using System;
using OpenTK.Graphics.OpenGL4;
namespace SM.OGL.Shaders
{
///
/// Abstract class, that is used to create graphic shader.
///
public abstract class GenericShader : GLObject
{
///
/// Contains the different files for the shader.
///
protected ShaderFileCollection ShaderFileFiles;
///
/// Contains and manage the uniforms from the shader.
///
protected UniformCollection Uniforms;
///
public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.Program;
///
protected GenericShader(ShaderFileCollection shaderFileFiles)
{
ShaderFileFiles = shaderFileFiles;
}
///
/// Loads the shader to the GPU.
///
public void Load()
{
_id = GL.CreateProgram();
ShaderFileFiles.Append(this);
GL.LinkProgram(_id);
this.Name(GetType().Name);
ShaderFileFiles.Detach(this);
GL.GetProgram(_id, GetProgramParameterName.ActiveUniforms, out int uniformCount);
if (uniformCount < 1)
throw new Exception("[Critical] No uniforms has been found.");
Uniforms = new UniformCollection();
Uniforms._parentShader = this;
for (int i = 0; i < uniformCount; i++)
{
string key = GL.GetActiveUniform(_id, i, out _, out _);
int loc = GL.GetUniformLocation(_id, key);
if (key.EndsWith("]"))
key = key.Split('[', ']')[0];
Uniforms.Add(key, loc);
}
}
///
protected override void Compile()
{
Load();
}
///
/// Draws the mesh.
///
/// The mesh.
/// The amounts for instancing.
/// Binds the vertex array for the mesh.
protected void DrawObject(Mesh.GenericMesh mesh, int amount, bool bindVAO = false)
{
if (bindVAO) GL.BindVertexArray(mesh);
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);
}
}
}