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stgsharp/源代码/StgSharp/Graphics/GL/ShaderEdit/Shader.cs
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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 StgSharp.Data;
using System;
using System.Collections.Generic;
using System.IO;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using System.Xml.Linq;
namespace StgSharp.Graphics.GL
{
public abstract partial class glRenderStream : RenderStream
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected sealed override Shader CreateShaderSegment(ShaderType type, int count)
{
return new Shader( glFunc.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 sealed override ShaderProgram CreateShaderProgram()
{
return new ShaderProgram(this);
}
}
public class Shader : SSDSerializable
{
private readonly IntPtr context;
internal readonly glHandleSet handle;
public readonly ShaderType type;
public override SerializableTypeCode SSDTypeCode => SerializableTypeCode.Shader;
internal unsafe Shader(glHandleSet handle, ShaderType usage)
{
this.handle = handle;
context = glFunc.CurrentContextHandle;
type = usage;
}
/// <summary>
/// Attach one shader code to a shader program.
/// </summary>
/// <param name="target">Shader program to attach</param>
/// <param name="index">Index of shader code in current shader code set.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void AttachTo(int index, ShaderProgram target)
{
glFunc.AttachShader(target.handle, handle[index]);
}
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);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Compile(int index, byte[] codeStream)
{
if (codeStream == null)
{
throw new ArgumentNullException(nameof(codeStream));
}
glFunc.LoadShaderSource(handle[index], codeStream);
glFunc.CompileShader(handle[index]);
CheckStatus(index,ShaderStatus.CompileStatus);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Compile(int index, string codeStream)
{
if (codeStream == null)
{
throw new ArgumentNullException(nameof(codeStream));
}
glFunc.LoadShaderSource(handle[index],Encoding.ASCII.GetBytes( codeStream));
glFunc.CompileShader(handle[index]);
CheckStatus(index, ShaderStatus.CompileStatus);
}
public override string ToString()
{
return $"This is a {type} shader, its shader handles are {handle.ToString()}.";
}
//TODO shader 的序列化究极麻烦,原因是shader的架构问题
public override byte[] GetBytes()
{
throw new NotImplementedException();
}
public void CheckStatus(int index, ShaderStatus status)
{
string log = glFunc.GetShaderStatus(this,index, (int)status);
if (log != "")
{
throw new Exception($"Shader Error\n{status}\n" + log);
}
}
public override byte[] GetBytes(out int length)
{
throw new NotImplementedException();
}
internal override void BuildFromByteStream(byte[] stream)
{
throw new NotImplementedException();
}
}
public enum ShaderStatus : int
{
CompileStatus = GLconst.COMPILE_STATUS,
}
public class ShaderProgram
{
private readonly IntPtr binding;
internal readonly glHandle handle;
/// <summary>
/// Init a program with no shader attached.
/// </summary>
internal unsafe ShaderProgram(glRenderStream binding)
{
this.binding = binding.ContextHandle;
handle = glFunc.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);
}
/// <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, W> GetUniform<T, U, V, W>(string name)
where T : struct
where U : struct
where V : struct
where W : struct
{
return new Uniform<T, U, V, W>(this, name);
}
/// <summary>
/// Link the shader to current context.
/// </summary>
public unsafe void Link()
{
if (InternalIO.InternalLinkShaderProgram((GLcontext*)this.binding, 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()
{
glFunc.UseProgram(handle);
}
~ShaderProgram()
{
//handle.Dispose();
}
}
}