using StgSharp;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Graphics
{
public partial class Form
{
///
/// Create an instance of program
///
/// New instance of instance.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected ShaderProgram CreateShaderProgram()
{
return new ShaderProgram(GL);
}
protected Shader CreateShader(ShaderType type, int count)
{
return new Shader(this.gl, new glHandleSet(count), type);
}
}
public class Shader
{
internal readonly glHandleSet handle;
public readonly ShaderType type;
private readonly IglFunc GL;
internal Shader(IglFunc gl, glHandleSet handle, ShaderType usage)
{
this.handle = handle;
GL = gl;
type = usage;
}
///
/// Compile the vertex shader to be attached to this shader.
///
/// GLSL code of vertex shader.
public unsafe void Compile(params string[] code)
{
glHandleSet.Copy(GL.CompileShader(type, code), handle);
}
//TODO:写链接着色器的文档注释
///
///
///
///
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void AttachTo(int index, ShaderProgram target)
{
GL.AttachShader(target.handle, handle[index]);
}
public override string ToString()
{
return $"This is a {type} shader, its shader handles are {handle.ToString()}.";
}
}
public class ShaderProgram
{
internal readonly glHandle handle;
private readonly IglFunc GL;
///
/// Inti a shader with no program attached.
///
internal unsafe ShaderProgram(IglFunc gl)
{
GL = gl;
handle = GL.CreateProgram();
}
///
/// Link the shader to current context.
///
public unsafe void Link()
{
if (InternalIO.InternalLinkShaderProgram(GL.Context, 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", "");
InternalIO.InternalWriteLog(log, LogType.Error);
}
catch (Exception ex)
{
InternalIO.InternalWriteLog(ex.Message, LogType.Error);
}
}
}
///
/// Get a uniform form current shader,
/// the value type of the uniform should be provided.
///
/// Name of the Uniform in shader code
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe Uniform GetUniform(string name) where T : struct
{
return new Uniform(this, name, GL);
}
///
/// Get a uniform form current shader,
/// the value type of the uniform should be provided.
///
/// Name of the Uniform in shader code
///
public unsafe Uniform GetUniform(string name)
where T : struct
where U : struct
{
return new Uniform(this, name, GL);
}
///
/// Get a uniform form current shader,
/// the value type of the uniform should be provided.
///
/// Name of the Uniform in shader code
///
public unsafe Uniform GetUniform(string name)
where T : struct
where U : struct
where V : struct
{
return new Uniform(this, name, GL);
}
///
/// Let the current context use this shader.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Use()
{
GL.UseProgram(handle);
}
}
}