public void Initialise(OpenGL gl)
        {
            #region Load the main program.

            string fragmentShaderCode = null;
            using (StreamReader sr = new StreamReader(FRAGMENT_SHADER_PATH))
            {
                fragmentShaderCode = sr.ReadToEnd();
            }

            string vertexShaderCode = null;
            using (StreamReader sr = new StreamReader(VERTEX_SHADER_PATH))
            {
                vertexShaderCode = sr.ReadToEnd();
            }

            _prog = new SharpGL.Shaders.ShaderProgram();
            _prog.Create(gl, vertexShaderCode, fragmentShaderCode, null);

            string geometryShaderCode = null;
            if (File.Exists(GEOMETRY_SHADER_PATH))
            {
                using (StreamReader sr = new StreamReader(GEOMETRY_SHADER_PATH))
                {
                    geometryShaderCode = sr.ReadToEnd();
                }

                Shader geometryShader = new Shader();
                geometryShader.Create(gl, OpenGL.GL_GEOMETRY_SHADER, geometryShaderCode);
                gl.AttachShader(_prog.ShaderProgramObject, geometryShader.ShaderObject);
            }

            gl.LinkProgram(_prog.ShaderProgramObject);

            // Now that we've compiled and linked the shader, check it's link status.If it's not linked properly, we're
            //  going to throw an exception.
            if (_prog.GetLinkStatus(gl) == false)
            {
                throw new SharpGL.Shaders.ShaderCompilationException(string.Format("Failed to link shader program with ID {0}.", _prog.ShaderProgramObject), _prog.GetInfoLog(gl));
            }

            #endregion

            #region Load clear program.

            //string clearFragShaderCode = null;
            //using (StreamReader sr = new StreamReader(CLEAR_FRAGMENT_SHADER_PATH))
            //{
            //    clearFragShaderCode = sr.ReadToEnd();
            //}

            //string clearVertexShaderCode = null;
            //using (StreamReader sr = new StreamReader(CLEAR_VERTEX_SHADER_PATH))
            //{
            //    clearVertexShaderCode = sr.ReadToEnd();
            //}

            //_clearProg = new SharpGL.Shaders.ShaderProgram();
            //_clearProg.Create(gl, clearVertexShaderCode, clearFragShaderCode, null);

            //gl.LinkProgram(_clearProg.ShaderProgramObject);

            //// Now that we've compiled and linked the shader, check it's link status. If it's not linked properly, we're
            //// going to throw an exception.
            //if (_clearProg.GetLinkStatus(gl) == false)
            //{
            //    throw new SharpGL.Shaders.ShaderCompilationException(string.Format("Failed to link the clear shader program with ID {0}.", _clearProg.ShaderProgramObject), _clearProg.GetInfoLog(gl));
            //}

            //_clearRectangle = new float[] { -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f };

            #endregion
        }
Exemplo n.º 2
0
        private void OpenGLControl_OpenGLInitialized(object sender, EventArgs e)
        {
            OpenGL gl = this.openGLControl1.OpenGL;

            string fragmentShaderCode = null;

            using (StreamReader sr = new StreamReader(FRAGMENT_SHADER_PATH))
            {
                fragmentShaderCode = sr.ReadToEnd();
            }

            string vertexShaderCode = null;

            using (StreamReader sr = new StreamReader(VERTEX_SHADER_PATH))
            {
                vertexShaderCode = sr.ReadToEnd();
            }

            _prog = new SharpGL.Shaders.ShaderProgram();
            _prog.Create(gl, vertexShaderCode, fragmentShaderCode, null);

            string geometryShaderCode = null;

            if (File.Exists(GEOMETRY_SHADER_PATH))
            {
                using (StreamReader sr = new StreamReader(GEOMETRY_SHADER_PATH))
                {
                    geometryShaderCode = sr.ReadToEnd();
                }

                Shader geometryShader = new Shader();
                geometryShader.Create(gl, OpenGL.GL_GEOMETRY_SHADER, geometryShaderCode);
                gl.AttachShader(_prog.ShaderProgramObject, geometryShader.ShaderObject);
            }

            gl.LinkProgram(_prog.ShaderProgramObject);

            // Now that we've compiled and linked the shader, check it's link status.If it's not linked properly, we're
            //  going to throw an exception.
            if (_prog.GetLinkStatus(gl) == false)
            {
                throw new SharpGL.Shaders.ShaderCompilationException(string.Format("Failed to link shader program with ID {0}.", _prog.ShaderProgramObject), _prog.GetInfoLog(gl));
            }
        }