Extract vertex attributes
This commit is contained in:
committed by
Matthias Mailänder
parent
0a90c2a95e
commit
26b6118f50
@@ -277,7 +277,7 @@ namespace OpenRA.Graphics
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shader.SetVec("DiffuseLight", diffuseLight, 3);
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shader.PrepareRender();
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renderer.DrawBatch(cache.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.TriangleList);
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renderer.DrawBatch(cache.VertexBuffer, shader, renderData.Start, renderData.Count, PrimitiveType.TriangleList);
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}
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public void BeginFrame()
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@@ -10,6 +10,7 @@
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#endregion
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using System;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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namespace OpenRA
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@@ -88,7 +89,7 @@ namespace OpenRA
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ITexture CreateTexture();
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IFrameBuffer CreateFrameBuffer(Size s);
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IFrameBuffer CreateFrameBuffer(Size s, Color clearColor);
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IShader CreateShader(string name);
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IShader CreateShader(IShaderBindings shaderBindings);
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void EnableScissor(int x, int y, int width, int height);
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void DisableScissor();
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void Present();
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@@ -130,6 +131,17 @@ namespace OpenRA
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void SetTexture(string param, ITexture texture);
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void SetMatrix(string param, float[] mtx);
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void PrepareRender();
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void Bind();
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}
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public interface IShaderBindings
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{
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string VertexShaderName { get; }
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string VertexShaderCode { get; }
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string FragmentShaderName { get; }
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string FragmentShaderCode { get; }
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int Stride { get; }
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ShaderVertexAttribute[] Attributes { get; }
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}
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public enum TextureScaleFilter { Nearest, Linear }
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56
OpenRA.Game/Graphics/ShaderBindings.cs
Normal file
56
OpenRA.Game/Graphics/ShaderBindings.cs
Normal file
@@ -0,0 +1,56 @@
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.IO;
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using System.Linq;
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namespace OpenRA.Graphics
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{
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public readonly struct ShaderVertexAttribute
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{
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public readonly string Name;
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public readonly int Components;
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public readonly int Offset;
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public ShaderVertexAttribute(string name, int components, int offset)
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{
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Name = name;
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Components = components;
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Offset = offset;
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}
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}
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public abstract class ShaderBindings : IShaderBindings
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{
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public string VertexShaderName { get; }
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public string VertexShaderCode { get; }
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public string FragmentShaderName { get; }
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public string FragmentShaderCode { get; }
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public int Stride { get; }
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public abstract ShaderVertexAttribute[] Attributes { get; }
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protected ShaderBindings(string name)
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{
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Stride = Attributes.Sum(a => a.Components * 4);
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VertexShaderName = name;
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VertexShaderCode = GetShaderCode(VertexShaderName + ".vert");
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FragmentShaderName = name;
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FragmentShaderCode = GetShaderCode(FragmentShaderName + ".frag");
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}
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public static string GetShaderCode(string filename)
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{
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var filepath = Path.Combine(Platform.EngineDir, "glsl", filename);
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return File.ReadAllText(filepath);
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}
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}
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}
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@@ -52,7 +52,7 @@ namespace OpenRA.Graphics
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renderer.Context.SetBlendMode(currentBlend);
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shader.PrepareRender();
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renderer.DrawQuadBatch(ref vertices, vertexCount);
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renderer.DrawQuadBatch(ref vertices, shader, vertexCount);
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renderer.Context.SetBlendMode(BlendMode.None);
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vertexCount = 0;
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@@ -186,7 +186,7 @@ namespace OpenRA.Graphics
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renderer.Context.SetBlendMode(blendMode);
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shader.PrepareRender();
