56 lines
No EOL
1.6 KiB
C#
56 lines
No EOL
1.6 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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public class GenericShader : GLObject
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{
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protected ShaderFileCollection ShaderFileFiles;
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protected UniformCollection Uniforms;
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public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.Program;
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public GenericShader(ShaderFileCollection shaderFileFiles)
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{
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ShaderFileFiles = shaderFileFiles;
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}
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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.StartsWith("[")) key = key.Split('[', ']')[0];
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Uniforms.Add(key, loc);
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}
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}
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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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public void DrawObject(Mesh.Mesh mesh, bool bindVAO = false)
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{
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if (bindVAO) GL.BindVertexArray(mesh);
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GL.DrawArrays(mesh.PrimitiveType, 0, mesh.Vertex.Count);
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}
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}
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} |