smrendererv3/SMCode/SM.OGL/Shaders/ShaderFileCollection.cs
2020-09-27 13:01:50 +02:00

67 lines
No EOL
2.2 KiB
C#

using System;
using System.Collections.Generic;
using OpenTK.Graphics.OpenGL4;
namespace SM.OGL.Shaders
{
/// <summary>
/// Collects all files that are needed for a shader.
/// </summary>
public struct ShaderFileCollection
{
/// <summary>
/// Contains the vertex file.
/// </summary>
public ShaderFile Vertex;
/// <summary>
/// Contains the geometry file.
/// </summary>
public ShaderFile Geometry;
/// <summary>
/// Contains the fragment file.
/// </summary>
public ShaderFile Fragment;
/// <summary>
/// Creating the collection with vertex and fragment files.
/// </summary>
/// <param name="vertex">The vertex source file.</param>
/// <param name="fragment">The fragment source file.</param>
public ShaderFileCollection(string vertex, string fragment) : this(new ShaderFile(vertex), new ShaderFile(fragment)) {}
/// <summary>
/// Creating the collection with shader files.
/// </summary>
/// <param name="vertex"></param>
/// <param name="fragment"></param>
/// <param name="geometry"></param>
public ShaderFileCollection(ShaderFile vertex, ShaderFile fragment, ShaderFile geometry = default)
{
Vertex = vertex;
Geometry = geometry;
Fragment = fragment;
}
/// <summary>
/// Appends the files to the shader.
/// </summary>
/// <param name="shader"></param>
internal void Append(GenericShader shader)
{
Vertex.Compile(shader, ShaderType.VertexShader);
Geometry?.Compile(shader, ShaderType.GeometryShader);
Fragment.Compile(shader, ShaderType.FragmentShader);
}
/// <summary>
/// Removes the files form the shader.
/// </summary>
/// <param name="shader"></param>
internal void Detach(GenericShader shader)
{
GL.DetachShader(Vertex, shader);
if (Geometry != null) GL.DetachShader(Geometry, shader);
GL.DetachShader(Fragment, shader);
}
}
}