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(ShaderType shaderType)
{
return new ShaderProgram(GL, 1);
}
}
public class Shader
{
internal readonly glHandle handle;
public readonly ShaderType type;
private readonly IglFunc GL;
internal Shader(IglFunc gl, glHandle handle)
{
this.handle = handle;
GL = gl;
}
///
/// Compile the vertex shader to be attached to this shader.
///
/// GLSL code of vertex shader.
public unsafe void Compile(string shaderCode, ShaderType usage, int index)
{
handle.handle[index] = GL.CompileShader(shaderCode, type).handle;
}
//TODO:写链接着色器的文档注释
///
///
///
///
///
public void AttachTo(ShaderProgram target, ShaderType usage)
{
switch (usage)
{
case ShaderType.Fragment:
break;
case ShaderType.Vertex:
GL.AttachShader(target.handle,)
break;
default:
throw new ArgumentException();
}
}
}
public class ShaderProgram
{
internal readonly glHandle handle;
private readonly IglFunc GL;
///
/// Inti a shader with no program attached.
///
internal unsafe ShaderProgram(IglFunc gl, int count)
{
GL = gl;
handle = GL.CreateProgram();
}
///
/// Link the shader to current context.
///
public void Link()
{
if (InternalIO.InternalLinkShaderProgram(handle[0]) == 0)
{
IntPtr logPtr = InternalIO.InternalReadLog();
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
///
public unsafe Uniform GetUniform(string name) where T : struct
{
byte[] bytes = Encoding.ASCII.GetBytes(name);
int uniform;
fixed (byte* ptr = bytes)
{
uniform = GL.GetUniformLocation(handle[0], ptr);
}
if (uniform != -1)
{
return new Uniform(uniform);
}
else
{
throw new Exception($"Cannot find the uniform {name} in shader {handle[0]}");
}
}
///
/// Get a uniform form current shader,
/// the value type of the uniform should be provided.
///
/// Name of the Uniform in shader code
///
public unsafe Uniform GetUniform(string name)
where T : struct
where U : struct
{
byte[] bytes = Encoding.ASCII.GetBytes(name);
int uniform;
fixed (byte* ptr = bytes)
{
uniform = GL.GetUniformLocation(handle[0], ptr);
}
if (uniform != -1)
{
return new Uniform(uniform);
}
else
{
throw new Exception($"Cannot find the uniform {name} in shader {handle[0]}");
}
}
///
/// 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(int index, string name)
where T : struct
where U : struct
where V : struct
{
byte[] bytes = Encoding.ASCII.GetBytes(name);
int uniform;
fixed (byte* ptr = bytes)
{
uniform = GL.GetUniformLocation(handle[index], ptr);
}
if (uniform != -1)
{
return new Uniform(uniform);
}
else
{
throw new Exception($"Cannot find the uniform {name} in shader {handle[index]}");
}
}
///
/// Let the current context use this shader.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Use(int index)
{
GL.UseProgram(handle[index]);
}
}
}