Replace MiniTK.Graphics with custom OpenGL shim.

This commit is contained in:
Paul Chote
2015-12-26 13:49:28 +00:00
parent 4660b7156d
commit 397ca0f481
8 changed files with 614 additions and 171 deletions

View File

@@ -12,7 +12,6 @@ using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using OpenTK.Graphics.OpenGL;
namespace OpenRA.Platforms.Default
{
@@ -23,32 +22,35 @@ namespace OpenRA.Platforms.Default
readonly Dictionary<string, int> samplers = new Dictionary<string, int>();
readonly Dictionary<int, ITexture> textures = new Dictionary<int, ITexture>();
readonly int program;
readonly uint program;
protected int CompileShaderObject(ShaderType type, string name)
protected uint CompileShaderObject(int type, string name)
{
var ext = type == ShaderType.VertexShader ? "vert" : "frag";
var ext = type == OpenGL.GL_VERTEX_SHADER ? "vert" : "frag";
var filename = Path.Combine(Platform.GameDir, "glsl", name + "." + ext);
var code = File.ReadAllText(filename);
var shader = GL.CreateShader(type);
var shader = OpenGL.glCreateShader(type);
ErrorHandler.CheckGlError();
GL.ShaderSource(shader, code);
unsafe
{
var length = code.Length;
OpenGL.glShaderSource(shader, 1, new string[] { code }, new IntPtr(&length));
}
ErrorHandler.CheckGlError();
GL.CompileShader(shader);
OpenGL.glCompileShader(shader);
ErrorHandler.CheckGlError();
int success;
GL.GetShader(shader, ShaderParameter.CompileStatus, out success);
OpenGL.glGetShaderiv(shader, OpenGL.GL_COMPILE_STATUS, out success);
ErrorHandler.CheckGlError();
if (success == (int)All.False)
if (success == (int)OpenGL.GL_FALSE)
{
int len;
GL.GetShader(shader, ShaderParameter.InfoLogLength, out len);
OpenGL.glGetShaderiv(shader, OpenGL.GL_INFO_LOG_LENGTH, out len);
var log = new StringBuilder(len);
unsafe
{
GL.GetShaderInfoLog(shader, len, null, log);
}
int length;
OpenGL.glGetShaderInfoLog(shader, len, out length, log);
Log.Write("graphics", "GL Info Log:\n{0}", log.ToString());
throw new InvalidProgramException("Compile error in shader object '{0}'".F(filename));
@@ -59,66 +61,65 @@ namespace OpenRA.Platforms.Default
public Shader(string name)
{
var vertexShader = CompileShaderObject(ShaderType.VertexShader, name);
var fragmentShader = CompileShaderObject(ShaderType.FragmentShader, name);
var vertexShader = CompileShaderObject(OpenGL.GL_VERTEX_SHADER, name);
var fragmentShader = CompileShaderObject(OpenGL.GL_FRAGMENT_SHADER, name);
// Assemble program
program = GL.CreateProgram();
program = OpenGL.glCreateProgram();
ErrorHandler.CheckGlError();
GL.BindAttribLocation(program, VertexPosAttributeIndex, "aVertexPosition");
OpenGL.glBindAttribLocation(program, VertexPosAttributeIndex, "aVertexPosition");
ErrorHandler.CheckGlError();
GL.BindAttribLocation(program, TexCoordAttributeIndex, "aVertexTexCoord");
OpenGL.glBindAttribLocation(program, TexCoordAttributeIndex, "aVertexTexCoord");
ErrorHandler.CheckGlError();
GL.AttachShader(program, vertexShader);
OpenGL.glAttachShader(program, vertexShader);
ErrorHandler.CheckGlError();
GL.AttachShader(program, fragmentShader);
OpenGL.glAttachShader(program, fragmentShader);
ErrorHandler.CheckGlError();
GL.LinkProgram(program);
OpenGL.glLinkProgram(program);
ErrorHandler.CheckGlError();
int success;
GL.GetProgram(program, ProgramParameter.LinkStatus, out success);
OpenGL.glGetProgramiv(program, OpenGL.GL_LINK_STATUS, out success);
ErrorHandler.CheckGlError();
if (success == (int)All.False)
if (success == (int)OpenGL.GL_FALSE)
{
int len;
GL.GetProgram(program, ProgramParameter.InfoLogLength, out len);
var log = new StringBuilder(len);
unsafe
{
GL.GetProgramInfoLog(program, len, null, log);
}
OpenGL.glGetProgramiv(program, OpenGL.GL_INFO_LOG_LENGTH, out len);
var log = new StringBuilder(len);
int length;
OpenGL.glGetProgramInfoLog(program, len, out length, log);
Log.Write("graphics", "GL Info Log:\n{0}", log.ToString());
throw new InvalidProgramException("Link error in shader program '{0}'".F(name));
}
GL.UseProgram(program);
OpenGL.glUseProgram(program);
