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-rw-r--r--Unicity.Renderer/Shader.cs95
1 files changed, 95 insertions, 0 deletions
diff --git a/Unicity.Renderer/Shader.cs b/Unicity.Renderer/Shader.cs
new file mode 100644
index 0000000..76393a0
--- /dev/null
+++ b/Unicity.Renderer/Shader.cs
@@ -0,0 +1,95 @@
+using OpenTK;
+using OpenTK.Graphics.OpenGL4;
+
+namespace Unicity.Renderer
+{
+ public class Shader
+ {
+ int id = 0;
+
+ public Shader(string vertexShaderSource, string fragmentShaderSource)
+ {
+ int vertexShader = GL.CreateShader(ShaderType.VertexShader);
+ GL.ShaderSource(vertexShader, vertexShaderSource);
+ GL.CompileShader(vertexShader);
+
+ int[] isCompiled = new int[1];
+ GL.GetShader(vertexShader, ShaderParameter.CompileStatus, isCompiled);
+ if (isCompiled[0] == 0)
+ {
+ string infoLog = GL.GetShaderInfoLog(vertexShader);
+ GL.DeleteShader(vertexShader);
+ throw new ShaderCompilationFailedException("Failed to compile vertex shader:\n" + infoLog);
+ }
+
+ int fragmentShader = GL.CreateShader(ShaderType.FragmentShader);
+ GL.ShaderSource(fragmentShader, fragmentShaderSource);
+ GL.CompileShader(fragmentShader);
+
+ GL.GetShader(fragmentShader, ShaderParameter.CompileStatus, isCompiled);
+ if (isCompiled[0] == 0)
+ {
+ string infoLog = GL.GetShaderInfoLog(fragmentShader);
+ GL.DeleteShader(fragmentShader);
+ GL.DeleteShader(vertexShader);
+ throw new ShaderCompilationFailedException("Failed to compile fragment shader:\n" + infoLog);
+ }
+
+ int program = GL.CreateProgram();
+
+ GL.AttachShader(program, vertexShader);
+ GL.AttachShader(program, fragmentShader);
+
+ GL.LinkProgram(program);
+
+ int[] isLinked = new int[1];
+ GL.GetProgram(program, GetProgramParameterName.LinkStatus, isLinked);
+ if (isLinked[0] == 0)
+ {
+ string infoLog = GL.GetProgramInfoLog(program);
+ GL.DeleteProgram(program);
+ GL.DeleteShader(fragmentShader);
+ GL.DeleteShader(vertexShader);
+ throw new ShaderCompilationFailedException("Failed to link shader program");
+ }
+
+ GL.DetachShader(program, vertexShader);
+ GL.DetachShader(program, fragmentShader);
+ GL.DeleteShader(vertexShader);
+ GL.DeleteShader(fragmentShader);
+
+ id = program;
+ }
+
+ public void Use()
+ {
+ GL.UseProgram(id);
+ }
+
+ public void SetUniform(string name, Matrix4 value)
+ {
+ int uniformLocation = GL.GetUniformLocation(id, name);
+
+ GL.UniformMatrix4(uniformLocation, false, ref value);
+ }
+
+ public void SetUniform(string name, Vector3 value)
+ {
+ int uniformLocation = GL.GetUniformLocation(id, name);
+
+ GL.Uniform3(uniformLocation, ref value);
+ }
+
+ public void SetUniform(string name, float value)
+ {
+ int uniformLocation = GL.GetUniformLocation(id, name);
+
+ GL.Uniform1(uniformLocation, value);
+ }
+
+ public void Delete()
+ {
+ GL.DeleteProgram(id);
+ }
+ }
+}