add from giga-device, new branch added
This commit is contained in:
@@ -0,0 +1,68 @@
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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||||
// file="IglConvertable.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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||||
// Copyright (c) Nitload Space. All rights reserved.
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person
|
||||
// obtaining a copy of this software and associated documentation
|
||||
// files (the “Software”), to deal in the Software without restriction,
|
||||
// including without limitation the rights to use, copy, modify, merge,
|
||||
// publish, distribute, sublicense, and/or sell copies of the Software,
|
||||
// and to permit persons to whom the Software is furnished to do so,
|
||||
// subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and
|
||||
// this permission notice shall be included in all copies
|
||||
// or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED “AS IS”,
|
||||
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
|
||||
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
|
||||
// ARISING FROM, OUT OF OR IN CONNECTION WITH
|
||||
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
//
|
||||
//-----------------------------------------------------------------------
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||||
//-----------------------------------------------------------------------
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using StgSharp.Graphics.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 StgSharp.Graphics.ShaderEdit
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{
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public interface IglConvertable
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{
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/// <summary>
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///
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/// </summary>
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public void DisplayGLtypeDefinition();
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||||
/// <summary>
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///
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/// </summary>
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public void GainAllUniforms( ShaderProgram source, params string[] uniformName );
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/// <summary>
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///
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||||
/// </summary>
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/// <returns>
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||||
///
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/// </returns>
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public ShaderStruct GetConvertedGLtype();
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/// <summary>
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///
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/// </summary>
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public void SetAllUniforms();
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}
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}
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@@ -0,0 +1,288 @@
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="Shader.cs"
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||||
// Project: StgSharp
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||||
// AuthorGroup: Nitload Space
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||||
// Copyright (c) Nitload Space. All rights reserved.
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person
|
||||
// obtaining a copy of this software and associated documentation
|
||||
// files (the “Software”), to deal in the Software without restriction,
|
||||
// including without limitation the rights to use, copy, modify, merge,
|
||||
// publish, distribute, sublicense, and/or sell copies of the Software,
|
||||
// and to permit persons to whom the Software is furnished to do so,
|
||||
// subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and
|
||||
// this permission notice shall be included in all copies
|
||||
// or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED “AS IS”,
|
||||
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
|
||||
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
|
||||
// ARISING FROM, OUT OF OR IN CONNECTION WITH
|
||||
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
//
|
||||
//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp;
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using StgSharp.Internal;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.IO;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Xml.Linq;
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namespace StgSharp.Graphics.OpenGL
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{
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public abstract partial class glRender : RenderStream
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{
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/// <summary>
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||||
/// Create an instance of <see cref="Shader" /> program
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||||
/// </summary>
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||||
/// <returns>
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||||
/// New instance of <see cref="Shader" /> instance.
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||||
/// </returns>
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||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
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||||
protected override sealed ShaderProgram CreateShaderProgram()
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||||
{
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||||
return new ShaderProgram(this);
|
||||
}
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||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
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||||
protected override sealed Shader CreateShaderSegment(ShaderType type, int count)
|
||||
{
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||||
return new Shader(GL.CreateShaderSet(count, type), type, this);
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||||
}
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||||
|
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}
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||||
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||||
public class Shader : ISSDSerializable
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||||
{
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||||
|
||||
private readonly OpenGLFunction GL;
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||||
internal readonly GlHandle[] handle;
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public readonly ShaderType type;
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||||
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internal unsafe Shader(GlHandle[] handle, ShaderType usage, glRender stream)
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||||
{
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this.handle = handle;
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GL = stream.GL;
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type = usage;
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}
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||||
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||||
public SerializableTypeCode SSDTypeCode => SerializableTypeCode.Shader;
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||||
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||||
/// <summary>
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/// Attach one shader code to a shader program.
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/// </summary>
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/// <param _label="target">
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||||
/// Shader program to attach
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/// </param>
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/// <param _label="index">
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/// Index of shader code in current shader code set.
