Updated structure and took first steps for a better architecture
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@ -1,13 +1,15 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<TargetFramework>net8.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Silk.NET.Input" Version="2.20.0" />
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<PackageReference Include="Silk.NET.OpenGL" Version="2.20.0" />
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</ItemGroup>
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</Project>
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13
Nebulix/Rendering/Material.cs
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13
Nebulix/Rendering/Material.cs
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using Silk.NET.Core.Native;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Nebulix.Rendering
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{
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public record class Material(Shader Shader)
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{
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}
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}
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60
Nebulix/Rendering/Mesh.cs
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60
Nebulix/Rendering/Mesh.cs
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using Silk.NET.OpenGL;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Nebulix.Rendering
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{
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public sealed class Mesh
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{
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public float[] Vertices { get => vertices; set { vertices = value; regenerate = true; } }
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public float[] Indices { get => indices; set { indices = value; regenerate = true; } }
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public float[] Normals { get => normals; }
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private uint vao = 0, vbo = 0, ebo = 0;
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private bool regenerate = true;
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private float[] vertices = [];
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private float[] indices = [];
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private float[] normals = [];
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// getting called by "Engine" which currently is in other assembly, meaning I probably need to make this public
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internal void Use(GL gl)
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{
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if (regenerate) Generate(gl);
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gl.BindVertexArray(vao);
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}
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private unsafe void Generate(GL gl)
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{
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if(vao == 0)
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vao = gl.CreateVertexArray();
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if(vbo == 0)
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vbo = gl.GenBuffer();
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if(ebo == 0)
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ebo = gl.GenBuffer();
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gl.BindVertexArray(vao);
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// TODO: verticesData needs to also contain "normals" not just vertices (and uv coords if I decide to add some)
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ReadOnlySpan<float> verticesData = new(vertices);
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gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo);
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gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(verticesData.Length * sizeof(float)), verticesData, BufferUsageARB.StaticDraw);
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ReadOnlySpan<float> indicesData = new(indices);
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gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, ebo);
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gl.BufferData(BufferTargetARB.ElementArrayBuffer, (nuint)(indicesData.Length * sizeof(uint)), indicesData, BufferUsageARB.StaticDraw);
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// vertices
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gl.EnableVertexAttribArray(0);
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gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), (void*)0);
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gl.EnableVertexAttribArray(1);
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gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), (void*)(3 * sizeof(float)));
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}
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}
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}
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94
Nebulix/Rendering/Shaders/Shader.cs
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94
Nebulix/Rendering/Shaders/Shader.cs
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using Silk.NET.Maths;
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using Silk.NET.OpenGL;
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using System.Numerics;
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namespace Nebulix.Rendering;
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public class Shader
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{
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private readonly GL _glContext;
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private readonly uint _shaderProgramId;
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public Shader(GL openGLContext, string pathToVertexShader, string pathToFragmentShader)
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{
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_glContext = openGLContext;
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var vertexCode = File.ReadAllText(pathToVertexShader);
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var fragmentCode = File.ReadAllText(pathToFragmentShader);
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var vertexShader = CompileShader(vertexCode, ShaderType.VertexShader);
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var fragmentShader = CompileShader(fragmentCode, ShaderType.FragmentShader);
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_shaderProgramId = CreateProgram(vertexShader, fragmentShader);
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}
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public void Use() { _glContext.UseProgram(_shaderProgramId); }
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#region Set uniforms
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public void SetInt(string name, int value)
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{
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_glContext.Uniform1(_glContext.GetUniformLocation(_shaderProgramId, name), value);
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}
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public void SetFloat(string name, float value)
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{
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_glContext.Uniform1(_glContext.GetUniformLocation(_shaderProgramId, name), value);
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}
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public unsafe void SetMatrix(string name, Matrix4x4 matrix)
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{
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_glContext.UniformMatrix4(_glContext.GetUniformLocation(_shaderProgramId, name), 1, false, (float*) &matrix);
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}
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public unsafe void SetMatrix(string name, Matrix4X4<float> matrix)
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{
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_glContext.UniformMatrix4(_glContext.GetUniformLocation(_shaderProgramId, name), 1, false, (float*) &matrix);
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}
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#endregion
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/// <summary>
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/// Compiles the given shadercode.
