Files
stgsharp/StgSharp.Common/Graphics/OpenGL/ShaderEdit/Shader.cs
T

318 lines
10 KiB
C#

//-----------------------------------------------------------------------
// -----------------------------------------------------------------------
// file="Shader"
// Project: StgSharp
// AuthorGroup: Nitload
// Copyright (c) Nitload. 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.Graphics;
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
{
/// <summary>
/// Create an instance of <see cref="Shader" /> program
/// </summary>
/// <returns>
/// New instance of <see cref="Shader" /> instance.
/// </returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected sealed override ShaderProgram CreateShaderProgram()
{
return new ShaderProgram(this);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected sealed override 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;
/// <summary>
/// Attach one shader code to a shader program.
/// </summary>
/// <param _label="target">
/// Shader program to attach
/// </param>
/// <param _label="index">
/// Index of shader code in current shader code set.
/// </param>
[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<byte> 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<byte>();
}
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;
/// <summary>
/// CustomizeInit a program with no shader attached.
/// </summary>
internal unsafe ShaderProgram(
glRender binding
)
{
GL = binding.GL;
handle = GL.CreateProgram();
}
/// <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 (GraphicFramework.InternalLinkShaderProgram(
(OpenglContext*)this.GL.ContextHandle, handle.Value) == 0)
{
IntPtr logPtr = GraphicFramework.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);
DefaultLog.InternalWriteLog(log, LogType.Error);
}
catch (Exception ex)
{
DefaultLog.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();
}
}
}