2 // Radegast Metaverse Client
3 // Copyright (c) 2009-2014, Radegast Development Team
4 // All rights reserved.
6 // Redistribution and use in source and binary forms, with or without
7 // modification, are permitted provided that the following conditions are met:
9 // * Redistributions of source code must retain the above copyright notice,
10 // this list of conditions and the following disclaimer.
11 // * Redistributions in binary form must reproduce the above copyright
12 // notice, this list of conditions and the following disclaimer in the
13 // documentation and/or other materials provided with the distribution.
14 // * Neither the name of the application "Radegast", nor the names of its
15 // contributors may be used to endorse or promote products derived from
16 // this software without specific prior CreateReflectionTexture permission.
18 // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
19 // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
20 // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
21 // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
22 // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
23 // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
24 // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
25 // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
26 // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
27 // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
33 using System.Collections.Generic;
38 using OpenTK.Graphics.OpenGL;
40 namespace Radegast.Rendering
42 public class Shader : IDisposable
46 public bool Load(string fileName)
48 if (!RenderSettings.HasShaders) return false;
54 string code = File.ReadAllText(fileName);
55 if (fileName.EndsWith(".vert"))
57 type = ShaderType.VertexShader;
59 else if (fileName.EndsWith(".frag"))
61 type = ShaderType.FragmentShader;
66 ID = GL.CreateShader(type);
67 GL.ShaderSource(ID, code);
69 string info = GL.GetShaderInfoLog(ID);
71 GL.GetShader(ID, ShaderParameter.CompileStatus, out res);
74 Logger.DebugLog("Compilation failed: " + info);
78 Logger.DebugLog(string.Format("{0} {1} compiled successfully", type.ToString(), fileName));
89 if (!RenderSettings.HasShaders) return;
96 public class ShaderProgram : IDisposable
98 public static int CurrentProgram = 0;
102 public bool Load(params string[] shaderNames)
104 if (!RenderSettings.HasShaders) return false;
106 shaders = new Shader[shaderNames.Length];
107 for (int i = 0; i < shaderNames.Length; i++)
109 Shader s = new Shader();
110 if (!s.Load(Path.Combine("shader_data", shaderNames[i])))
115 ID = GL.CreateProgram();
116 for (int i = 0; i < shaders.Length; i++)
118 GL.AttachShader(ID, shaders[i].ID);
122 GL.GetProgram(ID, ProgramParameter.LinkStatus, out res);
125 Logger.DebugLog("Linking shader program failed!");
129 Logger.DebugLog(string.Format("Linking shader program consitsting of {0} shaders successful", shaders.Length));
135 if (!RenderSettings.HasShaders) return;
144 public static void Stop()
146 if (!RenderSettings.HasShaders) return;
148 if (CurrentProgram != 0)
154 public int Uni(string var)
156 if (!RenderSettings.HasShaders) return -1;
158 return GL.GetUniformLocation(ID, var);
161 public void SetUniform1(string var, int value)
163 if (!RenderSettings.HasShaders || ID < 1) return;
164 int varID = Uni(var);
169 GL.Uniform1(varID, value);
172 public void SetUniform1(string var, float value)
174 if (!RenderSettings.HasShaders || ID < 1) return;
175 int varID = Uni(var);
180 GL.Uniform1(varID, value);
183 public void Dispose()
185 if (!RenderSettings.HasShaders) return;
189 if (CurrentProgram == ID)
193 GL.DeleteProgram(ID);
199 for (int i = 0; i < shaders.Length; i++)
201 shaders[i].Dispose();