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Switch-Toolbox/File_Format_Library/FileFormats/Layout/BxlytShader.cs

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C#
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using System;
using System.Collections.Generic;
using System.Drawing;
using System.Text;
using System.Threading.Tasks;
using OpenTK.Graphics.OpenGL;
using OpenTK;
using Toolbox.Library;
namespace LayoutBXLYT
{
public class BxlytShader : IDisposable
{
public bool Compiled = false;
public int program;
private int vertexShader;
private int fragmentShader;
private Dictionary<string, int> attributes = new Dictionary<string, int>();
private Dictionary<string, int> uniforms = new Dictionary<string, int>();
private int activeAttributeCount;
public void LoadShaders()
{
Compile();
}
public void Enable()
{
GL.UseProgram(program);
}
public void Disable()
{
GL.UseProgram(0);
}
public void Dispose()
{
GL.DeleteProgram(program);
}
public virtual string VertexShader
{
get
{
StringBuilder vert = new StringBuilder();
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vert.AppendLine("uniform mat4 rotationMatrix;");
vert.AppendLine("void main()");
vert.AppendLine("{");
{
vert.AppendLine("gl_FrontColor = gl_Color;");
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vert.AppendLine("gl_Position = gl_ModelViewProjectionMatrix * rotationMatrix * gl_Vertex;");
}
vert.AppendLine("}");
return vert.ToString();
}
}
public virtual string FragmentShader
{
get
{
StringBuilder vert = new StringBuilder();
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vert.AppendLine("uniform vec4 color;");
vert.AppendLine("void main()");
vert.AppendLine("{");
{
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vert.AppendLine("gl_FragColor = gl_Color * color;");
}
vert.AppendLine("}");
return vert.ToString();
}
}
//For non material panes
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public void SetBasic(BasePane pane, Color color)
{
var rotationMatrix = pane.GetRotationMatrix();
SetMatrix("rotationMatrix", ref rotationMatrix);
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SetColor("color", color);
}
public void SetVec4(string name, Vector4 value)
{
if (uniforms.ContainsKey(name))
GL.Uniform4(uniforms[name], value);
}
public void SetVec2(string name, Vector2 value)
{
if (uniforms.ContainsKey(name))
GL.Uniform2(uniforms[name], value);
}
public void SetFloat(string name, float value)
{
if (uniforms.ContainsKey(name))
GL.Uniform1(uniforms[name], value);
}
public void SetInt(string name, int value)
{
if (uniforms.ContainsKey(name))
GL.Uniform1(uniforms[name], value);
}
public void SetBool(string name, bool value)
{
int intValue = value == true ? 1 : 0;
if (uniforms.ContainsKey(name))
GL.Uniform1(uniforms[name], intValue);
}
public void SetColor(string name, Color color)
{
if (uniforms.ContainsKey(name))
GL.Uniform4(uniforms[name], color);
}
public void SetMatrix(string name, ref Matrix4 value)
{
if (uniforms.ContainsKey(name))
GL.UniformMatrix4(uniforms[name], false, ref value);
}
public int this[string name]
{
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get { return uniforms[name]; }
}
private void LoadAttributes(int program)
{
attributes.Clear();
GL.GetProgram(program, GetProgramParameterName.ActiveAttributes, out activeAttributeCount);
for (int i = 0; i < activeAttributeCount; i++)
{
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int size = 0;
ActiveAttribType type;
string name = GL.GetActiveAttrib(program, i, out size, out type);
int location = GL.GetAttribLocation(program, name);
// Overwrite existing vertex attributes.
attributes[name] = location;
}
}
public void EnableVertexAttributes()
{
foreach (KeyValuePair<string, int> attrib in attributes)
GL.EnableVertexAttribArray(attrib.Value);
}
public void DisableVertexAttributes()
{
foreach (KeyValuePair<string, int> attrib in attributes)
GL.DisableVertexAttribArray(attrib.Value);
}
public int GetAttribute(string name)
{
if (string.IsNullOrEmpty(name) || !attributes.ContainsKey(name))
return -1;
else
return attributes[name];
}
private void LoadUniorms(int program)
{
uniforms.Clear();
GL.GetProgram(program, GetProgramParameterName.ActiveUniforms, out activeAttributeCount);
for (int i = 0; i < activeAttributeCount; i++)
{
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int size = 0;
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ActiveUniformType type;
string name = GL.GetActiveUniform(program, i, out size, out type);
int location = GL.GetUniformLocation(program, name);
// Overwrite existing vertex attributes.