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/// </summary>
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/// <param name="shaderCode">The shadercode</param>
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/// <param name="shaderType">The type of shader to compile</param>
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/// <returns>Returns the id of the compiled shader.</returns>
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/// <exception cref="ShaderCompileException"></exception>
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protected uint CompileShader(string shaderCode, ShaderType shaderType)
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{
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uint shader = _glContext.CreateShader(shaderType);
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_glContext.ShaderSource(shader, shaderCode);
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_glContext.CompileShader(shader);
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_glContext.GetShader(shader, ShaderParameterName.CompileStatus, out int status);
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if (status != (int)GLEnum.True)
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throw new ShaderCompileException(shaderType, $"Failed to compile shader with message: \n {_glContext.GetShaderInfoLog(shader)}");
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return shader;
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}
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/// <summary>
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/// Creates a shader program and links the vertex and fragment shader together.
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/// </summary>
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/// <returns>Returns the id of the created shader program</returns>
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/// <exception cref="ShaderLinkException"></exception>
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protected uint CreateProgram(uint vertexShader, uint fragmentShader)
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{
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uint program = _glContext.CreateProgram();
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_glContext.AttachShader(program, vertexShader);
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_glContext.AttachShader(program, fragmentShader);
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_glContext.LinkProgram(program);
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_glContext.GetProgram(program, ProgramPropertyARB.LinkStatus, out int lStatus);
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if (lStatus != (int)GLEnum.True)
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throw new ShaderLinkException("Error occured while trying to link a shader with message: \n" + _glContext.GetProgramInfoLog(program));
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// should be done right after compiling and linking
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_glContext.DetachShader(program, vertexShader);
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_glContext.DetachShader(program, fragmentShader);
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_glContext.DeleteShader(vertexShader);
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_glContext.DeleteShader(fragmentShader);
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return program;
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}
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}
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27
Nebulix/Rendering/Shaders/ShaderCompileException.cs
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27
Nebulix/Rendering/Shaders/ShaderCompileException.cs
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@ -0,0 +1,27 @@
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using Silk.NET.OpenGL;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Nebulix.Rendering;
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[Serializable]
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public class ShaderCompileException : Exception
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{
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protected ShaderType _shaderType;
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public ShaderCompileException(ShaderType shaderType) : base("Unable to compile shader.") { _shaderType = shaderType; }
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public ShaderCompileException(ShaderType shaderType, string message) : base(message) { _shaderType = shaderType; }
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public ShaderCompileException(ShaderType shaderType, string message, Exception inner) : base(message, inner) { _shaderType = shaderType; }
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protected ShaderCompileException(
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System.Runtime.Serialization.SerializationInfo info,
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System.Runtime.Serialization.StreamingContext context) : base(info, context) { }
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public override string ToString()
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{
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return $"Type of Shader: '{_shaderType}'" + "\n" + Message;
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}
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}
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19
Nebulix/Rendering/Shaders/ShaderLinkException.cs
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19
Nebulix/Rendering/Shaders/ShaderLinkException.cs
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@ -0,0 +1,19 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Nebulix.Rendering;
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[Serializable]
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public class ShaderLinkException : Exception
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{
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public ShaderLinkException() : base("Error occured while trying to link a shader.") { }
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public ShaderLinkException(string message) : base(message) { }
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public ShaderLinkException(string message, Exception inner) : base(message, inner) { }
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protected ShaderLinkException(
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System.Runtime.Serialization.SerializationInfo info,
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System.Runtime.Serialization.StreamingContext context) : base(info, context) { }
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}
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