264 lines
9.0 KiB
C#
264 lines
9.0 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 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 : ISSDSerializable
|
|
{
|
|
|
|
private readonly IntPtr context;
|
|
internal readonly glHandleSet handle;
|
|
public readonly ShaderType type;
|
|
|
|
public 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 $"This is a {type} shader, its shader handles are {handle.ToString()}.";
|
|
}
|
|
|
|
public byte[] GetBytes()
|
|
{
|
|
return Array.Empty<byte>();
|
|
}
|
|
|
|
public void CheckStatus(int index, ShaderStatus status)
|
|
{
|
|
string log = glFunc.GetShaderStatus(this,index, (int)status);
|
|
if (!string.IsNullOrEmpty(log))
|
|
{
|
|
throw new Exception($"Shader Error \t{status}\n" + log);
|
|
}
|
|
}
|
|
|
|
public byte[] GetBytes(out int length)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
public void FromBytes(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">ContextName 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">ContextName 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">ContextName 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">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 : 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();
|
|
}
|
|
|
|
}
|
|
} |