//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="Shader.cs"
// Project: StgSharp
// 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;
using StgSharp.Internal;
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using System.Xml.Linq;
namespace StgSharp.Graphics.OpenGL
{
public abstract partial class glRender : RenderStream
{
///
/// Create an instance of program
///
///
/// New instance of instance.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected override sealed ShaderProgram CreateShaderProgram()
{
return new ShaderProgram(this);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected override sealed Shader CreateShaderSegment(ShaderType type, int count)
{
return new Shader(GL.CreateShaderSet(count, type), type, this);
}
}
public class Shader : ISSDSerializable
{
private readonly OpenGLFunction GL;
internal readonly GlHandle[] handle;
public readonly ShaderType type;
internal unsafe Shader(GlHandle[] handle, ShaderType usage, glRender stream)
{
this.handle = handle;
GL = stream.GL;
type = usage;
}
public SerializableTypeCode SSDTypeCode => SerializableTypeCode.Shader;
///
/// Attach one shader code to a shader program.
///
///
/// Shader program to attach
///
///
/// Index of shader code in current shader code set.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void AttachTo(int index, [NotNull]ShaderProgram target)
{
GL.AttachShader(target.handle, handle[index]);
}
public void CheckStatus(int index, ShaderStatus status)
{
string log = GL.GetShaderStatus(this, index, (int)status);
if (!string.IsNullOrEmpty(log)) {
throw new InvalidOperationException($"{$"Shader Error \t{status}\n"}{log}");
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Compile(int index, ReadOnlySpan codeU8Stream)
{
GL.LoadShaderSource(handle[index], codeU8Stream);
GL.CompileShader(handle[index]);
CheckStatus(index, ShaderStatus.CompileStatus);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Compile(int index, byte[] codeStream)
{
ArgumentNullException.ThrowIfNull(codeStream);
GL.LoadShaderSource(handle[index], codeStream);
GL.CompileShader(handle[index]);
CheckStatus(index, ShaderStatus.CompileStatus);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Compile(int index, string codeStream)
{
ArgumentNullException.ThrowIfNull(codeStream);
GL.LoadShaderSource(handle[index], codeStream.AsSpan());
GL.CompileShader(handle[index]);
CheckStatus(index, ShaderStatus.CompileStatus);
}
public void FromBytes(byte[] stream)
{
throw new NotImplementedException();
}
public static byte[] FromCodeFile(string fileRoute)
{
string str = File.ReadAllText(fileRoute);
if (string.IsNullOrEmpty(str)) {
throw new InvalidOperationException($"Cannot load and GLSL code from {fileRoute}");
}
return Encoding.UTF8.GetBytes(str);
}
public byte[] GetBytes()
{
return Array.Empty();
}
public byte[] GetBytes(out int length)
{
throw new NotImplementedException();
}
public override string ToString()
{
return $"This is a {type} shader, its shader handles are {handle.ToString()}.";
}
}
public enum ShaderStatus : int
{
CompileStatus = glConst.COMPILE_STATUS,
}
public class ShaderProgram
{
private readonly OpenGLFunction GL;
internal readonly GlHandle handle;
///
/// CustomizeInit a program with no shader attached.
///
internal unsafe ShaderProgram(glRender binding)
{
GL = binding.GL;
handle = GL.CreateProgram();
}
///
/// Get a uniform form current shader, the value type of the uniform should be provided.
///
///
/// ContextName of the Uniform in shader code
///
///
///
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe Uniform GetUniform(string name) where T: unmanaged
{
return new Uniform(GL.GetUniformLocation(this.handle, name));
}
///
/// Get a uniform form current shader, the value type of the uniform should be provided.
///
///
/// ContextName of the Uniform in shader code
///
///
///
///
public unsafe Uniform GetUniform(string name) where T: unmanaged where U: struct
{
return new Uniform(GL.GetUniformLocation(this.handle, name));
}
///
/// Get a uniform form current shader, the value type of the uniform should be provided.
///
///
/// ContextName of the Uniform in shader code
///
///
///
///
public unsafe Uniform GetUniform(string name) where T: unmanaged
where U: struct
where V: struct
{
return new Uniform(GL.GetUniformLocation(this.handle, name));
}
///
/// Get a uniform form current shader, the value type of the uniform should be provided.
///
///
/// ContextName of the Uniform in shader code
///
///
///
///
public unsafe Uniform GetUniform(string name) where T: unmanaged
where U: struct
where V: struct
where W: struct
{
return new Uniform(GL.GetUniformLocation(this.handle, name));
}
///
/// Link the shader to current viewPortDisplay.
///
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);
}
}
}
///
/// Let the current viewPortDisplay use this shader.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Use()
{
GL.UseProgram(handle);
}
~ShaderProgram()
{
//handle.Dispose();
}
}
}