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

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6.5 KiB
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;
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();
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();
}
}
//For non material panes
public void SetBasic(BasePane pane)
{
var rotationMatrix = pane.GetRotationMatrix();
SetMatrix("rotationMatrix", ref rotationMatrix);
}
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))
Console.WriteLine($"GL.LinkProgram had info log: {info}");
GL.DetachShader(program, vertexShader);
GL.DetachShader(program, fragmentShader);
GL.DeleteShader(vertexShader);
GL.DeleteShader(fragmentShader);
return program;
}
}
}