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/// </param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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||||
public void AttachTo(int index, [NotNull]ShaderProgram target)
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||||
{
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||||
GL.AttachShader(target.handle, handle[index]);
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||||
}
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||||
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||||
public void CheckStatus(int index, ShaderStatus status)
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{
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string log = GL.GetShaderStatus(this, index, (int)status);
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if (!string.IsNullOrEmpty(log)) {
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throw new InvalidOperationException($"{$"Shader Error \t{status}\n"}{log}");
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe void Compile(int index, ReadOnlySpan<byte> codeU8Stream)
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||||
{
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GL.LoadShaderSource(handle[index], codeU8Stream);
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GL.CompileShader(handle[index]);
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CheckStatus(index, ShaderStatus.CompileStatus);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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||||
public unsafe void Compile(int index, byte[] codeStream)
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||||
{
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||||
ArgumentNullException.ThrowIfNull(codeStream);
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||||
GL.LoadShaderSource(handle[index], codeStream);
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||||
GL.CompileShader(handle[index]);
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CheckStatus(index, ShaderStatus.CompileStatus);
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||||
}
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||||
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||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
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||||
public unsafe void Compile(int index, string codeStream)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(codeStream);
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||||
GL.LoadShaderSource(handle[index], codeStream.AsSpan());
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GL.CompileShader(handle[index]);
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CheckStatus(index, ShaderStatus.CompileStatus);
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||||
}
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||||
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||||
public void FromBytes(byte[] stream)
|
||||
{
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||||
throw new NotImplementedException();
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||||
}
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||||
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||||
public static byte[] FromCodeFile(string fileRoute)
|
||||
{
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||||
string str = File.ReadAllText(fileRoute);
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||||
if (string.IsNullOrEmpty(str)) {
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||||
throw new InvalidOperationException($"Cannot load and GLSL code from {fileRoute}");
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||||
}
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||||
return Encoding.UTF8.GetBytes(str);
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||||
}
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||||
public byte[] GetBytes()
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||||
{
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return Array.Empty<byte>();
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||||
}
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||||
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||||
public byte[] GetBytes(out int length)
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||||
{
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throw new NotImplementedException();
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||||
}
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||||
public override string ToString()
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||||
{
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||||
return $"This is a {type} shader, its shader handles are {handle.ToString()}.";
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||||
}
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||||
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||||
}
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||||
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||||
public enum ShaderStatus : int
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||||
{
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||||
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CompileStatus = glConst.COMPILE_STATUS,
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||||
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||||
}
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||||
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||||
public class ShaderProgram
|
||||
{
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||||
|
||||
private readonly OpenGLFunction GL;
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||||
internal readonly GlHandle handle;
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||||
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||||
/// <summary>
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||||
/// CustomizeInit a program with no shader attached.
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||||
/// </summary>
|
||||
internal unsafe ShaderProgram(glRender binding)
|
||||
{
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||||
GL = binding.GL;
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||||
handle = GL.CreateProgram();
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||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a uniform form current shader, the value type of the uniform should be provided.
|
||||
/// </summary>
|
||||
/// <param _label="name">
|
||||
/// ContextName of the Uniform in shader code
|
||||
/// </param>
|
||||
/// <returns>
|
||||
///
|
||||
/// </returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public unsafe Uniform<T> GetUniform<T>(string name) where T: unmanaged
|
||||
{
|
||||
return new Uniform<T>(GL.GetUniformLocation(this.handle, name));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a uniform form current shader, the value type of the uniform should be provided.
|
||||
/// </summary>
|
||||
/// <param _label="name">
|
||||
/// ContextName of the Uniform in shader code
|
||||
/// </param>
|
||||
/// <returns>
|
||||
///
|
||||
/// </returns>
|
||||
public unsafe Uniform<T, U> GetUniform<T, U>(string name) where T: unmanaged where U: struct
|
||||
{
|
||||
return new Uniform<T, U>(GL.GetUniformLocation(this.handle, name));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a uniform form current shader, the value type of the uniform should be provided.
|
||||
/// </summary>
|
||||
/// <param _label="name">
|
||||
/// ContextName of the Uniform in shader code
|
||||
/// </param>
|
||||
/// <returns>
|
||||
///
|
||||
/// </returns>
|
||||
public unsafe Uniform<T, U, V> GetUniform<T, U, V>(string name) where T: unmanaged
|
||||
where U: struct
|
||||
where V: struct
|
||||
{
|
||||
return new Uniform<T, U, V>(GL.GetUniformLocation(this.handle, name));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a uniform form current shader, the value type of the uniform should be provided.
