Files
PCK-Studio/PckStudio.Rendering/Shader/ShaderObject.cs

82 lines
2.5 KiB
C#

/* 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);
}
}
}