2019-09-08 21:15:42 +02:00
|
|
|
|
using System;
|
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
using System.Drawing;
|
|
|
|
|
using System.Text;
|
|
|
|
|
using System.Threading.Tasks;
|
|
|
|
|
using OpenTK.Graphics.OpenGL;
|
|
|
|
|
using OpenTK;
|
|
|
|
|
|
|
|
|
|
namespace LayoutBXLYT
|
|
|
|
|
{
|
|
|
|
|
public class BxlytShader : IDisposable
|
|
|
|
|
{
|
|
|
|
|
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()
|
|
|
|
|
{
|
|
|
|
|
program = CompileShaders();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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();
|
|
|
|
|
vert.AppendLine("uniform mat4 globalTransform;");
|
|
|
|
|
vert.AppendLine("void main()");
|
|
|
|
|
vert.AppendLine("{");
|
|
|
|
|
{
|
|
|
|
|
vert.AppendLine("gl_FrontColor = gl_Color;");
|
|
|
|
|
vert.AppendLine("gl_Position = gl_ModelViewProjectionMatrix * globalTransform * gl_Vertex;");
|
|
|
|
|
}
|
|
|
|
|
vert.AppendLine("}");
|
|
|
|
|
return vert.ToString();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
public virtual string FragmentShader
|
|
|
|
|
{
|
|
|
|
|
get
|
|
|
|
|
{
|
|
|
|
|
StringBuilder vert = new StringBuilder();
|
|
|
|
|
vert.AppendLine("void main()");
|
|
|
|
|
vert.AppendLine("{");
|
|
|
|
|
{
|
|
|
|
|
vert.AppendLine("gl_FragColor = gl_Color;");
|
|
|
|
|
}
|
|
|
|
|
vert.AppendLine("}");
|
|
|
|
|
return vert.ToString();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
|
2019-09-20 00:02:10 +02:00
|
|
|
|
public void SetBool(string name, bool value)
|
|
|
|
|
{
|
|
|
|
|
int intValue = value == true ? 1 : 0;
|
|
|
|
|
|
|
|
|
|
if (uniforms.ContainsKey(name))
|
|
|
|
|
GL.Uniform1(uniforms[name], intValue);
|
|
|
|
|
}
|
|
|
|
|
|
2019-09-08 21:15:42 +02:00
|
|
|
|
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]
|
|
|
|
|
{
|
2019-09-08 23:08:09 +02:00
|
|
|
|
get { return uniforms[name]; }
|
2019-09-08 21:15:42 +02:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void LoadAttributes(int program)
|
|
|
|
|
{
|
|
|
|
|
attributes.Clear();
|
|
|
|
|
|
|
|
|
|
GL.GetProgram(program, GetProgramParameterName.ActiveAttributes, out activeAttributeCount);
|
|
|
|
|
for (int i = 0; i < activeAttributeCount; i++)
|
|
|
|
|
{
|
2019-09-08 23:08:09 +02:00
|
|
|
|
int size = 0;
|
2019-09-08 23:45:57 +02:00
|
|
|
|
ActiveAttribType type;
|
|
|
|
|
string name = GL.GetActiveAttrib(program, i, out size, out type);
|
2019-09-08 21:15:42 +02:00
|
|
|
|
int location = GL.GetAttribLocation(program, name);
|
|
|
|
|
|
|
|
|
|
// Overwrite existing vertex attributes.
|
|
|
|
|
attributes[name] = location;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void LoadUniorms(int program)
|
|
|
|
|
{
|
|
|
|
|
uniforms.Clear();
|
|
|
|
|
|
|
|
|
|
GL.GetProgram(program, GetProgramParameterName.ActiveUniforms, out activeAttributeCount);
|
|
|
|
|
for (int i = 0; i < activeAttributeCount; i++)
|
|
|
|
|
{
|
2019-09-08 23:08:09 +02:00
|
|
|
|
int size = 0;
|
2019-09-08 23:45:57 +02:00
|
|
|
|
ActiveUniformType type;
|
|
|
|
|
string name = GL.GetActiveUniform(program, i, out size, out type);
|
2019-09-08 21:15:42 +02:00
|
|
|
|
int location = GL.GetUniformLocation(program, name);
|
|
|
|
|
|
|
|
|
|
// Overwrite existing vertex attributes.
|
|
|
|
|
uniforms[name] = location;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void Compile()
|
|
|
|
|
{
|
|
|
|
|
program = CompileShaders();
|
|
|
|
|
|
|
|
|
|
LoadUniorms(program);
|
|
|
|
|
OnCompiled();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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))
|
|
|
|
|
Console.WriteLine($"GL.LinkProgram had info log: {info}");
|
|
|
|
|
|
|
|
|
|
GL.DetachShader(program, vertexShader);
|
|
|
|
|
GL.DetachShader(program, fragmentShader);
|
|
|
|
|
GL.DeleteShader(vertexShader);
|
|
|
|
|
GL.DeleteShader(fragmentShader);
|
|
|
|
|
return program;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|