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Switch-Toolbox/Switch_Toolbox_Library/Rendering/SetUpShaders.cs

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C#
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using OpenTK.Graphics.OpenGL;
using SFGraphics.GLObjects.Shaders;
using SFGraphics.Utils;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Windows.Forms;
namespace Toolbox.Library.Rendering
{
public static class ShaderTools
{
public static string shaderSourceDirectory;
public static string executableDir;
public static void SetUpShaders(bool forceBinaryUpdate = false)
{
var stopwatch = System.Diagnostics.Stopwatch.StartNew();
shaderSourceDirectory = Path.Combine(executableDir, "Shader");
// Reset the shaders first so that shaders can be replaced.
OpenTKSharedResources.shaders.Clear();
SetUpAllShaders();
System.Diagnostics.Debug.WriteLine("Shader Setup: {0} ms", stopwatch.ElapsedMilliseconds);
}
private static void SetUpAllShaders()
{
if (Toolbox.Library.Runtime.UseLegacyGL)
SetUpLegacyBfresShaders();
else
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{
SetUpBfresShaders();
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SetUBoneShaders();
}
}
private static void SetUpLegacyBfresShaders()
{
List<string> bfresSharedShaders = new List<string>
{
"Bfres\\Legacy\\BFRES.vert",
"Bfres\\Legacy\\BFRES.frag",
};
CreateAndAddShader("BFRES", bfresSharedShaders.ToArray());
CreateAndAddShader("BFRES_Debug", bfresSharedShaders.ToArray());
}
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private static void SetUBoneShaders()
{
List<string> boneSharedShaders = new List<string>
{
"Bone.vert",
"Bone.frag",
};
CreateAndAddShader("BONE", boneSharedShaders.ToArray());
}
private static void SetUpBfresShaders()
{
List<string> bfresSharedShaders = new List<string>
{
"Bfres\\BFRES.vert",
"Bfres\\BFRES_utility.frag",
"Utility\\Utility.frag"
};
List<string> NormalsSharedShaders = new List<string>
{
"Bfres\\Normals.frag",
"Bfres\\Normals.vert",
"Bfres\\Normals.geom",
};
List<string> HDRShaders = new List<string>
{
"HDRSkyBox\\HDRSkyBox.vert",
"HDRSkyBox\\HDRSkyBox.frag",
};
List<string> bfresDebugShaders = new List<string>(bfresSharedShaders);
bfresDebugShaders.Add("Bfres\\BFRES_Debug.frag");
bfresDebugShaders.Add("Bfres\\BFRESTurboShadow.frag");
List<string> bfresShaders = new List<string>(bfresSharedShaders);
bfresShaders.Add("Bfres\\BFRES.frag");
bfresShaders.Add("Bfres\\BFRESTurboShadow.frag");
List<string> bfresPBRShaders = new List<string>(bfresSharedShaders);
bfresPBRShaders.Add("Bfres\\BFRES_PBR.frag");
bfresPBRShaders.Add("Bfres\\BFRESTurboShadow.frag");
List<string> bfresBotwShaders = new List<string>(bfresSharedShaders);
bfresBotwShaders.Add("Bfres\\BFRES_Botw.frag");
CreateAndAddShader("BFRES", bfresShaders.ToArray());
CreateAndAddShader("BFRES_PBR", bfresPBRShaders.ToArray());
CreateAndAddShader("BFRES_Debug", bfresDebugShaders.ToArray());
CreateAndAddShader("BFRES_Botw", bfresBotwShaders.ToArray());
CreateAndAddShader("BFRES_Normals", NormalsSharedShaders.ToArray());
CreateAndAddShader("KCL", "KCL.frag", "KCL.vert");
CreateAndAddShader("HDRSkyBox", HDRShaders.ToArray());
}
public static void CreateAndAddShader(string shaderProgramName, params string[] shaderRelativePaths)
{
if (!OpenTKSharedResources.shaders.ContainsKey(shaderProgramName))
{
Shader shader = CreateShader(shaderProgramName, shaderRelativePaths);
OpenTKSharedResources.shaders.Add(shaderProgramName, shader);
}
}
private static Shader CreateShader(string shaderProgramName, string[] shaderRelativePaths)
{
Shader shader = new Shader();
LoadShaderFiles(shader, shaderRelativePaths);
return shader;
}
private static void LoadShaderFiles(Shader shader, string[] shaderRelativePaths)
{
var shaders = new List<Tuple<string, ShaderType, string>>();
foreach (string file in shaderRelativePaths)
{
// The input paths are relative to the main shader directory.
string shaderPath = shaderSourceDirectory + "\\" + file;
if (!File.Exists(shaderPath))
continue;
// Read the shader file.
string shaderName = Path.GetFileNameWithoutExtension(shaderPath);
string shaderSource = File.ReadAllText(shaderPath);
// Determine the shader type based on the file extension.
ShaderType shaderType = ShaderType.FragmentShader;
if (file.EndsWith(".vert"))
shaderType = ShaderType.VertexShader;
else if (file.EndsWith(".frag"))
shaderType = ShaderType.FragmentShader;
else if (file.EndsWith(".geom"))
shaderType = ShaderType.GeometryShader;
shaders.Add(new Tuple<string, ShaderType, string>(shaderSource, shaderType, shaderName));
}
shader.LoadShaders(shaders);
}
public static void SystemColorVector3Uniform(Shader shader, System.Drawing.Color color, string name)
{
shader.SetVector3(name, ColorUtils.GetVector4(color).Xyz);
}
public static void SaveErrorLogs()
{
// Export error logs for all the shaders.
List<String> compileErrorList = new List<String>();
int successfulCompilations = OpenTKSharedResources.shaders.Count;
foreach (string shaderName in OpenTKSharedResources.shaders.Keys)
{
if (!OpenTKSharedResources.shaders[shaderName].LinkStatusIsOk)
{
compileErrorList.Add(shaderName);
successfulCompilations -= 1;
}
// Create the error logs directory if not found.
string errorLogDirectory = executableDir + "\\Shader Error Logs\\";
if (!Directory.Exists(errorLogDirectory))
Directory.CreateDirectory(errorLogDirectory);
// Export the error log.
string logExport = OpenTKSharedResources.shaders[shaderName].GetErrorLog();
File.WriteAllText(errorLogDirectory + shaderName + " Error Log.txt", logExport.Replace("\n", Environment.NewLine));
}
// Display how many shaders correctly compiled.
string message = String.Format("{0} of {1} shaders compiled successfully. Error logs have been saved to the Shader Error Logs directory.\n",
successfulCompilations, OpenTKSharedResources.shaders.Count);
// Display the shaders that didn't compile.
if (compileErrorList.Count > 0)
{
message += "The following shaders failed to compile:\n";
foreach (String shader in compileErrorList)
message += shader + "\n";
}
MessageBox.Show(message, "GLSL Shader Error Logs Exported");
}
}
}