Beispiel #1
0
        // TODO Store Shader Code


        internal static ShaderProgram CreateFromString(string vertexShaderCode, string fragmentShaderCode)
        {
            using (TracedStopwatch.Start("load shader from string: "))
            {
                var rv = new ShaderProgram
                {
                    VertexShaderFileName   = "Created From String",
                    FragmentShaderFileName = "Created From String",
                    VertexShaderCode       = vertexShaderCode,
                    FragmentShaderCode     = fragmentShaderCode
                };

                var vertexShader = OpenGL.GlBindings.CreateShader(ShaderType.VertexShader);
                GlBindings.ShaderSource(vertexShader, vertexShaderCode);
                GlBindings.CompileShader(vertexShader);

                int result;

                GlBindings.GetShaderInfo(vertexShader, ShaderParameter.CompileStatus, out result);
                if (result != (int)Result.Ok)
                {
                    var error = GlBindings.GetShaderInfoLog(vertexShader);
                    Console.WriteLine("Shader Compilation Failed:/r/n" + error);
                }

                // Fragment Shader

                var fragmentShader = OpenGL.GlBindings.CreateShader(ShaderType.FragmentShader);
                GlBindings.ShaderSource(fragmentShader, fragmentShaderCode);
                GlBindings.CompileShader(fragmentShader);
                GlBindings.GetShaderInfo(fragmentShader, ShaderParameter.CompileStatus, out result);
                if (result != (int)Result.Ok)
                {
                    var error = OpenGL.GlBindings.GetShaderInfoLog(fragmentShader);
                    Console.WriteLine("Shader Compilation Failed:/r/n" + error);
                }



                // Link Shaders
                rv.ShaderProgramId = OpenGL.GlBindings.CreateProgram();
                GlBindings.AttachShader(rv.ShaderProgramId, vertexShader);
                GlBindings.AttachShader(rv.ShaderProgramId, fragmentShader);
                GlBindings.LinkProgram(rv.ShaderProgramId);

                GlBindings.GetProgramInfo(rv.ShaderProgramId, ProgramParameter.LinkStatus, out result);
                if (result != (int)Result.Ok)
                {
                    var error = OpenGL.GlBindings.GetProgramInfoLog(rv.ShaderProgramId);
                    Console.WriteLine("Shader Link Failed:/r/n" + error);
                }

                GlBindings.GetProgramInfo(rv.ShaderProgramId, ProgramParameter.GL_ACTIVE_UNIFORMS, out result);
                //if (result != (int)Result.Ok)
                {
                    Console.WriteLine("Active Uniform Count:" + (int)result);
                }

                for (var i = 0; i < result; i++)
                {
                    var uniformInfo = GlBindings.GetActiveUniformInfo(rv.ShaderProgramId, i);
                    Console.WriteLine("Active Uniform: " + uniformInfo);
                }

                /*
                 * glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &count);
                 *  printf("Active Uniforms: %d\n", count);
                 *
                 */

                GlBindings.DeleteShader(fragmentShader);
                GlBindings.DeleteShader(vertexShader);

                return(rv);
            }
        }