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

@@ -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();