/* Copyright (c) 2024-present miku-666 * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1.The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Text; using System.Threading.Tasks; using OpenTK.Graphics.OpenGL; namespace PckStudio.Rendering.Shader { internal class ShaderObject { private int _shaderId; private ShaderSource _source; private int _compileStatus; internal bool CompileStatusOK => _compileStatus != 0; private ShaderObject(ShaderSource source) { _shaderId = GL.CreateShader(source.Type); _source = source; _compileStatus = 0; } internal static ShaderObject Create(ShaderSource shaderSource) { var shaderObject = new ShaderObject(shaderSource); if (!shaderObject.Compile()) { string infoLog = shaderObject.GetShaderInfoLog(); Debug.Fail(infoLog); shaderObject.Delete(); return null; } return shaderObject; } private string GetShaderInfoLog() { return GL.GetShaderInfoLog(_shaderId); } internal void Delete() { GL.DeleteShader(_shaderId); } private bool Compile() { GL.ShaderSource(_shaderId, _source.Source); GL.CompileShader(_shaderId); GL.GetShader(_shaderId, ShaderParameter.CompileStatus, out _compileStatus); return CompileStatusOK; } internal void AttachToProgram(int programId) { GL.AttachShader(programId, _shaderId); } } }