55 lines
No EOL
1.6 KiB
C#
55 lines
No EOL
1.6 KiB
C#
using System;
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using System.Collections.Generic;
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using OpenTK.Graphics.OpenGL4;
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namespace SM.OGL.Shaders
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{
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/// <summary>
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/// Contains/Represents a file used in shaders.
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/// </summary>
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public class ShaderFile : GLObject
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{
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private string _data;
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/// <inheritdoc />
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public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.Shader;
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/// <summary>
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/// Contains overrides, that can be used to import values from the CPU to the shader before it is been send to the GPU.
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/// </summary>
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public Dictionary<string, string> StringOverrides = new Dictionary<string, string>();
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/// <summary>
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/// Contains other shader files to allow access to their functions.
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/// </summary>
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public List<ShaderFile> GLSLExtensions = new List<ShaderFile>();
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/// <summary>
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/// Creates a file.
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/// </summary>
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/// <param name="data">The source file.</param>
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public ShaderFile(string data)
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{
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_data = data;
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}
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private void GenerateSource()
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{
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foreach (KeyValuePair<string, string> kvp in StringOverrides)
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_data = _data.Replace("//! " + kvp.Key, kvp.Value);
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}
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internal void Compile(GenericShader shader, ShaderType type)
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{
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if (_id < 0)
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{
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GenerateSource();
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_id = GL.CreateShader(type);
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GL.ShaderSource(_id, _data);
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GL.CompileShader(_id);
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}
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GL.AttachShader(shader, _id);
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}
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}
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} |