Extract vertex attributes

This commit is contained in:
Gustas
2023-09-13 12:57:47 +03:00
committed by Matthias Mailänder
parent 0a90c2a95e
commit 26b6118f50
10 changed files with 149 additions and 57 deletions

View File

@@ -50,15 +50,6 @@ namespace OpenRA.Platforms.Default
OpenGL.glBindVertexArray(vao);
OpenGL.CheckGLError();
}
OpenGL.glEnableVertexAttribArray(Shader.VertexPosAttributeIndex);
OpenGL.CheckGLError();
OpenGL.glEnableVertexAttribArray(Shader.TexCoordAttributeIndex);
OpenGL.CheckGLError();
OpenGL.glEnableVertexAttribArray(Shader.TexMetadataAttributeIndex);
OpenGL.CheckGLError();
OpenGL.glEnableVertexAttribArray(Shader.TintAttributeIndex);
OpenGL.CheckGLError();
}
public IVertexBuffer<T> CreateVertexBuffer<T>(int size) where T : struct
@@ -103,10 +94,10 @@ namespace OpenRA.Platforms.Default
return new FrameBuffer(s, texture, clearColor);
}
public IShader CreateShader(string name)
public IShader CreateShader(IShaderBindings bindings)
{
VerifyThreadAffinity();
return new Shader(name);
return new Shader(bindings);
}
public void EnableScissor(int x, int y, int width, int height)

View File

@@ -18,24 +18,16 @@ namespace OpenRA.Platforms.Default
{
sealed class Shader : ThreadAffine, IShader
{
public const int VertexPosAttributeIndex = 0;
public const int TexCoordAttributeIndex = 1;
public const int TexMetadataAttributeIndex = 2;
public const int TintAttributeIndex = 3;
readonly Dictionary<string, int> samplers = new();
readonly Dictionary<int, int> legacySizeUniforms = new();
readonly Dictionary<string, int> uniformCache = new();
readonly Dictionary<int, ITexture> textures = new();
readonly Queue<int> unbindTextures = new();
readonly IShaderBindings bindings;
readonly uint program;
static uint CompileShaderObject(int type, string name)
static uint CompileShaderObject(int type, string code, string name)
{
var ext = type == OpenGL.GL_VERTEX_SHADER ? "vert" : "frag";
var filename = Path.Combine(Platform.EngineDir, "glsl", name + "." + ext);
var code = File.ReadAllText(filename);
var version = OpenGL.Profile == GLProfile.Embedded ? "300 es" :
OpenGL.Profile == GLProfile.Legacy ? "120" : "140";
@@ -61,29 +53,29 @@ namespace OpenRA.Platforms.Default
OpenGL.glGetShaderInfoLog(shader, len, out _, log);
Log.Write("graphics", $"GL Info Log:\n{log}");
throw new InvalidProgramException($"Compile error in shader object '{filename}'");
throw new InvalidProgramException($"Compile error in shader object {name}.");
}
return shader;
}
public Shader(string name)
public Shader(IShaderBindings bindings)
{
var vertexShader = CompileShaderObject(OpenGL.GL_VERTEX_SHADER, name);
var fragmentShader = CompileShaderObject(OpenGL.GL_FRAGMENT_SHADER, name);
var vertexShader = CompileShaderObject(OpenGL.GL_VERTEX_SHADER, bindings.VertexShaderCode, bindings.VertexShaderName);
var fragmentShader = CompileShaderObject(OpenGL.GL_FRAGMENT_SHADER, bindings.FragmentShaderCode, bindings.FragmentShaderName);
// Assemble program
program = OpenGL.glCreateProgram();
OpenGL.CheckGLError();
OpenGL.glBindAttribLocation(program, VertexPosAttributeIndex, "aVertexPosition");
OpenGL.CheckGLError();
OpenGL.glBindAttribLocation(program, TexCoordAttributeIndex, "aVertexTexCoord");
OpenGL.CheckGLError();
OpenGL.glBindAttribLocation(program, TexMetadataAttributeIndex, "aVertexTexMetadata");
OpenGL.CheckGLError();
OpenGL.glBindAttribLocation(program, TintAttributeIndex, "aVertexTint");
OpenGL.CheckGLError();
this.bindings = bindings;
for (ushort i = 0; i < bindings.Attributes.Length; i++)
{
OpenGL.glEnableVertexAttribArray(i);
OpenGL.CheckGLError();
OpenGL.glBindAttribLocation(program, i, bindings.Attributes[i].Name);
OpenGL.CheckGLError();
}
if (OpenGL.Profile == GLProfile.Modern)
{
@@ -107,7 +99,7 @@ namespace OpenRA.Platforms.Default
var log = new StringBuilder(len);
OpenGL.glGetProgramInfoLog(program, len, out _, log);
Log.Write("graphics", $"GL Info Log:\n{log}");
throw new InvalidProgramException($"Link error in shader program '{name}'");
throw new InvalidProgramException($"Link error in shader program '{bindings.VertexShaderName}' and '{bindings.FragmentShaderName}'");
}
OpenGL.glUseProgram(program);
@@ -148,6 +140,16 @@ namespace OpenRA.Platforms.Default
}
}
public void Bind()
{
for (ushort i = 0; i < bindings.Attributes.Length; i++)
{
var attribute = bindings.Attributes[i];
OpenGL.glVertexAttribPointer(i, attribute.Components, OpenGL.GL_FLOAT, false, bindings.Stride, new IntPtr(attribute.Offset));
OpenGL.CheckGLError();
}
}
public void PrepareRender()
{
VerifyThreadAffinity();

