using StgSharp;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Graphics
{
public partial class Form
{
///
/// Create an instance of program
///
/// New instance of instance.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected Shader CreateShader()
{
return new Shader(GL);
}
public class Shader
{
///
/// A value represent this shader.
///
public readonly uint programID;
internal uint vertexShaderID;
internal uint fragmentShaderID;
private IglFunc GL;
///
/// Inti a shader with no program attached.
///
internal unsafe Shader(IglFunc glFunc)
{
GL = glFunc;
programID = GL.CreateProgram();
}
///
/// Compile the vertex shader to be attached to this shader.
///
/// GLSL code of vertex shader.
public unsafe void CompileVertexShader(string shaderCode)
{
vertexShaderID = GL.CompileShader(shaderCode, ShaderType.VERTEX);
GL.AttachShader(programID, vertexShaderID);
}
///
/// Compile the fragment shader to be attached to this shader.
///
/// GLSL code of fragment shader.
public unsafe void CompileFragmentShader(string shaderCode)
{
fragmentShaderID = GL.CompileShader(shaderCode, ShaderType.FRAGMENT);
GL.AttachShader(programID, fragmentShaderID);
}
///
/// Link the shader to current context.
///
public void Link()
{
if (InternalIO.InternalLinkShaderProgram(programID) == 0)
{
IntPtr logPtr = InternalIO.InternalReadLog();
try
{
byte[] logByte = new byte[512];
Marshal.Copy(logPtr, logByte, 0, 512);
string log = Encoding.UTF8.GetString(logByte);
log = log.Replace("\0", "");
InternalIO.InternalWriteLog(log, LogType.Error);
}
catch (Exception ex)
{
InternalIO.InternalWriteLog(ex.Message, LogType.Error);
}
}
}
///
/// Get a uniform form current shader,
/// the value type of the uniform should be provided.
///
///
///
public unsafe Uniform GetUniform(string name) where T : struct
{
byte[] bytes = Encoding.ASCII.GetBytes(name);
int uniform;
fixed (byte* ptr = bytes)
{
uniform = GL.GetUniformLocation(programID, ptr);
}
if (uniform != -1)
{
return new Uniform(uniform);
}
else
{
throw new Exception($"Cannot find the uniform {name} in shader {programID}");
}
}
///
/// Let the current context use this shader.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Use()
{
GL.UseProgram(programID);
}
}
}
}