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Copy pathShader.cs
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86 lines (63 loc) · 2.03 KB
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using System;
using System.Text;
using System.IO;
using OpenToolkit.Graphics.OpenGL4;
public class Shader : IDisposable
{
int Handle;
public Shader(string vertexPath, string fragmentPath)
{
string VertexShaderSource;
using (StreamReader reader = new StreamReader(vertexPath, Encoding.UTF8))
{
VertexShaderSource = reader.ReadToEnd();
}
string FragmentShaderSource;
using (StreamReader reader = new StreamReader(fragmentPath, Encoding.UTF8))
{
FragmentShaderSource = reader.ReadToEnd();
}
int VertexShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(VertexShader, VertexShaderSource);
int FragmentShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(FragmentShader, FragmentShaderSource);
GL.CompileShader(VertexShader);
string infoLogVert = GL.GetShaderInfoLog(VertexShader);
if (infoLogVert != System.String.Empty)
System.Console.WriteLine(infoLogVert);
GL.CompileShader(FragmentShader);
string infoLogFrag = GL.GetShaderInfoLog(FragmentShader);
if (infoLogFrag != System.String.Empty)
System.Console.WriteLine(infoLogFrag);
Handle = GL.CreateProgram();
GL.AttachShader(Handle, VertexShader);
GL.AttachShader(Handle, FragmentShader);
GL.LinkProgram(Handle);
GL.DetachShader(Handle, VertexShader);
GL.DetachShader(Handle, FragmentShader);
GL.DeleteShader(FragmentShader);
GL.DeleteShader(VertexShader);
}
public void Use()
{
GL.UseProgram(Handle);
}
private bool disposedValue = false;
protected virtual void Dispose(bool disposing)
{
if (!disposedValue)
{
GL.DeleteProgram(Handle);
disposedValue = true;
}
}
~Shader()
{
GL.DeleteProgram(Handle);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
}