192 lines
6.5 KiB
C#
192 lines
6.5 KiB
C#
//-----------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------
|
|
// 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 System;
|
|
using System.Collections.Generic;
|
|
using System.Runtime.CompilerServices;
|
|
using System.Runtime.InteropServices;
|
|
using System.Text;
|
|
|
|
namespace StgSharp.Graphics
|
|
{
|
|
public partial class Form
|
|
{
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
protected Shader CreateShader(ShaderType type, int count)
|
|
{
|
|
return new Shader(this.gl, gl.CreateShaderSet(count, type), type);
|
|
}
|
|
/// <summary>
|
|
/// Create an instance of <see cref="Shader"/> program
|
|
/// </summary>
|
|
/// <returns>New instance of <see cref="Shader"/> instance. </returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
protected ShaderProgram CreateShaderProgram()
|
|
{
|
|
return new ShaderProgram(this);
|
|
}
|
|
|
|
}
|
|
|
|
public class Shader
|
|
{
|
|
|
|
private readonly IglFunc GL;
|
|
internal readonly glHandleSet handle;
|
|
public readonly ShaderType type;
|
|
|
|
internal Shader(IglFunc gl, glHandleSet handle, ShaderType usage)
|
|
{
|
|
this.handle = handle;
|
|
GL = gl;
|
|
type = usage;
|
|
}
|
|
|
|
//TODO:写链接着色器的文档注释
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="target"></param>
|
|
/// <param name="index"></param>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public void AttachTo(int index, ShaderProgram target)
|
|
{
|
|
GL.AttachShader(target.handle, handle[index]);
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public unsafe void Compile(int index, string code)
|
|
{
|
|
if (code == null)
|
|
{
|
|
throw new ArgumentNullException("Must provide enough code");
|
|
}
|
|
GL.LoadShaderSource(handle[index], $"{code}\0");
|
|
GL.CompileShader(handle[index]);
|
|
}
|
|
|
|
public override string ToString()
|
|
{
|
|
return $"This is a {type} shader, its shader handles are {handle.ToString()}.";
|
|
}
|
|
|
|
}
|
|
|
|
public class ShaderProgram
|
|
{
|
|
|
|
private readonly Form binding;
|
|
internal readonly glHandle handle;
|
|
|
|
/// <summary>
|
|
/// Inti a shader with no program attached.
|
|
/// </summary>
|
|
internal unsafe ShaderProgram(Form binding)
|
|
{
|
|
this.binding = binding;
|
|
handle = binding.GL.CreateProgram();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a uniform form current shader,
|
|
/// the value type of the uniform should be provided.
|
|
/// </summary>
|
|
/// <param name="name">Name of the Uniform in shader code</param>
|
|
/// <returns></returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public unsafe Uniform<T> GetUniform<T>(string name) where T : struct
|
|
{
|
|
return new Uniform<T>(this, name, binding);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a uniform form current shader,
|
|
/// the value type of the uniform should be provided.
|
|
/// </summary>
|
|
/// <param name="name">Name of the Uniform in shader code</param>
|
|
/// <returns></returns>
|
|
public unsafe Uniform<T, U> GetUniform<T, U>(string name)
|
|
where T : struct
|
|
where U : struct
|
|
{
|
|
return new Uniform<T, U>(this, name, binding);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a uniform form current shader,
|
|
/// the value type of the uniform should be provided.
|
|
/// </summary>
|
|
/// <param name="name">Name of the Uniform in shader code</param>
|
|
/// <returns></returns>
|
|
public unsafe Uniform<T, U, V> GetUniform<T, U, V>(string name)
|
|
where T : struct
|
|
where U : struct
|
|
where V : struct
|
|
{
|
|
return new Uniform<T, U, V>(this, name, binding);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Link the shader to current context.
|
|
/// </summary>
|
|
public unsafe void Link()
|
|
{
|
|
if (InternalIO.InternalLinkShaderProgram(binding.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", string.Empty);
|
|
InternalIO.InternalWriteLog(log, LogType.Error);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
InternalIO.InternalWriteLog(ex.Message, LogType.Error);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Let the current context use this shader.
|
|
/// </summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public unsafe void Use()
|
|
{
|
|
binding.GL.UseProgram(handle);
|
|
}
|
|
|
|
}
|
|
} |