using System;
using System.Collections.Generic;
using OpenTK.Graphics.OpenGL4;
namespace SM.OGL.Shaders
{
///
/// Contains/Represents a file used in shaders.
///
public class ShaderFile : GLObject
{
private string _data;
///
public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.Shader;
///
/// 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();
///
/// Contains other shader files to allow access to their functions.
///
public List GLSLExtensions = new List();
///
/// Creates a file.
///
/// The source file.
public ShaderFile(string data)
{
_data = data;
}
private void GenerateSource()
{
foreach (KeyValuePair 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);
}
}
}