|
||||
/// </summary>
|
||||
/// <param _label="name">
|
||||
/// ContextName of the Uniform in shader code
|
||||
/// </param>
|
||||
/// <returns>
|
||||
///
|
||||
/// </returns>
|
||||
public unsafe Uniform<T, U, V, W> GetUniform<T, U, V, W>(string name) where T: unmanaged
|
||||
where U: struct
|
||||
where V: struct
|
||||
where W: struct
|
||||
{
|
||||
return new Uniform<T, U, V, W>(GL.GetUniformLocation(this.handle, name));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Link the shader to current viewPortDisplay.
|
||||
/// </summary>
|
||||
public unsafe void Link()
|
||||
{
|
||||
if (InternalIO.InternalLinkShaderProgram(
|
||||
(OpenglContext*)this.GL.ContextHandle, handle.Value) ==
|
||||
0)
|
||||
{
|
||||
IntPtr logPtr = InternalIO.InternalReadSSCLog();
|
||||
try
|
||||
{
|
||||
byte[] logByte = new byte[512];
|
||||
Marshal.Copy(logPtr, logByte, 0, 512);
|
||||
string log = Encoding.UTF8.GetString(logByte);
|
||||
log = log.Replace("\0", string.Empty);
|
||||
InternalIO.InternalWriteLog(log, LogType.Error);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
InternalIO.InternalWriteLog(ex.Message, LogType.Error);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Let the current viewPortDisplay use this shader.
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public unsafe void Use()
|
||||
{
|
||||
GL.UseProgram(handle);
|
||||
}
|
||||
|
||||
~ShaderProgram()
|
||||
{
|
||||
//handle.Dispose();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,205 @@
|
||||
//-----------------------------------------------------------------------
|
||||
//-----------------------------------------------------------------------
|
||||
// file="Uniform.cs"
|
||||
// Project: StepVisualizer
|
||||
// AuthorGroup: Nitload Space
|
||||
// Copyright (c) Nitload Space. All rights reserved.
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person
|
||||
// obtaining a copy of this software and associated documentation
|
||||
// files (the “Software”), to deal in the Software without restriction,
|
||||
// including without limitation the rights to use, copy, modify, merge,
|
||||
// publish, distribute, sublicense, and/or sell copies of the Software,
|
||||
// and to permit persons to whom the Software is furnished to do so,
|
||||
// subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and
|
||||
// this permission notice shall be included in all copies
|
||||
// or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED “AS IS”,
|
||||
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
|
||||
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
|
||||
// ARISING FROM, OUT OF OR IN CONNECTION WITH
|
||||
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
//
|
||||
//-----------------------------------------------------------------------
|
||||
//-----------------------------------------------------------------------
|
||||
using StgSharp.Graphics;
|
||||
using StgSharp.Mathematics;
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
|
||||
namespace StgSharp.Graphics.OpenGL
|
||||
{
|
||||
public class Uniform
|
||||
{
|
||||
|
||||
internal GlHandle id;
|
||||
|
||||
public GlHandle Handle
|
||||
{
|
||||
get => id;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public sealed class Uniform<T> : Uniform where T:unmanaged
|
||||
{
|
||||
|
||||
internal Uniform() { }
|
||||
|
||||
internal unsafe Uniform( GlHandle id )
|
||||
{
|
||||
this.id = id;
|
||||
}
|
||||
|
||||
internal static Uniform<T> FromHandle( GlHandle handle )
|
||||
{
|
||||
return new Uniform<T>
|
||||
{
|
||||
id = handle
|
||||
};
