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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);
}
}