Esempio n. 1
0
        public static Shader GetShader(string shaderName, TackShaderType shaderType)
        {
            if (shaderName == "shaders.default_world_shader")
            {
                return(ActiveInstance.m_defaultWorldShader);
            }

            if (shaderName == "shaders.default_gui_shader")
            {
                return(ActiveInstance.m_defaultGUIShader);
            }

            for (int i = 0; i < ActiveInstance.m_loadedShaders.Count; i++)
            {
                if (ActiveInstance.m_loadedShaders[i].Name == shaderName && ActiveInstance.m_loadedShaders[i].Type == shaderType)
                {
                    return(ActiveInstance.m_loadedShaders[i]);
                }
            }

            if (shaderType == TackShaderType.GUI)
            {
                return(ActiveInstance.m_defaultGUIShader);
            }
            else
            {
                return(ActiveInstance.m_defaultWorldShader);
            }
        }
Esempio n. 2
0
        public Shader(string shaderName, TackShaderType type, string vertexSoure, string fragmentSource)
        {
            Name = shaderName;
            Type = type;

            TackConsole.EngineLog(Engine.EngineLogType.Message, "Starting compilation and linking of shader with name: " + Name);

            // Create shader program
            int shaderProgram = GL.CreateProgram();

            // Generate subshader ids
            int vertShaderId = CompileSubShader(vertexSoure, ShaderType.VertexShader);
            int fragShaderId = CompileSubShader(fragmentSource, ShaderType.FragmentShader);

            if (vertShaderId == -1 || fragShaderId == -1)
            {
                CompiledAndLinked = false;
                Id = -1;
                return;
            }

            // Link shaders to the shader program
            GL.AttachShader(shaderProgram, vertShaderId);
            GL.AttachShader(shaderProgram, fragShaderId);
            GL.LinkProgram(shaderProgram);

            GL.GetProgramInfoLog(shaderProgram, out string progLogStr);

            if (progLogStr != "")
            {
                TackConsole.EngineLog(Engine.EngineLogType.Error, progLogStr);
                Id = -1;
                CompiledAndLinked = false;
                return;
            }

            Uniforms = GetShaderUniformVars();

            TackConsole.EngineLog(Engine.EngineLogType.Message, "Successfully created shader program with Id: {0}. Name: \"{1}\". SupportsBatchRendering: {2}", Id, Name, SupportsBatchRendering);

            GL.DeleteShader(vertShaderId);
            GL.DeleteShader(fragShaderId);

            Id = shaderProgram;
            CompiledAndLinked = true;
        }