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refactor: add Shader class
  • Loading branch information
JeremyMeissner committed Apr 7, 2022
commit c9cf3d1ebd247f87faf7059ba621c85b9eaea76c
4 changes: 3 additions & 1 deletion FreeFrame.sln
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,9 @@ Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.1.32228.430
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FreeFrame", "FreeFrame\FreeFrame.csproj", "{0B6F5913-5F9E-43E6-9C2B-6458771C0B64}"
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "FreeFrame", "FreeFrame\FreeFrame.csproj", "{0B6F5913-5F9E-43E6-9C2B-6458771C0B64}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{7624DAC1-357B-4264-8501-F60942B4AD85}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
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51 changes: 51 additions & 0 deletions FreeFrame/Shader.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,51 @@
using OpenTK.Graphics.OpenGL4;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace FreeFrame
{
class Shader
{
private int _program;
int CompileShader(string uri, ShaderType type)
{
int shader = GL.CreateShader(type);

GL.ShaderSource(shader, File.ReadAllText(uri)); // Import the source code of the shader
GL.CompileShader(shader);

GL.GetShader(shader, ShaderParameter.CompileStatus, out int compileStatus); // compileStatus is 0 if compile error
if (compileStatus == 0)
{
Console.WriteLine("{0}: {1}", type.ToString(), GL.GetShaderInfoLog(shader));
throw new Exception(); // TODO: Remove this exception
}

return shader;
}
public Shader(string uriVertexShader, string uriFragementShader)
{
_program = GL.CreateProgram();

int vertexShader = CompileShader(uriVertexShader, ShaderType.VertexShader);
int fragmentShader = CompileShader(uriFragementShader, ShaderType.FragmentShader);

// TODO: Handling error

GL.AttachShader(_program, vertexShader);
GL.AttachShader(_program, fragmentShader);

GL.LinkProgram(_program); // Put the shaders in their respective processor
GL.ValidateProgram(_program); // Check if everything correct and store the information on the logs
// TODO: Explain what's the difference with GL.ShaderInfoLog

GL.DeleteShader(vertexShader);
GL.DeleteShader(fragmentShader);
}
public void Use() => GL.UseProgram(_program);
~Shader() => GL.DeleteProgram(_program);
}
}
48 changes: 5 additions & 43 deletions FreeFrame/Window.cs
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,7 @@
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FreeFrame.Shaders;

namespace FreeFrame
{
Expand All @@ -14,7 +15,7 @@ class Window : GameWindow
int _vertexBuffer;
int _vertexArray;
int _indexBuffer;
int _shader;
Shader _shader;

public readonly float[] _vertices =
{
Expand All @@ -31,45 +32,7 @@ class Window : GameWindow
};

public Window(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) : base(gameWindowSettings, nativeWindowSettings) { }

static int CompileShader(string uri, ShaderType type)
{
int shader = GL.CreateShader(type);

GL.ShaderSource(shader, File.ReadAllText(uri)); // Import the source code of the shader
GL.CompileShader(shader);

GL.GetShader(shader, ShaderParameter.CompileStatus, out int compileStatus); // compileStatus is 0 if compile error
if (compileStatus == 0)
{
Console.WriteLine("{0}: {1}", type.ToString(), GL.GetShaderInfoLog(shader));
throw new Exception(); // TODO: Remove this exception
}

return shader;
}

static int CreateShader(string uriVertexShader, string uriFragementShader)
{
int program = GL.CreateProgram();

int vertexShader = CompileShader(uriVertexShader, ShaderType.VertexShader);
int fragmentShader = CompileShader(uriFragementShader, ShaderType.FragmentShader);

// TODO: Handling error

GL.AttachShader(program, vertexShader);
GL.AttachShader(program, fragmentShader);

GL.LinkProgram(program); // Put the shaders in their respective processor
GL.ValidateProgram(program); // Check if everything correct and store the information on the logs
// TODO: Explain what's the difference with GL.ShaderInfoLog

GL.DeleteShader(vertexShader);
GL.DeleteShader(fragmentShader);

return program;
}
protected override void OnLoad()
{
base.OnLoad();
Expand All @@ -94,8 +57,8 @@ protected override void OnLoad()
GL.BufferData(BufferTarget.ElementArrayBuffer, _indices.Length * sizeof(uint), _indices, BufferUsageHint.StaticDraw);

// Shaders
_shader = CreateShader("Shaders/shader.vert", "Shaders/shader.frag");
GL.UseProgram(_shader);
_shader = new Shader("Shaders/shader.vert", "Shaders/shader.frag");
_shader.Use();
}
protected override void OnResize(ResizeEventArgs e)
{
Expand All @@ -120,7 +83,7 @@ protected override void OnRenderFrame(FrameEventArgs e)

GL.Clear(ClearBufferMask.ColorBufferBit); // Clear the color

//GL.UseProgram(_shader);
//_shader.Use();
//GL.BindVertexArray(_vertexArray);

GL.DrawElements(PrimitiveType.Triangles, _indices.Length, DrawElementsType.UnsignedInt, 0);
Expand All @@ -137,7 +100,6 @@ protected override void OnUnload()
GL.BindVertexArray(0);
GL.UseProgram(0);

GL.DeleteProgram(_shader);
GL.DeleteBuffer(_vertexBuffer);
GL.DeleteBuffer(_indexBuffer);
GL.DeleteVertexArray(_vertexArray);
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