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ShaderProgram.cs
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using OpenTK.Graphics.OpenGL4;
namespace dotnet_opentk_tutorial
{
public class ShaderProgram : IDisposable
{
public readonly int Id;
public int ProjectionParameterId { get; }
public int ModelViewParameterId { get; }
public ShaderProgram(Dictionary<ShaderType, string> shaders, int projectionParameterId, int modelViewParameterId)
{
Id = GL.CreateProgram();
ProjectionParameterId = projectionParameterId;
ModelViewParameterId = modelViewParameterId;
var shaderComponentIds = shaders.Select(s =>
{
var shaderId = GL.CreateShader(s.Key);
var src = File.ReadAllText(s.Value);
GL.ShaderSource(shaderId, src);
GL.CompileShader(shaderId);
var shaderInfo = GL.GetShaderInfoLog(shaderId);
if (!string.IsNullOrEmpty(shaderInfo))
{
Console.WriteLine($"GL.CompileShader [{s.Key}] had info log: {shaderInfo}");
}
GL.AttachShader(Id, shaderId);
return shaderId;
}).ToArray(); // Need to force linq to iterate over the collection so we actually create shaders...
GL.LinkProgram(Id);
var programInfo = GL.GetProgramInfoLog(Id);
if (!string.IsNullOrEmpty(programInfo))
{
Console.WriteLine($"GL.LinkProgram had info log {programInfo}");
}
foreach (var shaderId in shaderComponentIds)
{
GL.DetachShader(Id, shaderId);
GL.DeleteShader(shaderId);
}
}
public void Bind() => GL.UseProgram(Id);
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
GL.DeleteProgram(Id);
}
}
}
}