More OO-like. a bit easier to read/use things

This commit is contained in:
2017-02-24 21:22:13 -05:00
parent 338efc337e
commit 2710007ec2
12 changed files with 348 additions and 75 deletions

63
hexworld/Util/Program.cs Normal file
View File

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenTK.Graphics.OpenGL4;
namespace hexworld.Util
{
public class Program : GLObject
{
private Dictionary<string, int> uniforms = new Dictionary<string, int>();
private Dictionary<string, int> attributes = new Dictionary<string, int>();
public string Log => GL.GetProgramInfoLog((int) Id);
public Program()
: base((uint) GL.CreateProgram())
{
}
public void Attach(Shader shader) => GL.AttachShader(Id, shader.Id);
public bool Link()
{
uniforms.Clear();
attributes.Clear();
GL.LinkProgram(Id);
GL.GetProgram(Id, GetProgramParameterName.LinkStatus, out int success);
if (success == 0) return false;
GL.GetProgram(Id, GetProgramParameterName.ActiveUniforms, out int uniformcount);
for (var i = 0; i < uniformcount; i++)
{
var sb = new StringBuilder(256);
GL.GetActiveUniformName((int) Id, i, sb.Capacity, out int length, sb);
uniforms[sb.ToString()] = i;
}
GL.GetProgram(Id, GetProgramParameterName.ActiveAttributes, out int attributecount);
for (var i = 0; i < attributecount; i++)
{
var sb = new StringBuilder(256);
GL.GetActiveAttrib((int) Id, i, sb.Capacity, out int length, out int size,
out ActiveAttribType type, sb);
attributes[sb.ToString()] = i;
}
return true;
}
public int GetUniform(string name)
{
if (!uniforms.TryGetValue(name, out int id))
throw new ShaderException($"Shader Program {Id} does not contain uniform '{name}'");
else return id;
}
public void Use() => GL.UseProgram(Id);
public static void UseDefault() => GL.UseProgram(0);
}
}