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renderer.DrawQuadBatch(buffer, indices, length, UintSize * start);
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renderer.DrawQuadBatch(buffer, indices, shader, length, UintSize * start);
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renderer.Context.SetBlendMode(BlendMode.None);
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}
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@@ -46,4 +46,34 @@ namespace OpenRA.Graphics
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R = r; G = g; B = b; A = a;
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}
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}
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public sealed class CombinedShaderBindings : ShaderBindings
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{
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public CombinedShaderBindings()
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: base("combined")
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{ }
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public override ShaderVertexAttribute[] Attributes { get; } = new[]
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{
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new ShaderVertexAttribute("aVertexPosition", 3, 0),
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new ShaderVertexAttribute("aVertexTexCoord", 4, 12),
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new ShaderVertexAttribute("aVertexTexMetadata", 2, 28),
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new ShaderVertexAttribute("aVertexTint", 4, 36)
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};
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}
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public sealed class ModelShaderBindings : ShaderBindings
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{
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public ModelShaderBindings()
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: base("model")
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{ }
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public override ShaderVertexAttribute[] Attributes { get; } = new[]
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{
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new ShaderVertexAttribute("aVertexPosition", 3, 0),
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new ShaderVertexAttribute("aVertexTexCoord", 4, 12),
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new ShaderVertexAttribute("aVertexTexMetadata", 2, 28),
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new ShaderVertexAttribute("aVertexTint", 4, 36)
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};
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}
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}
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@@ -88,11 +88,12 @@ namespace OpenRA
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SheetSize = graphicSettings.SheetSize;
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WorldSpriteRenderer = new SpriteRenderer(this, Context.CreateShader("combined"));
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var combinedBindings = new CombinedShaderBindings();
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WorldSpriteRenderer = new SpriteRenderer(this, Context.CreateShader(combinedBindings));
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WorldRgbaSpriteRenderer = new RgbaSpriteRenderer(WorldSpriteRenderer);
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WorldRgbaColorRenderer = new RgbaColorRenderer(WorldSpriteRenderer);
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WorldModelRenderer = new ModelRenderer(this, Context.CreateShader("model"));
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SpriteRenderer = new SpriteRenderer(this, Context.CreateShader("combined"));
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WorldModelRenderer = new ModelRenderer(this, Context.CreateShader(new ModelShaderBindings()));
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SpriteRenderer = new SpriteRenderer(this, Context.CreateShader(combinedBindings));
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RgbaSpriteRenderer = new RgbaSpriteRenderer(SpriteRenderer);
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RgbaColorRenderer = new RgbaColorRenderer(SpriteRenderer);
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@@ -331,26 +332,28 @@ namespace OpenRA
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renderType = RenderType.None;
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}
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public void DrawBatch<T>(IVertexBuffer<T> vertices,
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public void DrawBatch<T>(IVertexBuffer<T> vertices, IShader shader,
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int firstVertex, int numVertices, PrimitiveType type)
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where T : struct
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{
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vertices.Bind();
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shader.Bind();
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Context.DrawPrimitives(type, firstVertex, numVertices);
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PerfHistory.Increment("batches", 1);
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}
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public void DrawQuadBatch(ref Vertex[] vertices, int numVertices)
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public void DrawQuadBatch(ref Vertex[] vertices, IShader shader, int numVertices)
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{
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tempVertexBuffer.SetData(ref vertices, numVertices);
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DrawQuadBatch(tempVertexBuffer, quadIndexBuffer, numVertices / 4 * 6, 0);
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DrawQuadBatch(tempVertexBuffer, quadIndexBuffer, shader, numVertices / 4 * 6, 0);
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}
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public void DrawQuadBatch<T>(IVertexBuffer<T> vertices, IIndexBuffer indices, int numIndices, int start)
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public void DrawQuadBatch<T>(IVertexBuffer<T> vertices, IIndexBuffer indices, IShader shader, int numIndices, int start)
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where T : struct
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{
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vertices.Bind();
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indices.Bind();
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shader.Bind();
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Context.DrawElements(numIndices, start);
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PerfHistory.Increment("batches", 1);
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}
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@@ -50,15 +50,6 @@ namespace OpenRA.Platforms.Default
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OpenGL.glBindVertexArray(vao);
