Major refactor and organization, optimizations to chunk, world and renderer

This commit is contained in:
max
2026-03-24 22:31:40 +01:00
parent dbc546fd0e
commit eb6294c09e
25 changed files with 410 additions and 441 deletions

121
Graphics/Shader.cs Normal file
View File

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using OpenTK.Graphics.OpenGL4;
using OpenTK.Mathematics;
namespace Voxel.Graphics
{
public class Shader
{
private int _handle;
private bool disposedValue = false;
public Shader(string vertexPath, string fragmentPath)
{
string vertexShaderSource = File.ReadAllText(vertexPath);
string fragmentShaderSource = File.ReadAllText(fragmentPath);
int vertexShader = GL.CreateShader(ShaderType.VertexShader);
int fragmentShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(vertexShader, vertexShaderSource);
GL.ShaderSource(fragmentShader, fragmentShaderSource);
GL.CompileShader(vertexShader);
GL.GetShader(vertexShader, ShaderParameter.CompileStatus, out int success);
if (success == 0)
{
string infoLog = GL.GetShaderInfoLog(vertexShader);
Console.WriteLine(infoLog);
}
GL.GetShader(fragmentShader, ShaderParameter.CompileStatus, out success);
if (success == 0)
{
string infoLog = GL.GetShaderInfoLog(fragmentShader);
Console.WriteLine(infoLog);
}
// attach
_handle = GL.CreateProgram();
GL.AttachShader(_handle, vertexShader);
GL.AttachShader(_handle, fragmentShader);
GL.LinkProgram(_handle);
GL.GetProgram(_handle, GetProgramParameterName.LinkStatus, out success);
if (success == 0)
{
string infoLog = GL.GetProgramInfoLog(_handle);
Console.WriteLine(infoLog);
}
GL.DetachShader(_handle, vertexShader);
GL.DetachShader(_handle, fragmentShader);
GL.DeleteShader(fragmentShader);
GL.DeleteShader(vertexShader);
}
public void SetMatrix4(string name, Matrix4 matrix)
{
int location = GL.GetUniformLocation(_handle, name);
if (location == -1)
{
Console.WriteLine($"Uniform '{name}' not found in shader.");
return;
}
GL.UniformMatrix4(location, false, ref matrix);
}
public void SetVector3(string name, Vector3 vector3)
{
int location = GL.GetUniformLocation(_handle, name);
if (location == -1)
{
Console.WriteLine($"Uniform '{name}' not found in shader.");
return;
}
GL.Uniform3(location, ref vector3);
}
public void SetInt(string name, int value)
{
int location = GL.GetUniformLocation(_handle, name);
if (location == -1)
{
Console.WriteLine($"Uniform '{name}' not found in shader.");
return;
}
GL.Uniform1(location, value);
}
public void Use()
{
GL.UseProgram(_handle);
}
protected virtual void Dispose(bool disposing)
{
if (!disposedValue)
{
GL.DeleteProgram(_handle);
disposedValue = true;
}
}
~Shader()
{
if (disposedValue == false)
{
Console.WriteLine("GPU Resource leak! Did you forget to call Dispose()?");
}
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
}