Files
stgsharp/源代码/StgSharp/Graphics/GL/ShaderEdit/Shader.cs
T

149 lines
4.6 KiB
C#

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
{
/// <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(GL);
}
protected Shader CreateShader(ShaderType type, int count)
{
return new Shader(this.gl, new glHandleSet(count), type);
}
}
public class Shader
{
internal readonly glHandleSet handle;
public readonly ShaderType type;
private readonly IglFunc GL;
internal Shader(IglFunc gl, glHandleSet handle, ShaderType usage)
{
this.handle = handle;
GL = gl;
type = usage;
}
/// <summary>
/// Compile the vertex shader to be attached to this shader.
/// </summary>
/// <param name="shaderCode">GLSL code of vertex shader.</param>
public unsafe void Compile(ShaderType usage, params string[] code)
{
glHandleSet.Copy(GL.CompileShader(usage, code), handle);
}
//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]);
}
}
public class ShaderProgram
{
internal readonly glHandle handle;
private readonly IglFunc GL;
/// <summary>
/// Inti a shader with no program attached.
/// </summary>
internal unsafe ShaderProgram(IglFunc gl)
{
GL = gl;
handle = GL.CreateProgram();
}
/// <summary>
/// Link the shader to current context.
/// </summary>
public void Link()
{
if (InternalIO.InternalLinkShaderProgram(handle.Value) == 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);
}
}
}
/// <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, GL);
}
/// <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, GL);
}
/// <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, GL);
}
/// <summary>
/// Let the current context use this shader.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Use()
{
GL.UseProgram(handle);
}
}
}