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Shader.cs
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Tao.OpenGl;
using System.Windows.Forms;
namespace Graphics
{
class Shader
{
int ProgramID;
public int ID
{
get
{
return ProgramID;
}
}
public Shader(string vertex_shader_file_path, string fragment_shader_file_path)
{
ProgramID = LoadShaders(vertex_shader_file_path, fragment_shader_file_path);
}
int LoadShaders(string vs_path, string fs_path)
{
int vertexShaderID = Gl.glCreateShader(Gl.GL_VERTEX_SHADER);
int fragmentShaderID = Gl.glCreateShader(Gl.GL_FRAGMENT_SHADER);
string vertexShaderCode = "";
string fragmentShaderCode = "";
//Compiling vertex shader
try
{
StreamReader sr = new StreamReader(vs_path);
vertexShaderCode = sr.ReadToEnd();
sr.Close();
}
catch
{
return 0;
}
int result = Gl.GL_FALSE;
int InfoLogLength;
Gl.glShaderSource(vertexShaderID, 1, new[] { vertexShaderCode }, new[] { vertexShaderCode.Length });
Gl.glCompileShader(vertexShaderID);
int[] parameters = new int[] { result };
Gl.glGetShaderiv((uint)vertexShaderID, Gl.GL_COMPILE_STATUS, parameters);
result = parameters[0];
Gl.glGetShaderiv((uint)vertexShaderID, Gl.GL_INFO_LOG_LENGTH, parameters);
int bufSize = parameters[0];
if (bufSize > 0)
{
StringBuilder il = new StringBuilder(bufSize);
Gl.glGetShaderInfoLog(vertexShaderID, bufSize, IntPtr.Zero, il);
string log = il.ToString();
//MessageBox.Show("Error in vertex shader: \r\n" + log);
}
//Compiling fragment shader
try
{
StreamReader sr = new StreamReader(fs_path);
fragmentShaderCode = sr.ReadToEnd();
sr.Close();
}
catch
{
return 0;
}
result = Gl.GL_FALSE;
Gl.glShaderSource(fragmentShaderID, 1, new[] { fragmentShaderCode }, new[] { fragmentShaderCode.Length });
Gl.glCompileShader(fragmentShaderID);
parameters = new int[] { result };
Gl.glGetShaderiv((uint)fragmentShaderID, Gl.GL_COMPILE_STATUS, parameters);
result = parameters[0];
Gl.glGetShaderiv((uint)fragmentShaderID, Gl.GL_INFO_LOG_LENGTH, parameters);
bufSize = parameters[0];
if (bufSize > 0)
{
StringBuilder il = new StringBuilder(bufSize);
Gl.glGetShaderInfoLog(fragmentShaderID, bufSize, IntPtr.Zero, il);
string log = il.ToString();
//MessageBox.Show("Error in fragment shader: \r\n"+log);
}
//Linking the program
int ProgramID = Gl.glCreateProgram();
Gl.glAttachShader(ProgramID, vertexShaderID);
Gl.glAttachShader(ProgramID, fragmentShaderID);
Gl.glLinkProgram(ProgramID);
Gl.glGetProgramiv(ProgramID, Gl.GL_LINK_STATUS, parameters);
result = parameters[0];
Gl.glGetProgramiv(ProgramID, Gl.GL_INFO_LOG_LENGTH, parameters);
bufSize = parameters[0];
if(bufSize > 0)
{
StringBuilder il = new StringBuilder(bufSize);
Gl.glGetProgramInfoLog(ProgramID, bufSize, IntPtr.Zero, il);
string log = il.ToString();
//MessageBox.Show("Error in Linked Program: \r\n" + log);
}
Gl.glDeleteShader(vertexShaderID);
Gl.glDeleteShader(fragmentShaderID);
return ProgramID;
}
public void UseShader()
{
Gl.glUseProgram(ProgramID);
}
public void DestroyShader()
{
Gl.glDeleteProgram(ProgramID);
}
}
}