public FlatShader(OpenGL gl) : base(gl) { _program = new ShaderProgram(); var vertex = new VertexShader(); var fragment = new FragmentShader(); vertex.CreateInContext(gl); vertex.SetSource(File.ReadAllText("Shaders/Flat.vert.glsl")); vertex.Compile(); fragment.CreateInContext(gl); fragment.SetSource(File.ReadAllText("Shaders/Flat.frag.glsl")); fragment.Compile(); _program.CreateInContext(gl); _program.AttachShader(vertex); _program.AttachShader(fragment); _program.Link(); Debug.WriteLine(_program.InfoLog); foreach (var attachedShader in _program.AttachedShaders) { Debug.WriteLine(attachedShader.InfoLog); } }
public OctreeShader(OpenGL gl) : base(gl) { _program = new ShaderProgram(); var vertex = new VertexShader(); var fragment = new FragmentShader(); var geo = new GeometryShader(); vertex.CreateInContext(gl); vertex.SetSource(File.ReadAllText("Shaders/Octree.vert.glsl")); vertex.Compile(); fragment.CreateInContext(gl); fragment.SetSource(File.ReadAllText("Shaders/Octree.frag.glsl")); fragment.Compile(); geo.CreateInContext(gl); geo.SetSource(File.ReadAllText("Shaders/Octree.geo.glsl")); geo.Compile(); _program.CreateInContext(gl); _program.AttachShader(vertex); _program.AttachShader(fragment); _program.AttachShader(geo); _program.Link(); Debug.WriteLine(_program.InfoLog); foreach (var attachedShader in _program.AttachedShaders) { Debug.WriteLine(attachedShader.InfoLog); } _modelLocation = gl.GetUniformLocation(_program.ProgramObject, "Model"); _viewLocation = gl.GetUniformLocation(_program.ProgramObject, "View"); _projectionLocation = gl.GetUniformLocation(_program.ProgramObject, "Projection"); }
private void OpenGLControl_OpenGLInitialized(object sender, OpenGLEventArgs args) { OpenGL gl = args.OpenGL; Foo(); gl.Enable(OpenGL.GL_DEPTH_TEST); float[] global_ambient = new float[] { 0.5f, 0.5f, 0.5f, 1.0f }; float[] light0pos = new float[] { 0.0f, 5.0f, 10.0f, 1.0f }; float[] light0ambient = new float[] { 0.2f, 0.2f, 0.2f, 1.0f }; float[] light0diffuse = new float[] { 0.3f, 0.3f, 0.3f, 1.0f }; float[] light0specular = new float[] { 0.8f, 0.8f, 0.8f, 1.0f }; float[] lmodel_ambient = new float[] { 0.2f, 0.2f, 0.2f, 1.0f }; gl.LightModel(OpenGL.GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); gl.LightModel(OpenGL.GL_LIGHT_MODEL_AMBIENT, global_ambient); gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_POSITION, light0pos); gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_AMBIENT, light0ambient); gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_DIFFUSE, light0diffuse); gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_SPECULAR, light0specular); gl.Enable(OpenGL.GL_LIGHTING); gl.Enable(OpenGL.GL_LIGHT0); gl.ShadeModel(OpenGL.GL_SMOOTH); // Create a vertex shader. VertexShader vertexShader = new VertexShader(); vertexShader.CreateInContext(gl); vertexShader.SetSource( "void main()" + Environment.NewLine + "{" + Environment.NewLine + "gl_Position = ftransform();" + Environment.NewLine + "}" + Environment.NewLine); // Create a fragment shader. FragmentShader fragmentShader = new FragmentShader(); fragmentShader.CreateInContext(gl); fragmentShader.SetSource( "void main()" + Environment.NewLine + "{" + Environment.NewLine + "gl_FragColor = vec4(0.4,0.4,0.8,1.0);" + Environment.NewLine + "}" + Environment.NewLine); // Compile them both. vertexShader.Compile(); fragmentShader.Compile(); // Build a program. program.CreateInContext(gl); // Attach the shaders. program.AttachShader(vertexShader); program.AttachShader(fragmentShader); program.Link(); }
