feat: add shader pipeline and chunk GLSL shaders

This commit is contained in:
2026-05-28 12:08:58 +02:00
parent d7ecf019cb
commit 50bb77cb2d
3 changed files with 96 additions and 0 deletions

13
Assets/shaders/chunk.frag Normal file
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#version 330 core
in vec2 vUv;
in float vShade;
out vec4 FragColor;
uniform sampler2D atlas;
void main()
{
vec4 texel = texture(atlas, vUv);
FragColor = vec4(texel.rgb * vShade, 1.0);
}

19
Assets/shaders/chunk.vert Normal file
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#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aUv;
layout(location = 2) in float aShade;
out vec2 vUv;
out float vShade;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
vUv = aUv;
vShade = aShade;
// Vector-on-left convention; matrices are uploaded with transpose=true.
gl_Position = vec4(aPos, 1.0) * model * view * projection;
}

64
Rendering/Shader.cs Normal file
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using OpenTK.Graphics.OpenGL4;
using OpenTK.Mathematics;
namespace VoxelEngine.Rendering;
public sealed class Shader : IDisposable
{
private readonly int _handle;
private readonly Dictionary<string, int> _uniforms = new();
public Shader(string vertexPath, string fragmentPath)
{
int vertex = CompileFromFile(ShaderType.VertexShader, vertexPath);
int fragment = CompileFromFile(ShaderType.FragmentShader, fragmentPath);
_handle = GL.CreateProgram();
GL.AttachShader(_handle, vertex);
GL.AttachShader(_handle, fragment);
GL.LinkProgram(_handle);
GL.GetProgram(_handle, GetProgramParameterName.LinkStatus, out int linked);
if (linked == 0)
throw new InvalidOperationException($"Program link failed: {GL.GetProgramInfoLog(_handle)}");
GL.DetachShader(_handle, vertex);
GL.DetachShader(_handle, fragment);
GL.DeleteShader(vertex);
GL.DeleteShader(fragment);
}
public void Use() => GL.UseProgram(_handle);
public void SetMatrix4(string name, Matrix4 value) =>
GL.UniformMatrix4(Location(name), true, ref value);
public void SetInt(string name, int value) =>
GL.Uniform1(Location(name), value);
private int Location(string name)
{
if (!_uniforms.TryGetValue(name, out int location))
{
location = GL.GetUniformLocation(_handle, name);
_uniforms[name] = location;
}
return location;
}
private static int CompileFromFile(ShaderType type, string path)
{
string source = File.ReadAllText(path);
int shader = GL.CreateShader(type);
GL.ShaderSource(shader, source);
GL.CompileShader(shader);
GL.GetShader(shader, ShaderParameter.CompileStatus, out int compiled);
if (compiled == 0)
throw new InvalidOperationException($"{type} compile failed ({path}): {GL.GetShaderInfoLog(shader)}");
return shader;
}
public void Dispose() => GL.DeleteProgram(_handle);
}