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