uniforms[name] = location;
}
}
public void Compile()
{
program = CompileShaders();
LoadAttributes(program);
LoadUniorms(program);
OnCompiled();
Compiled = true;
}
public virtual void OnCompiled() { }
private int CompileShaders()
{
vertexShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vertexShader, VertexShader);
GL.CompileShader(vertexShader);
fragmentShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fragmentShader, FragmentShader);
GL.CompileShader(fragmentShader);
var program = GL.CreateProgram();
GL.AttachShader(program, vertexShader);
GL.AttachShader(program, fragmentShader);
GL.LinkProgram(program);
var info = GL.GetProgramInfoLog(program);
if (!string.IsNullOrWhiteSpace(info))
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{
if (Toolbox.Library.Runtime.DumpShadersDEBUG)
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{
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if (!System.IO.Directory.Exists("ShaderDump"))
System.IO.Directory.CreateDirectory("ShaderDump");
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System.IO.File.WriteAllText($"ShaderDump/ShaderError_VS[{vertexShader}]_FS[{fragmentShader}].txt",
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info + VertexShader + FragmentShader);
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}
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Console.WriteLine($"GL.LinkProgram had info log: {info}");
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}
GL.DetachShader(program, vertexShader);
GL.DetachShader(program, fragmentShader);
GL.DeleteShader(vertexShader);
GL.DeleteShader(fragmentShader);
return program;
}
public static void LoadDefaultBlending()
{
GL.Enable(EnableCap.Blend);
GL.Enable(EnableCap.AlphaTest);
GL.AlphaFunc(AlphaFunction.Always, 0f);
GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
GL.BlendEquation(BlendEquationMode.FuncAdd);
GL.Disable(EnableCap.ColorLogicOp);
GL.LogicOp(LogicOp.Noop);
}
public static void LoadTextureUniforms(BxlytShader shader, BxlytMaterial material,
Dictionary<string, STGenericTexture> textures)
{
shader.SetInt("hasTexture0", 0);
shader.SetInt("hasTexture1", 0);
shader.SetInt("hasTexture2", 0);
shader.SetInt("textures0", 0);
shader.SetInt("textures1", 0);
shader.SetInt("textures2", 0);
BindTextureUniforms(shader, material);
if (material.TextureMaps.Length > 0 || Runtime.LayoutEditor.Shading == Runtime.LayoutEditor.DebugShading.UVTestPattern)
GL.Enable(EnableCap.Texture2D);
for (int i = 0; i < 3; i++)
{
//Default UVs as centered
var matTranslate = Matrix4.CreateTranslation(0 / 1 - 0.5f, 0 / 1 - 0.5f, 0);
shader.SetMatrix(String.Format("textureTransforms[{0}]", i), ref matTranslate);
}
int id = 1;
for (int i = 0; i < material.TextureMaps.Length; i++)
{
string TexName = material.TextureMaps[i].Name;
if (material.animController.TexturePatterns.ContainsKey((LTPTarget)i))
TexName = material.animController.TexturePatterns[(LTPTarget)i];
if (textures.ContainsKey(TexName))
{
GL.ActiveTexture(TextureUnit.Texture0 + id);
shader.SetInt($"textures{i}", id);
bool isBinded = BxlytToGL.BindGLTexture(material.TextureMaps[i], textures[TexName]);
if (isBinded)
shader.SetInt($"hasTexture{i}", 1);
var scale = new Syroot.Maths.Vector2F(1, 1);
float rotate = 0;
var translate = new Syroot.Maths.Vector2F(0, 0);
int index = i;
if (material.TextureTransforms.Length > index)
{
var transform = material.TextureTransforms[index];
scale = transform.Scale;
rotate = transform.Rotate;
translate = transform.Translate;
foreach (var animItem in material.animController.TextureSRTS)
{
switch (animItem.Key)
{
case LTSTarget.ScaleS: scale.X = animItem.Value; break;
case LTSTarget.ScaleT: scale.Y = animItem.Value; break;
case LTSTarget.Rotate: rotate = animItem.Value; break;
case LTSTarget.TranslateS: translate.X = animItem.Value; break;
case LTSTarget.TranslateT: translate.Y = animItem.Value; break;
}
}
}
var matScale = Matrix4.CreateScale(scale.X, scale.Y, 1.0f);
var matRotate = Matrix4.CreateFromAxisAngle(new Vector3(0, 0, 1), MathHelper.DegreesToRadians(rotate));
var matTranslate = Matrix4.CreateTranslation(
translate.X / scale.X - 0.5f,
translate.Y / scale.Y - 0.5f, 0);
Matrix4 matTransform = matRotate * matTranslate * matScale;
shader.SetMatrix(String.Format("textureTransforms[{0}]", i), ref matTransform);
id++;
}
}
}
private static void BindTextureUniforms(BxlytShader shader, BxlytMaterial material)
{
//Do uv test pattern
GL.ActiveTexture(TextureUnit.Texture10);
GL.Uniform1(GL.GetUniformLocation(shader.program, "uvTestPattern"), 10);
GL.BindTexture(TextureTarget.Texture2D, RenderTools.uvTestPattern.RenderableTex.TexID);
if (material.TextureMaps.Length > 0)
{
var tex = material.TextureMaps[0];
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, BxlytToGL.ConvertTextureWrap(tex.WrapModeU));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, BxlytToGL.ConvertTextureWrap(tex.WrapModeV));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, BxlytToGL.ConvertMagFilterMode(tex.MaxFilterMode));
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, BxlytToGL.ConvertMinFilterMode(tex.MinFilterMode));
}
else
{
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureParameterName.ClampToEdge);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureParameterName.ClampToEdge);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
}
}
}
}