#region usings
using System;
using System.Collections.Generic;
using OpenTK.Graphics.OpenGL4;
#endregion
namespace SM.OGL.Shaders
{
///
/// Contains/Represents a file used in shaders.
///
public class ShaderFile : GLObject
{
private string _data;
///
/// Contains other shader files to allow access to their functions.
///
public List GLSLExtensions = new List();
///
/// Gets/Sets the name for this shader file.
///
public new string Name;
///
/// Contains overrides, that can be used to import values from the CPU to the shader before it is been send to the GPU.
///
public Dictionary StringOverrides = new Dictionary();
///
/// Creates a file.
///
/// The source file.
public ShaderFile(string data)
{
_data = data;
}
///
public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.Shader;
private void GenerateSource()
{
if (!GLSettings.ShaderPreProcessing) return;
if (_data.Contains("//#"))
{
var commandSplits = _data.Split(new[] {"//#"}, StringSplitOptions.RemoveEmptyEntries);
for (var i = 1; i < commandSplits.Length; i++)
{
var split = commandSplits[i].Split('\r', '\n')[0].Trim();
var cmdArgs = split.Split(new[] {' '}, 2);
ShaderPreProcess.Actions[cmdArgs[0]]?.Invoke(this, cmdArgs[1]);
}
}
foreach (var kvp in StringOverrides)
_data = _data.Replace("//!" + kvp.Key, kvp.Value);
}
internal void Compile(GenericShader shader, ShaderType type)
{
if (_id < 0)
{
GenerateSource();
_id = GL.CreateShader(type);
GL.ShaderSource(_id, _data);
GL.CompileShader(_id);
}
GL.AttachShader(shader, _id);
GLDebugging.CheckGLErrors($"Error at loading shader file: '{shader.GetType()}', '{type}', %code%");
for (var i = 0; i < GLSLExtensions.Count; i++) GLSLExtensions[i].Compile(shader, type);
}
///
public override void Dispose()
{
GL.DeleteShader(this);
base.Dispose();
}
}
}