2019-10-15 23:27:17 +00:00
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Text;
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using System.Threading.Tasks;
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using OpenTK.Graphics.OpenGL;
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using OpenTK;
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namespace Toolbox.Library
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{
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public class GLShaderGeneric : IDisposable
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{
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public bool Compiled = false;
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public int program;
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private int vertexShaderID;
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private int fragmentShaderID;
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2020-01-15 02:15:37 +00:00
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private Dictionary<string, int> uniformBlocks = new Dictionary<string, int>();
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2019-10-15 23:27:17 +00:00
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private Dictionary<string, int> attributes = new Dictionary<string, int>();
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private Dictionary<string, int> uniforms = new Dictionary<string, int>();
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private int activeAttributeCount;
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public void LoadShaders()
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{
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program = CompileShaders();
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}
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public void Enable()
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{
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GL.UseProgram(program);
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}
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public void Disable()
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{
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GL.UseProgram(0);
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}
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public void Dispose()
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{
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GL.DeleteProgram(program);
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}
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private string vertexShader;
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private string fragShader;
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private string geomShader;
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public virtual string VertexShader
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{
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get { return vertexShader; }
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set { vertexShader = value; }
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}
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public virtual string FragmentShader
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{
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get { return fragShader; }
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set { fragShader = value; }
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}
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public virtual string GeometryShader
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{
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get { return geomShader; }
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set { geomShader = value; }
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}
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public void SetVec4(string name, Vector4 value)
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{
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if (uniforms.ContainsKey(name))
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GL.Uniform4(uniforms[name], value);
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2020-01-15 02:15:37 +00:00
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else
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Console.WriteLine("Could not find vec4 " + name);
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}
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public void SetVec3(string name, Vector3 value)
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{
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if (uniforms.ContainsKey(name))
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GL.Uniform3(uniforms[name], value);
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else
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Console.WriteLine("Could not find vec3 " + name);
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2019-10-15 23:27:17 +00:00
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}
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public void SetVec2(string name, Vector2 value)
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{
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if (uniforms.ContainsKey(name))
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GL.Uniform2(uniforms[name], value);
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2020-01-15 02:15:37 +00:00
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else
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Console.WriteLine("Could not find vec2 " + name);
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2019-10-15 23:27:17 +00:00
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}
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public void SetFloat(string name, float value)
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{
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if (uniforms.ContainsKey(name))
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GL.Uniform1(uniforms[name], value);
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2020-01-15 02:15:37 +00:00
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else
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Console.WriteLine("Could not find float " + name);
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2019-10-15 23:27:17 +00:00
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}
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public void SetInt(string name, int value)
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{
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if (uniforms.ContainsKey(name))
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GL.Uniform1(uniforms[name], value);
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}
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public void SetBool(string name, bool value)
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{
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int intValue = value == true ? 1 : 0;
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if (uniforms.ContainsKey(name))
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GL.Uniform1(uniforms[name], intValue);
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}
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public void SetColor(string name, Color color)
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{
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if (uniforms.ContainsKey(name))
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GL.Uniform4(uniforms[name], color);
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}
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public void SetMatrix(string name, ref Matrix4 value)
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{
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if (uniforms.ContainsKey(name))
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GL.UniformMatrix4(uniforms[name], false, ref value);
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}
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2020-01-15 02:15:37 +00:00
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public void LoadLayout(string name)
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{
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if (!uniformBlocks.ContainsKey(name)) {
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//Get block indices
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var uniformID = GL.GetUniformBlockIndex(program, name);
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//Link them
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GL.UniformBlockBinding(program, uniformID, 0);
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int buffer;
