform(string name, int x, int y, int z) => GL.ProgramUniform3(ProgramId, GL.GetUniformLocation(ProgramId, name), x, y, z);
public void SetUniform(string name, int x, int y, int z, int w) => GL.ProgramUniform4(ProgramId, GL.GetUniformLocation(ProgramId, name), x, y, z, w);
public void SetUniform(string name, float x) => GL.ProgramUniform1(ProgramId, GL.GetUniformLocation(ProgramId, name), x);
public void SetUniform(string name, float x, float y) => GL.ProgramUniform2(ProgramId, GL.GetUniformLocation(ProgramId, name), x, y);
public void SetUniform(string name, float x, float y, float z) => GL.ProgramUniform3(ProgramId, GL.GetUniformLocation(ProgramId, name), x, y, z);
public void SetUniform(string name, float x, float y, float z, float w) => GL.ProgramUniform4(ProgramId, GL.GetUniformLocation(ProgramId, name), x, y, z, w);
public void SetUniform(string name, Vector2 vector) => GL.ProgramUniform2(ProgramId, GL.GetUniformLocation(ProgramId, name), vector);
public void SetUniform(string name, Vector3 vector) => GL.ProgramUniform3(ProgramId, GL.GetUniformLocation(ProgramId, name), vector);
public void SetUniform(string name, Vector4 vector) => GL.ProgramUniform4(ProgramId, GL.GetUniformLocation(ProgramId, name), vector);
public Shader(string vertexSource, string fragmentSource)
{
VertexShaderId = CompileShader(ShaderType.VertexShader, vertexSource);
FragmentShaderId = CompileShader(ShaderType.FragmentShader, fragmentSource);
ProgramId = GL.CreateProgram();
GL.AttachShader(ProgramId, VertexShaderId);
GL.AttachShader(ProgramId, FragmentShaderId);
GL.LinkProgram(ProgramId);
GL.GetProgram(ProgramId, GetProgramParameterName.LinkStatus, out var success);
if(success != 0) return;
GL.GetProgramInfoLog(ProgramId, out var info);
throw new Exception($"Failed to link program: {info}");
}
~Shader()
{
ReleaseUnmanagedResources();
}
private void ReleaseUnmanagedResources()
{
GL.DeleteProgram(ProgramId);
GL.DeleteShader(VertexShaderId);
GL.DeleteShader(FragmentShaderId);
}
public void Dispose()
{
ReleaseUnmanagedResources();
GC.SuppressFinalize(this);
}
}