public static void CompileShadersHotReload(OpenGL gl) { foreach (var name in shaderNames) { bool vertChanged = ResourceLoader.LoadTextFileIfChanged($"Shaders\\{name}.vert", out var vert); bool fragChanged = ResourceLoader.LoadTextFileIfChanged($"Shaders\\{name}.frag", out var frag); if (vertChanged || fragChanged) { string shaderError = ""; ShaderProgram program = new ShaderProgram(); // Create a vertex shader. VertexShader vertexShader = new VertexShader(); vertexShader.CreateInContext(gl); vertexShader.SetSource(vert); // Create a fragment shader. FragmentShader fragmentShader = new FragmentShader(); fragmentShader.CreateInContext(gl); fragmentShader.SetSource(frag); // Compile them both. vertexShader.Compile(); fragmentShader.Compile(); if ((bool)!vertexShader.CompileStatus) { shaderError += $"{name}.vert: " + vertexShader.InfoLog + "\n\n"; } if ((bool)!fragmentShader.CompileStatus) { shaderError += $"{name}.frag: " + fragmentShader.InfoLog; } // Build a program. program.CreateInContext(gl); // Attach the shaders. program.AttachShader(vertexShader); program.AttachShader(fragmentShader); program.Link(); programs[name] = program; shaderErrors[name] = shaderError; } } }
public static void CompileShaders(OpenGL gl) { foreach (var name in shaderNames) { ShaderProgram program = new ShaderProgram(); string shaderError = ""; // Create a vertex shader. VertexShader vertexShader = new VertexShader(); vertexShader.CreateInContext(gl); vertexShader.SetSource(ResourceLoader.LoadEmbeddedTextFile($"Shaders\\{name}.vert")); // Create a fragment shader. FragmentShader fragmentShader = new FragmentShader(); fragmentShader.CreateInContext(gl); fragmentShader.SetSource(ResourceLoader.LoadEmbeddedTextFile($"Shaders\\{name}.frag")); // Compile them both. vertexShader.Compile(); fragmentShader.Compile(); if ((bool)!vertexShader.CompileStatus) { shaderError += "color.vert: " + vertexShader.InfoLog + "\n\n"; } if ((bool)!fragmentShader.CompileStatus) { shaderError += "color.frag: " + fragmentShader.InfoLog; } // Build a program. program.CreateInContext(gl); // Attach the shaders. program.AttachShader(vertexShader); program.AttachShader(fragmentShader); program.Link(); programs.Add(name, program); shaderErrors.Add(name, shaderError); } }
public static void CreateBasicShader(OpenGLWindow _window) { //ThrowIfNull(_window); OpenGL context = _window.Context; // Create a vertex shader. VertexShader vertexShader = new VertexShader(); vertexShader.CreateInContext(context); vertexShader.SetSource( "void main()" + Environment.NewLine + "{" + Environment.NewLine + "gl_Position = ftransform();" + Environment.NewLine + "}" + Environment.NewLine); // Create a fragment shader. FragmentShader fragmentShader = new FragmentShader(); fragmentShader.CreateInContext(context); fragmentShader.SetSource( "void main()" + Environment.NewLine + "{" + Environment.NewLine + "gl_FragColor = vec4(0.4,0.4,0.8,1.0);" + Environment.NewLine + "}" + Environment.NewLine); // Compile them both. vertexShader.Compile(); fragmentShader.Compile(); // Build a program. _window.m_shaderProgram.CreateInContext(context); // Attach the shaders. _window.m_shaderProgram.AttachShader(vertexShader); _window.m_shaderProgram.AttachShader(fragmentShader); _window.m_shaderProgram.Link(); }