View File

@@ -95,7 +95,7 @@ namespace OpenRA.Platforms.Default
return new ThreadedFrameBuffer(this,
context.CreateFrameBuffer(t.Item1, (ITextureInternal)CreateTexture(), t.Item2));
};
getCreateShader = name => new ThreadedShader(this, context.CreateShader((string)name));
getCreateShader = bindings => new ThreadedShader(this, context.CreateShader((IShaderBindings)bindings));
getCreateVertexBuffer =
tuple =>
{
@@ -416,9 +416,9 @@ namespace OpenRA.Platforms.Default
return Send(getCreateFrameBuffer, (s, clearColor));
}
public IShader CreateShader(string name)
public IShader CreateShader(IShaderBindings bindings)
{
return Send(getCreateShader, name);
return Send(getCreateShader, bindings);
}
public ITexture CreateTexture()
@@ -742,10 +742,12 @@ namespace OpenRA.Platforms.Default
readonly Action<object> setVec2;
readonly Action<object> setVec3;
readonly Action<object> setVec4;
readonly Action bind;
public ThreadedShader(ThreadedGraphicsContext device, IShader shader)
{
this.device = device;
bind = shader.Bind;
prepareRender = shader.PrepareRender;
setBool = tuple => { var t = ((string, bool))tuple; shader.SetBool(t.Item1, t.Item2); };
setMatrix = tuple => { var t = ((string, float[]))tuple; shader.SetMatrix(t.Item1, t.Item2); };
@@ -756,6 +758,11 @@ namespace OpenRA.Platforms.Default
setVec4 = tuple => { var t = ((string, float, float, float))tuple; shader.SetVec(t.Item1, t.Item2, t.Item3, t.Item4); };
}
public void Bind()
{
device.Post(bind);
}
public void PrepareRender()
{
device.Post(prepareRender);

View File

@@ -89,15 +89,6 @@ namespace OpenRA.Platforms.Default
{
VerifyThreadAffinity();
OpenGL.glBindBuffer(OpenGL.GL_ARRAY_BUFFER, buffer);
OpenGL.CheckGLError();
OpenGL.glVertexAttribPointer(Shader.VertexPosAttributeIndex, 3, OpenGL.GL_FLOAT, false, VertexSize, IntPtr.Zero);
OpenGL.CheckGLError();
OpenGL.glVertexAttribPointer(Shader.TexCoordAttributeIndex, 4, OpenGL.GL_FLOAT, false, VertexSize, new IntPtr(12));
OpenGL.CheckGLError();
OpenGL.glVertexAttribPointer(Shader.TexMetadataAttributeIndex, 2, OpenGL.GL_FLOAT, false, VertexSize, new IntPtr(28));
OpenGL.CheckGLError();
OpenGL.glVertexAttribPointer(Shader.TintAttributeIndex, 4, OpenGL.GL_FLOAT, false, VertexSize, new IntPtr(36));
OpenGL.CheckGLError();
}
public void Dispose()