ErrorHandler.CheckGlError();
int numUniforms;
GL.GetProgram(program, ProgramParameter.ActiveUniforms, out numUniforms);
OpenGL.glGetProgramiv(program, OpenGL.GL_ACTIVE_UNIFORMS, out numUniforms);
ErrorHandler.CheckGlError();
var nextTexUnit = 0;
for (var i = 0; i < numUniforms; i++)
{
int length, size;
ActiveUniformType type;
int type;
var sb = new StringBuilder(128);
GL.GetActiveUniform(program, i, 128, out length, out size, out type, sb);
OpenGL.glGetActiveUniform(program, i, 128, out length, out size, out type, sb);
var sampler = sb.ToString();
ErrorHandler.CheckGlError();
if (type == ActiveUniformType.Sampler2D)
if (type == OpenGL.GL_SAMPLER_2D)
{
samplers.Add(sampler, nextTexUnit);
var loc = GL.GetUniformLocation(program, sampler);
var loc = OpenGL.glGetUniformLocation(program, sampler);
ErrorHandler.CheckGlError();
GL.Uniform1(loc, nextTexUnit);
OpenGL.glUniform1i(loc, nextTexUnit);
ErrorHandler.CheckGlError();
nextTexUnit++;
@@ -129,13 +130,13 @@ namespace OpenRA.Platforms.Default
public void Render(Action a)
{
VerifyThreadAffinity();
GL.UseProgram(program);
OpenGL.glUseProgram(program);
// bind the textures
foreach (var kv in textures)
{
GL.ActiveTexture(TextureUnit.Texture0 + kv.Key);
GL.BindTexture(TextureTarget.Texture2D, ((Texture)kv.Value).ID);
OpenGL.glActiveTexture(OpenGL.GL_TEXTURE0 + kv.Key);
OpenGL.glBindTexture(OpenGL.GL_TEXTURE_2D, ((Texture)kv.Value).ID);
}
ErrorHandler.CheckGlError();
@@ -157,48 +158,55 @@ namespace OpenRA.Platforms.Default
public void SetBool(string name, bool value)
{
VerifyThreadAffinity();
GL.UseProgram(program);
OpenGL.glUseProgram(program);
ErrorHandler.CheckGlError();
var param = GL.GetUniformLocation(program, name);
var param = OpenGL.glGetUniformLocation(program, name);
ErrorHandler.CheckGlError();
GL.Uniform1(param, value ? 1 : 0);
OpenGL.glUniform1i(param, value ? 1 : 0);
ErrorHandler.CheckGlError();
}
public void SetVec(string name, float x)
{
VerifyThreadAffinity();
GL.UseProgram(program);
OpenGL.glUseProgram(program);
ErrorHandler.CheckGlError();
var param = GL.GetUniformLocation(program, name);
var param = OpenGL.glGetUniformLocation(program, name);
ErrorHandler.CheckGlError();
GL.Uniform1(param, x);
OpenGL.glUniform1f(param, x);
ErrorHandler.CheckGlError();
}
public void SetVec(string name, float x, float y)
{
VerifyThreadAffinity();
GL.UseProgram(program);
OpenGL.glUseProgram(program);
ErrorHandler.CheckGlError();
var param = GL.GetUniformLocation(program, name);
var param = OpenGL.glGetUniformLocation(program, name);
ErrorHandler.CheckGlError();
GL.Uniform2(param, x, y);
OpenGL.glUniform2f(param, x, y);
ErrorHandler.CheckGlError();
}
public void SetVec(string name, float[] vec, int length)
{
VerifyThreadAffinity();
var param = GL.GetUniformLocation(program, name);
var param = OpenGL.glGetUniformLocation(program, name);
ErrorHandler.CheckGlError();
switch (length)
unsafe
{
case 1: GL.Uniform1(param, 1, vec); break;
case 2: GL.Uniform2(param, 1, vec); break;
case 3: GL.Uniform3(param, 1, vec); break;
case 4: GL.Uniform4(param, 1, vec); break;
default: throw new InvalidDataException("Invalid vector length");
fixed (float* pVec = vec)
{
var ptr = new IntPtr(pVec);
switch (length)
{
case 1: OpenGL.glUniform1fv(param, 1, ptr); break;
case 2: OpenGL.glUniform2fv(param, 1, ptr); break;
case 3: OpenGL.glUniform3fv(param, 1, ptr); break;
case 4: OpenGL.glUniform4fv(param, 1, ptr); break;
default: throw new InvalidDataException("Invalid vector length");
}
}
}
ErrorHandler.CheckGlError();
@@ -210,11 +218,17 @@ namespace OpenRA.Platforms.Default
if (mtx.Length != 16)
throw new InvalidDataException("Invalid 4x4 matrix");
GL.UseProgram(program);
OpenGL.glUseProgram(program);
ErrorHandler.CheckGlError();
var param = GL.GetUniformLocation(program, name);
var param = OpenGL.glGetUniformLocation(program, name);
ErrorHandler.CheckGlError();
GL.UniformMatrix4(param, 1, false, mtx);
unsafe
{
fixed (float* pMtx = mtx)
OpenGL.glUniformMatrix4fv(param, 1, false, new IntPtr(pMtx));
}
ErrorHandler.CheckGlError();
}
}