public void swapShader(OpenGL gl, string Vertex_shader_textbox, string Fragment_shader_textbox) { // Create a vertex shader. vertexShader = new VertexShader(); vertexShader.CreateInContext(gl); vertexShader.SetSource(Vertex_shader_textbox); // Create a fragment shader. fragmentShader = new FragmentShader(); fragmentShader.CreateInContext(gl); fragmentShader.SetSource(Fragment_shader_textbox); // Compile them both. vertexShader.Compile(); fragmentShader.Compile(); // Build a program. m_shaderProgram.CreateInContext(gl); // Attach the shaders. m_shaderProgram.AttachShader(vertexShader); m_shaderProgram.AttachShader(fragmentShader); m_shaderProgram.Link(); }
public void OpenGLInit(object sender, OpenGLEventArgs args, string Vertex_shader_textbox, string Fragment_shader_textbox) { //CREATE THE VAO args.OpenGL.GenVertexArrays(1, vao); args.OpenGL.BindVertexArray(vao[0]); //CREATE THE VBO AND POPULATE IT WITH THE QUAD VERTICIES args.OpenGL.GenBuffers(1, vbo); args.OpenGL.BindBuffer(OpenGL.GL_ARRAY_BUFFER, vbo[0]); args.OpenGL.BufferData(OpenGL.GL_ARRAY_BUFFER, g_vertex_buffer_data.Length * sizeof(float), GCHandle.Alloc(g_vertex_buffer_data, GCHandleType.Pinned).AddrOfPinnedObject(), OpenGL.GL_STATIC_DRAW); args.OpenGL.VertexAttribPointer(0, 3, OpenGL.GL_FLOAT, false, 0, new IntPtr(0)); //Tell opengl what attribute arrays we need args.OpenGL.EnableVertexAttribArray(0); args.OpenGL.EnableVertexAttribArray(1); args.OpenGL.EnableVertexAttribArray(2); args.OpenGL.EnableVertexAttribArray(3); //This is the position attribute pointer (layout(location = 0) in vec2 vertexPosition;) args.OpenGL.VertexAttribPointer(1, 2, OpenGL.GL_FLOAT, false, 0, new IntPtr(0)); //This is the color attribute pointer layout(location = 1) in vec4 vertexColor; args.OpenGL.VertexAttribPointer(2, 4, OpenGL.GL_UNSIGNED_BYTE, false, 0, new IntPtr(2)); //This is the UV attribute pointer layout(location = 2) in vec2 vertexUV; args.OpenGL.VertexAttribPointer(3, 2, OpenGL.GL_FLOAT, false, 0, new IntPtr(0)); //UNBIND WHEN FINISHED args.OpenGL.BindVertexArray(0); args.OpenGL.BindBuffer(OpenGL.GL_ARRAY_BUFFER, 0); //SET SOME GL CONSTANTS args.OpenGL.Enable(OpenGL.GL_DEPTH_TEST); args.OpenGL.Enable(OpenGL.GL_BLEND); args.OpenGL.BlendFunc(OpenGL.GL_SRC_ALPHA, OpenGL.GL_ONE_MINUS_SRC_ALPHA); args.OpenGL.ShadeModel(OpenGL.GL_SMOOTH); // Create a vertex shader. vertexShader = new VertexShader(); vertexShader.CreateInContext(args.OpenGL); vertexShader.SetSource(Vertex_shader_textbox); // Create a fragment shader. fragmentShader = new FragmentShader(); fragmentShader.CreateInContext(args.OpenGL); fragmentShader.SetSource(Fragment_shader_textbox); // Compile them both. vertexShader.Compile(); fragmentShader.Compile(); // Build a program. m_shaderProgram.CreateInContext(args.OpenGL); // Attach the shaders. m_shaderProgram.AttachShader(vertexShader); m_shaderProgram.AttachShader(fragmentShader); m_shaderProgram.Link(); //SET UP TEXTURE 1 texture.Create(args.OpenGL, Environment.CurrentDirectory + @"\1.png"); texture.Bind(args.OpenGL); }