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OpenGL.CheckGLError();
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}
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OpenGL.glEnableVertexAttribArray(Shader.VertexPosAttributeIndex);
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OpenGL.CheckGLError();
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OpenGL.glEnableVertexAttribArray(Shader.TexCoordAttributeIndex);
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OpenGL.CheckGLError();
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OpenGL.glEnableVertexAttribArray(Shader.TexMetadataAttributeIndex);
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OpenGL.CheckGLError();
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OpenGL.glEnableVertexAttribArray(Shader.TintAttributeIndex);
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OpenGL.CheckGLError();
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}
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public IVertexBuffer<T> CreateVertexBuffer<T>(int size) where T : struct
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@@ -103,10 +94,10 @@ namespace OpenRA.Platforms.Default
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return new FrameBuffer(s, texture, clearColor);
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}
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public IShader CreateShader(string name)
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public IShader CreateShader(IShaderBindings bindings)
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{
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VerifyThreadAffinity();
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return new Shader(name);
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return new Shader(bindings);
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}
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public void EnableScissor(int x, int y, int width, int height)
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@@ -18,24 +18,16 @@ namespace OpenRA.Platforms.Default
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{
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sealed class Shader : ThreadAffine, IShader
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{
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public const int VertexPosAttributeIndex = 0;
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public const int TexCoordAttributeIndex = 1;
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public const int TexMetadataAttributeIndex = 2;
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public const int TintAttributeIndex = 3;
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readonly Dictionary<string, int> samplers = new();
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readonly Dictionary<int, int> legacySizeUniforms = new();
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readonly Dictionary<string, int> uniformCache = new();
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readonly Dictionary<int, ITexture> textures = new();
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readonly Queue<int> unbindTextures = new();
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readonly IShaderBindings bindings;
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readonly uint program;
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static uint CompileShaderObject(int type, string name)
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static uint CompileShaderObject(int type, string code, string name)
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{
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var ext = type == OpenGL.GL_VERTEX_SHADER ? "vert" : "frag";
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var filename = Path.Combine(Platform.EngineDir, "glsl", name + "." + ext);
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var code = File.ReadAllText(filename);
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var version = OpenGL.Profile == GLProfile.Embedded ? "300 es" :
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OpenGL.Profile == GLProfile.Legacy ? "120" : "140";
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@@ -61,29 +53,29 @@ namespace OpenRA.Platforms.Default
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OpenGL.glGetShaderInfoLog(shader, len, out _, log);
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Log.Write("graphics", $"GL Info Log:\n{log}");
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throw new InvalidProgramException($"Compile error in shader object '{filename}'");
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throw new InvalidProgramException($"Compile error in shader object {name}.");
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}
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return shader;
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}
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public Shader(string name)
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public Shader(IShaderBindings bindings)
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{
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var vertexShader = CompileShaderObject(OpenGL.GL_VERTEX_SHADER, name);
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var fragmentShader = CompileShaderObject(OpenGL.GL_FRAGMENT_SHADER, name);
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var vertexShader = CompileShaderObject(OpenGL.GL_VERTEX_SHADER, bindings.VertexShaderCode, bindings.VertexShaderName);
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var fragmentShader = CompileShaderObject(OpenGL.GL_FRAGMENT_SHADER, bindings.FragmentShaderCode, bindings.FragmentShaderName);
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// Assemble program
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program = OpenGL.glCreateProgram();
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OpenGL.CheckGLError();
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OpenGL.glBindAttribLocation(program, VertexPosAttributeIndex, "aVertexPosition");
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this.bindings = bindings;
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for (ushort i = 0; i < bindings.Attributes.Length; i++)
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{
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OpenGL.glEnableVertexAttribArray(i);
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OpenGL.CheckGLError();
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OpenGL.glBindAttribLocation(program, TexCoordAttributeIndex, "aVertexTexCoord");
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OpenGL.CheckGLError();
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OpenGL.glBindAttribLocation(program, TexMetadataAttributeIndex, "aVertexTexMetadata");
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OpenGL.CheckGLError();
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OpenGL.glBindAttribLocation(program, TintAttributeIndex, "aVertexTint");
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OpenGL.glBindAttribLocation(program, i, bindings.Attributes[i].Name);
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OpenGL.CheckGLError();
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}
