Remove legacy renderers.
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186
OpenRA.Renderer.Sdl2/Shader.cs
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186
OpenRA.Renderer.Sdl2/Shader.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using OpenRA.FileSystem;
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using OpenRA.Graphics;
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using Tao.OpenGl;
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namespace OpenRA.Renderer.Sdl2
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{
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public class Shader : IShader
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{
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readonly Dictionary<string, int> samplers = new Dictionary<string, int>();
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readonly Dictionary<int, ITexture> textures = new Dictionary<int, ITexture>();
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int program;
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public Shader(string name)
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{
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// Vertex shader
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string vertexCode;
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using (var file = new StreamReader(GlobalFileSystem.Open("glsl{0}{1}.vert".F(Path.DirectorySeparatorChar, name))))
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vertexCode = file.ReadToEnd();
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var v = Gl.glCreateShaderObjectARB(Gl.GL_VERTEX_SHADER_ARB);
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ErrorHandler.CheckGlError();
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Gl.glShaderSourceARB(v, 1, new string[] { vertexCode }, null);
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ErrorHandler.CheckGlError();
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Gl.glCompileShaderARB(v);
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ErrorHandler.CheckGlError();
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int success;
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Gl.glGetObjectParameterivARB(v, Gl.GL_OBJECT_COMPILE_STATUS_ARB, out success);
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ErrorHandler.CheckGlError();
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if (success == 0)
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throw new InvalidProgramException("Compile error in {0}{1}.vert".F(Path.DirectorySeparatorChar, name));
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// Fragment shader
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string fragmentCode;
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using (var file = new StreamReader(GlobalFileSystem.Open("glsl{0}{1}.frag".F(Path.DirectorySeparatorChar, name))))
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fragmentCode = file.ReadToEnd();
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var f = Gl.glCreateShaderObjectARB(Gl.GL_FRAGMENT_SHADER_ARB);
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ErrorHandler.CheckGlError();
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Gl.glShaderSourceARB(f, 1, new string[] { fragmentCode }, null);
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ErrorHandler.CheckGlError();
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Gl.glCompileShaderARB(f);
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ErrorHandler.CheckGlError();
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Gl.glGetObjectParameterivARB(f, Gl.GL_OBJECT_COMPILE_STATUS_ARB, out success);
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ErrorHandler.CheckGlError();
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if (success == 0)
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throw new InvalidProgramException("Compile error in glsl{0}{1}.frag".F(Path.DirectorySeparatorChar, name));
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// Assemble program
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program = Gl.glCreateProgramObjectARB();
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ErrorHandler.CheckGlError();
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Gl.glAttachObjectARB(program, v);
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ErrorHandler.CheckGlError();
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Gl.glAttachObjectARB(program, f);
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ErrorHandler.CheckGlError();
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Gl.glLinkProgramARB(program);
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ErrorHandler.CheckGlError();
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Gl.glGetObjectParameterivARB(program, Gl.GL_OBJECT_LINK_STATUS_ARB, out success);
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ErrorHandler.CheckGlError();
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if (success == 0)
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throw new InvalidProgramException("Linking error in {0} shader".F(name));
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Gl.glUseProgramObjectARB(program);
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ErrorHandler.CheckGlError();
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int numUniforms;
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Gl.glGetObjectParameterivARB(program, Gl.GL_ACTIVE_UNIFORMS, out numUniforms);
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ErrorHandler.CheckGlError();
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int nextTexUnit = 0;
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for (var i = 0; i < numUniforms; i++)
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{
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int length, size, type;
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var sb = new StringBuilder(128);
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Gl.glGetActiveUniformARB(program, i, 128, out length, out size, out type, sb);
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var sampler = sb.ToString();
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ErrorHandler.CheckGlError();
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if (type == Gl.GL_SAMPLER_2D_ARB)
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{
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samplers.Add(sampler, nextTexUnit);
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var loc = Gl.glGetUniformLocationARB(program, sampler);
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ErrorHandler.CheckGlError();
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Gl.glUniform1iARB(loc, nextTexUnit);
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ErrorHandler.CheckGlError();
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nextTexUnit++;
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}
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}
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}
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public void Render(Action a)
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{
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Gl.glUseProgramObjectARB(program);
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// bind the textures
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foreach (var kv in textures)
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{
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Gl.glActiveTextureARB(Gl.GL_TEXTURE0_ARB + kv.Key);
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Gl.glBindTexture(Gl.GL_TEXTURE_2D, ((Texture)kv.Value).ID);
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}
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ErrorHandler.CheckGlError();
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a();
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ErrorHandler.CheckGlError();
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}
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public void SetTexture(string name, ITexture t)
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{
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if (t == null)
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return;
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int texUnit;
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if (samplers.TryGetValue(name, out texUnit))
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textures[texUnit] = t;
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}
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public void SetVec(string name, float x)
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{
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Gl.glUseProgramObjectARB(program);
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ErrorHandler.CheckGlError();
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var param = Gl.glGetUniformLocationARB(program, name);
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ErrorHandler.CheckGlError();
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Gl.glUniform1fARB(param, x);
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ErrorHandler.CheckGlError();
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}
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public void SetVec(string name, float x, float y)
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{
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Gl.glUseProgramObjectARB(program);
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ErrorHandler.CheckGlError();
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var param = Gl.glGetUniformLocationARB(program, name);
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ErrorHandler.CheckGlError();
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Gl.glUniform2fARB(param, x, y);
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ErrorHandler.CheckGlError();
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}
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public void SetVec(string name, float[] vec, int length)
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{
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var param = Gl.glGetUniformLocationARB(program, name);
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ErrorHandler.CheckGlError();
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switch (length)
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{
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case 1: Gl.glUniform1fv(param, 1, vec); break;
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case 2: Gl.glUniform2fv(param, 1, vec); break;
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case 3: Gl.glUniform3fv(param, 1, vec); break;
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case 4: Gl.glUniform4fv(param, 1, vec); break;
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default: throw new InvalidDataException("Invalid vector length");
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}
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ErrorHandler.CheckGlError();
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}
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public void SetMatrix(string name, float[] mtx)
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{
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if (mtx.Length != 16)
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throw new InvalidDataException("Invalid 4x4 matrix");
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Gl.glUseProgramObjectARB(program);
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ErrorHandler.CheckGlError();
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var param = Gl.glGetUniformLocationARB(program, name);
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ErrorHandler.CheckGlError();
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Gl.glUniformMatrix4fv(param, 1, Gl.GL_FALSE, mtx);
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ErrorHandler.CheckGlError();
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}
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}
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}
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