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GL.GenBuffers(1, out buffer);
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uniformBlocks.Add(name, buffer);
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var dataValues = new Vector4[3]
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{
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new Vector4(1, 0, 0, 0),
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new Vector4(0, 1, 0, 0),
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new Vector4(0, 0, 1, 0)
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};
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var totalSize = (Vector3.SizeInBytes + 4) * dataValues.Length; //Add 4 for alignment
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GL.BindBuffer(BufferTarget.UniformBuffer, buffer);
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GL.BufferData(BufferTarget.UniformBuffer,
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totalSize,
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IntPtr.Zero,
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BufferUsageHint.StaticDraw);
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GL.BindBuffer(BufferTarget.UniformBuffer, 0);
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// define the range of the buffer that links to a uniform binding point
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GL.BindBufferRange(BufferRangeTarget.UniformBuffer, 0, buffer,
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IntPtr.Zero, totalSize);
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GL.BindBuffer(BufferTarget.UniformBuffer, buffer);
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GL.BufferSubData<Vector4>(BufferTarget.UniformBuffer, IntPtr.Zero, (Vector3.SizeInBytes + 4) * dataValues.Length, dataValues); //Add 4 for alignment
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GL.BindBuffer(BufferTarget.UniformBuffer, 0);
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}
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}
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public void GetAttribLocation()
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{
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}
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2019-10-15 23:27:17 +00:00
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public int this[string name]
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{
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get { return uniforms[name]; }
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}
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private void LoadAttributes(int program)
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{
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attributes.Clear();
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GL.GetProgram(program, GetProgramParameterName.ActiveAttributes, out activeAttributeCount);
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for (int i = 0; i < activeAttributeCount; i++)
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{
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int size = 0;
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ActiveAttribType type;
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string name = GL.GetActiveAttrib(program, i, out size, out type);
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int location = GL.GetAttribLocation(program, name);
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// Overwrite existing vertex attributes.
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attributes[name] = location;
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}
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}
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public void EnableVertexAttributes()
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{
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foreach (KeyValuePair<string, int> attrib in attributes)
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GL.EnableVertexAttribArray(attrib.Value);
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}
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public void DisableVertexAttributes()
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{
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foreach (KeyValuePair<string, int> attrib in attributes)
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GL.DisableVertexAttribArray(attrib.Value);
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}
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public int GetAttribute(string name)
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{
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if (string.IsNullOrEmpty(name) || !attributes.ContainsKey(name))
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return -1;
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else
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return attributes[name];
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}
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private void LoadUniorms(int program)
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{
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uniforms.Clear();
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GL.GetProgram(program, GetProgramParameterName.ActiveUniforms, out activeAttributeCount);
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for (int i = 0; i < activeAttributeCount; i++)
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{
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int size = 0;
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ActiveUniformType type;
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string name = GL.GetActiveUniform(program, i, out size, out type);
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int location = GL.GetUniformLocation(program, name);
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// Overwrite existing vertex attributes.
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uniforms[name] = location;
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}
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}
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public void Compile()
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{
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program = CompileShaders();
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LoadAttributes(program);
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LoadUniorms(program);
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OnCompiled();
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Compiled = true;
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}
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public virtual void OnCompiled() { }
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private int CompileShaders()
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{
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vertexShaderID = GL.CreateShader(ShaderType.VertexShader);
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GL.ShaderSource(vertexShaderID, VertexShader);
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GL.CompileShader(vertexShaderID);
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fragmentShaderID = GL.CreateShader(ShaderType.FragmentShader);
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GL.ShaderSource(fragmentShaderID, FragmentShader);
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GL.CompileShader(fragmentShaderID);
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var program = GL.CreateProgram();
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GL.AttachShader(program, vertexShaderID);
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GL.AttachShader(program, fragmentShaderID);
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GL.LinkProgram(program);
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var info = GL.GetProgramInfoLog(program);
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if (!string.IsNullOrWhiteSpace(info))
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Console.WriteLine($"GL.LinkProgram had info log: {info}");
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GL.DetachShader(program, vertexShaderID);
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GL.DetachShader(program, fragmentShaderID);
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GL.DeleteShader(vertexShaderID);
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GL.DeleteShader(fragmentShaderID);
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return program;
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}
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}
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}
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