using OpenTK.Graphics.OpenGL4; namespace SemiColinGames; public class Shader : IDisposable { public int Handle; private bool init = false; public Shader() {} public void Init() { init = true; int VertexShader; int FragmentShader; string VertexShaderSource = @" #version 330 layout(location = 0) in vec3 aPosition; layout(location = 1) in vec2 aTexCoord; out vec2 texCoord; uniform mat4 projection; void main(void) { texCoord = aTexCoord; gl_Position = vec4(aPosition, 1.0) * projection; }"; string FragmentShaderSource = @" #version 330 out vec4 outputColor; in vec2 texCoord; uniform sampler2D texture0; uniform vec4 color; void main() { outputColor = texture(texture0, texCoord) * color; }"; VertexShader = GL.CreateShader(ShaderType.VertexShader); GL.ShaderSource(VertexShader, VertexShaderSource); FragmentShader = GL.CreateShader(ShaderType.FragmentShader); GL.ShaderSource(FragmentShader, FragmentShaderSource); GL.CompileShader(VertexShader); int success; GL.GetShader(VertexShader, ShaderParameter.CompileStatus, out success); if (success == 0) { string infoLog = GL.GetShaderInfoLog(VertexShader); Console.WriteLine(infoLog); } GL.CompileShader(FragmentShader); GL.GetShader(FragmentShader, ShaderParameter.CompileStatus, out success); if (success == 0) { string infoLog = GL.GetShaderInfoLog(FragmentShader); Console.WriteLine(infoLog); } Handle = GL.CreateProgram(); GL.AttachShader(Handle, VertexShader); GL.AttachShader(Handle, FragmentShader); GL.LinkProgram(Handle); GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out success); if (success == 0) { string infoLog = GL.GetProgramInfoLog(Handle); Console.WriteLine(infoLog); } GL.DetachShader(Handle, VertexShader); GL.DetachShader(Handle, FragmentShader); GL.DeleteShader(FragmentShader); GL.DeleteShader(VertexShader); } public void Use() { if (!init) { Console.WriteLine("Shader.Use(): must call Init() first"); } GL.UseProgram(Handle); } private bool disposedValue = false; protected virtual void Dispose(bool disposing) { if (!disposedValue) { GL.DeleteProgram(Handle); disposedValue = true; } } ~Shader() { if (disposedValue == false) { Console.WriteLine("~Shader(): resource leak? Dispose() should be called manually."); } } public void Dispose() { Dispose(true); GC.SuppressFinalize(this); } public int GetAttribLocation(string name) { return GL.GetAttribLocation(Handle, name); } public int GetUniformLocation(string name) { return GL.GetUniformLocation(Handle, name); } }