93 lines
No EOL
2.9 KiB
C#
93 lines
No EOL
2.9 KiB
C#
using System;
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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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/// Abstract class, that is used to create graphic shader.
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/// </summary>
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public abstract class GenericShader : GLObject
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{
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/// <summary>
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/// Contains the different files for the shader.
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/// </summary>
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protected ShaderFileCollection ShaderFileFiles;
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/// <summary>
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/// Contains and manage the uniforms from the shader.
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/// </summary>
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protected UniformCollection Uniforms;
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/// <inheritdoc />
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public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.Program;
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/// <inheritdoc />
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protected GenericShader(ShaderFileCollection shaderFileFiles)
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{
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ShaderFileFiles = shaderFileFiles;
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}
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/// <summary>
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/// Loads the shader to the GPU.
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/// </summary>
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public void Load()
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{
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_id = GL.CreateProgram();
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ShaderFileFiles.Append(this);
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GL.LinkProgram(_id);
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this.Name(GetType().Name);
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ShaderFileFiles.Detach(this);
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GL.GetProgram(_id, GetProgramParameterName.ActiveUniforms, out int uniformCount);
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if (uniformCount < 1)
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throw new Exception("[Critical] No uniforms has been found.");
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Uniforms = new UniformCollection();
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Uniforms._parentShader = this;
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for (int i = 0; i < uniformCount; i++)
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{
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string key = GL.GetActiveUniform(_id, i, out _, out _);
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int loc = GL.GetUniformLocation(_id, key);
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if (key.EndsWith("]"))
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key = key.Split('[', ']')[0];
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Uniforms.Add(key, loc);
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}
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}
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/// <inheritdoc />
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protected override void Compile()
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{
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Load();
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}
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/// <summary>
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/// Draws the mesh.
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/// </summary>
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/// <param name="mesh">The mesh.</param>
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/// <param name="amount">The amounts for instancing.</param>
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/// <param name="bindVAO">Binds the vertex array for the mesh.</param>
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protected void DrawObject(Mesh.GenericMesh mesh, int amount, bool bindVAO = false)
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{
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if (bindVAO) GL.BindVertexArray(mesh);
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if (mesh.Indices != null)
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GL.DrawElementsInstanced(mesh.PrimitiveType, 0, DrawElementsType.UnsignedInt, mesh.Indices, amount);
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else
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GL.DrawArraysInstanced(mesh.PrimitiveType, 0, mesh.Vertex.Count, amount);
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}
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/// <summary>
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/// Resets the shader specific settings to ensure proper workings.
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/// </summary>
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protected void CleanUp()
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{
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Uniforms.NextTexture = 0;
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GL.BindTexture(TextureTarget.Texture2D, 0);
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GL.BindVertexArray(0);
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}
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}
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} |