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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);
}
}
}
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