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if (OpenGL.Profile == GLProfile.Modern)
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{
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@@ -107,7 +99,7 @@ namespace OpenRA.Platforms.Default
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var log = new StringBuilder(len);
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OpenGL.glGetProgramInfoLog(program, len, out _, log);
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Log.Write("graphics", $"GL Info Log:\n{log}");
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throw new InvalidProgramException($"Link error in shader program '{name}'");
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throw new InvalidProgramException($"Link error in shader program '{bindings.VertexShaderName}' and '{bindings.FragmentShaderName}'");
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}
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OpenGL.glUseProgram(program);
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@@ -148,6 +140,16 @@ namespace OpenRA.Platforms.Default
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}
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}
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public void Bind()
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{
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for (ushort i = 0; i < bindings.Attributes.Length; i++)
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{
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var attribute = bindings.Attributes[i];
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OpenGL.glVertexAttribPointer(i, attribute.Components, OpenGL.GL_FLOAT, false, bindings.Stride, new IntPtr(attribute.Offset));
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OpenGL.CheckGLError();
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}
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}
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public void PrepareRender()
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{
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VerifyThreadAffinity();
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@@ -95,7 +95,7 @@ namespace OpenRA.Platforms.Default
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return new ThreadedFrameBuffer(this,
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context.CreateFrameBuffer(t.Item1, (ITextureInternal)CreateTexture(), t.Item2));
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};
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getCreateShader = name => new ThreadedShader(this, context.CreateShader((string)name));
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getCreateShader = bindings => new ThreadedShader(this, context.CreateShader((IShaderBindings)bindings));
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getCreateVertexBuffer =
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tuple =>
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{
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@@ -416,9 +416,9 @@ namespace OpenRA.Platforms.Default
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return Send(getCreateFrameBuffer, (s, clearColor));
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}
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public IShader CreateShader(string name)
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public IShader CreateShader(IShaderBindings bindings)
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{
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return Send(getCreateShader, name);
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return Send(getCreateShader, bindings);
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}
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public ITexture CreateTexture()
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@@ -742,10 +742,12 @@ namespace OpenRA.Platforms.Default
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readonly Action<object> setVec2;
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readonly Action<object> setVec3;
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readonly Action<object> setVec4;
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readonly Action bind;
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public ThreadedShader(ThreadedGraphicsContext device, IShader shader)
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{
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this.device = device;
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bind = shader.Bind;
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prepareRender = shader.PrepareRender;
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setBool = tuple => { var t = ((string, bool))tuple; shader.SetBool(t.Item1, t.Item2); };
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setMatrix = tuple => { var t = ((string, float[]))tuple; shader.SetMatrix(t.Item1, t.Item2); };
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@@ -756,6 +758,11 @@ namespace OpenRA.Platforms.Default
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setVec4 = tuple => { var t = ((string, float, float, float))tuple; shader.SetVec(t.Item1, t.Item2, t.Item3, t.Item4); };
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}
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public void Bind()
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{
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device.Post(bind);
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}
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public void PrepareRender()
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{
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device.Post(prepareRender);
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@@ -89,15 +89,6 @@ namespace OpenRA.Platforms.Default
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{
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VerifyThreadAffinity();
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OpenGL.glBindBuffer(OpenGL.GL_ARRAY_BUFFER, buffer);
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OpenGL.CheckGLError();
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OpenGL.glVertexAttribPointer(Shader.VertexPosAttributeIndex, 3, OpenGL.GL_FLOAT, false, VertexSize, IntPtr.Zero);
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OpenGL.CheckGLError();
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OpenGL.glVertexAttribPointer(Shader.TexCoordAttributeIndex, 4, OpenGL.GL_FLOAT, false, VertexSize, new IntPtr(12));
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OpenGL.CheckGLError();
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OpenGL.glVertexAttribPointer(Shader.TexMetadataAttributeIndex, 2, OpenGL.GL_FLOAT, false, VertexSize, new IntPtr(28));
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OpenGL.CheckGLError();
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OpenGL.glVertexAttribPointer(Shader.TintAttributeIndex, 4, OpenGL.GL_FLOAT, false, VertexSize, new IntPtr(36));
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OpenGL.CheckGLError();
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}
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public void Dispose()
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Block a user