Files
voxel/Shader.cs
2025-08-26 16:00:58 +02:00

94 lines
2.5 KiB
C#

using OpenTK.Graphics.OpenGL4;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection.Metadata;
using System.Text;
using System.Threading.Tasks;
namespace Voxel
{
public class Shader
{
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.CompileShader(fragmentShader);
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 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);
}
}
}