Example #1
0
        public Shader(string name)
        {
            var vertexShader   = CompileShaderObject(ShaderType.VertexShader, name);
            var fragmentShader = CompileShaderObject(ShaderType.FragmentShader, name);

            // Assemble program
            program = GL.CreateProgram();
            ErrorHandler.CheckGlError();
            GL.AttachShader(program, vertexShader);
            ErrorHandler.CheckGlError();
            GL.AttachShader(program, fragmentShader);
            ErrorHandler.CheckGlError();

            GL.LinkProgram(program);
            ErrorHandler.CheckGlError();
            int success;

            GL.GetProgram(program, ProgramParameter.LinkStatus, out success);
            ErrorHandler.CheckGlError();
            if (success == (int)All.False)
            {
                int len;
                GL.GetProgram(program, ProgramParameter.InfoLogLength, out len);
                var log = new StringBuilder(len);
                unsafe
                {
                    GL.GetProgramInfoLog(program, len, null, log);
                }

                Log.Write("graphics", "GL Info Log:\n{0}", log.ToString());
                throw new InvalidProgramException("Link error in shader program '{0}'".F(name));
            }

            GL.UseProgram(program);
            ErrorHandler.CheckGlError();

            int numUniforms;

            GL.GetProgram(program, ProgramParameter.ActiveUniforms, out numUniforms);
            ErrorHandler.CheckGlError();

            var nextTexUnit = 0;

            for (var i = 0; i < numUniforms; i++)
            {
                int length, size;
                ActiveUniformType type;
                var sb = new StringBuilder(128);
                GL.GetActiveUniform(program, i, 128, out length, out size, out type, sb);
                var sampler = sb.ToString();
                ErrorHandler.CheckGlError();

                if (type == ActiveUniformType.Sampler2D)
                {
                    samplers.Add(sampler, nextTexUnit);

                    var loc = GL.GetUniformLocation(program, sampler);
                    ErrorHandler.CheckGlError();
                    GL.Uniform1(loc, nextTexUnit);
                    ErrorHandler.CheckGlError();

                    nextTexUnit++;
                }
            }
        }