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Diamond/hexworld/Util/Program.cs
2017-02-25 16:01:56 -05:00

110 lines
3.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
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 LinkStatus
{
get
{
GL.GetProgram(Id, GetProgramParameterName.LinkStatus, out int success);
return success != 0;
}
}
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 bool TryGetUniform(string name, out int id)
{
return uniforms.TryGetValue(name, out id);
}
public int GetUniform(string name)
{
if (!TryGetUniform(name, out int id))
throw new ShaderException($"Shader Program {Id} does not contain uniform '{name}'");
return id;
}
public bool TryGetAttribute(string name, out int id)
{
return attributes.TryGetValue(name, out id);
}
public int GetAttribute(string name)
{
if (!TryGetAttribute(name, out int id))
throw new ShaderException($"Shader Program {Id} does not contain id '{name}'");
return id;
}
public void EnableAllAttribArrays()
{
foreach (var loc in attributes.Values)
GL.EnableVertexAttribArray(loc);
}
public void DisableAllAttribArrays()
{
foreach (var loc in attributes.Values)
GL.DisableVertexAttribArray(loc);
}
public void Use() => GL.UseProgram(Id);
public static void UseDefault() => GL.UseProgram(0);
public static Program FromShaders(params Shader[] shaders)
{
var p = new Program();
foreach (var shader in shaders)
{
p.Attach(shader);
}
p.Link();
return p;
}
}
}