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public sealed class Uniform<T, U> : Uniform where T:unmanaged where U: struct
|
||||
{
|
||||
|
||||
internal Uniform() { }
|
||||
|
||||
internal unsafe Uniform( GlHandle id )
|
||||
{
|
||||
this.id = id;
|
||||
}
|
||||
|
||||
internal static Uniform<T, U> FromHandle( GlHandle handle )
|
||||
{
|
||||
return new Uniform<T, U>
|
||||
{
|
||||
id = handle
|
||||
};
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public sealed class Uniform<T, U, V> : Uniform where T:unmanaged where U: struct where V: struct
|
||||
{
|
||||
|
||||
internal Uniform() { }
|
||||
|
||||
internal unsafe Uniform( GlHandle id )
|
||||
{
|
||||
this.id = id;
|
||||
}
|
||||
|
||||
internal static Uniform<T, U, V> FromHandle( GlHandle handle )
|
||||
{
|
||||
return new Uniform<T, U, V>
|
||||
{
|
||||
id = handle
|
||||
};
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public sealed class Uniform<T, U, V, W> : Uniform where T:unmanaged where U: struct
|
||||
where V: struct
|
||||
where W: struct
|
||||
{
|
||||
|
||||
internal Uniform() { }
|
||||
|
||||
internal unsafe Uniform( GlHandle id )
|
||||
{
|
||||
this.id = id;
|
||||
}
|
||||
|
||||
internal static Uniform<T, U, V, W> FromHandle( GlHandle handle )
|
||||
{
|
||||
return new Uniform<T, U, V, W>
|
||||
{
|
||||
id = handle
|
||||
};
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public unsafe partial class OpenGLFunction
|
||||
{
|
||||
|
||||
[MethodImpl( MethodImplOptions.AggressiveInlining )]
|
||||
public void SetUniformValue( [NotNull] Uniform<Matrix44> uniform, Matrix44 mat )
|
||||
{
|
||||
Matrix44 temp = mat;
|
||||
Context.glUniformMatrix4fv( uniform.id.SignedValue, 1, false, ( float* )&temp );
|
||||
}
|
||||
|
||||
[MethodImpl( MethodImplOptions.AggressiveInlining )]
|
||||
public void SetUniformValue(
|
||||
[NotNull]Uniform<float, float, float, float> uniform,
|
||||
Vec4 vec )
|
||||
{
|
||||
Vec4 temp = vec;
|
||||
Context.glUniform1fv( uniform.id.SignedValue, 4, &temp.reg );
|
||||
}
|
||||
|
||||
[MethodImpl( MethodImplOptions.AggressiveInlining )]
|
||||
public void SetUniformValue( [NotNull]Uniform<Vec4> uniform, Vec4 vec )
|
||||
{
|
||||
Vec4 temp = vec;
|
||||
Context.glUniform1fv( uniform.id.SignedValue, 4, &temp.reg );
|
||||
}
|
||||
|
||||
[MethodImpl( MethodImplOptions.AggressiveInlining )]
|
||||
public void SetUniformValue( [NotNull]Uniform<float> uniform, float v0 )
|
||||
{
|
||||
Context.glUniform1f( uniform.id.SignedValue, v0 );
|
||||
}
|
||||
|
||||
[MethodImpl( MethodImplOptions.AggressiveInlining )]
|
||||
public void SetUniformValue( [NotNull]Uniform<int> uniform, int i0 )
|
||||
{
|
||||
Context.glUniform1i( uniform.id.SignedValue, i0 );
|
||||
}
|
||||
|
||||
[MethodImpl( MethodImplOptions.AggressiveInlining )]
|
||||
public void SetUniformValue( [NotNull] Uniform<float, float> uniform, float v0, float v1 )
|
||||
{
|
||||
Context.glUniform2f( uniform.id.SignedValue, v0, v1 );
|
||||
}
|
||||
|
||||
[MethodImpl( MethodImplOptions.AggressiveInlining )]
|
||||
public void SetUniformValue(
|
||||
[NotNull] Uniform<float, float, float> uniform,
|
||||
float v0,
|
||||
float v1,
|
||||
float v2 )
|
||||
{
|
||||
Context.glUniform3f( uniform.id.SignedValue, v0, v1, v2 );
|
||||
}
|
||||
|
||||
[MethodImpl( MethodImplOptions.AggressiveInlining )]
|
||||
public void SetUniformValue(
|
||||
[NotNull] Uniform<float, float, float, float> uniform,
|
||||
float v0,
|
||||
float v1,
|
||||
float v2,
|
||||
float v3 )
|
||||
{
|
||||
Context.glUniform4f( uniform.id.SignedValue, v0, v1, v2, v3 );
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user