#region usings
using OpenTK.Graphics.OpenGL4;
using SM.OGL.Mesh;
#endregion
namespace SM.OGL.Shaders
{
///
/// Abstract class, that is used to create graphic shader.
///
public abstract class GenericShader : GLObject
{
protected override bool AutoCompile { get; } = true;
///
/// Contains the different files for the shader.
///
protected ShaderFileCollection ShaderFileFiles;
///
/// Contains and manage the uniforms from the shader.
///
protected UniformCollection Uniforms;
protected GenericShader(string vertex, string fragment) : this(new ShaderFileCollection(vertex, fragment)){}
///
protected GenericShader(ShaderFileCollection shaderFileFiles)
{
ShaderFileFiles = shaderFileFiles;
}
///
public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.Program;
///
/// Loads the shader to the GPU.
///
public void Load()
{
_id = GL.CreateProgram();
ShaderFileFiles.Append(this);
GL.LinkProgram(_id);
Name(GetType().Name);
ShaderFileFiles.Detach(this);
Uniforms = new UniformCollection();
Uniforms.ParentShader = this;
Uniforms.Import(this);
GLDebugging.CheckGLErrors($"A error occured at shader creation for '{GetType()}': %code%");
}
///
public override void Compile()
{
Load();
}
///
/// Draws the mesh.
///
/// The mesh.
/// The amounts for instancing.
/// Binds the vertex array for the mesh.
protected void DrawObject(GenericMesh mesh, int amount = 1)
{
if (mesh.Indices != null)
GL.DrawElementsInstanced(mesh.PrimitiveType, 0, DrawElementsType.UnsignedInt, mesh.Indices, amount);
else
GL.DrawArraysInstanced(mesh.PrimitiveType, 0, mesh.Vertex.Count, amount);
}
///
/// Resets the shader specific settings to ensure proper workings.
///
protected void CleanUp()
{
Uniforms.NextTexture = 0;
GL.BindTexture(TextureTarget.Texture2D, 0);
GL.BindVertexArray(0);
}
}
}