port Tao.OpenGl to OpenTK.Graphics.OpenGL and avoid Arb

closes #4540
This commit is contained in:
Matthias Mailänder
2014-05-04 09:57:25 +02:00
parent 4c8ce8afc0
commit dc2d1287a7
15 changed files with 166 additions and 193 deletions

View File

@@ -1,6 +1,6 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
@@ -14,7 +14,8 @@ using System.IO;
using System.Text;
using OpenRA.FileSystem;
using OpenRA.Graphics;
using Tao.OpenGl;
using OpenTK;
using OpenTK.Graphics.OpenGL;
namespace OpenRA.Renderer.Sdl2
{
@@ -31,76 +32,73 @@ namespace OpenRA.Renderer.Sdl2
using (var file = new StreamReader(GlobalFileSystem.Open("glsl{0}{1}.vert".F(Path.DirectorySeparatorChar, name))))
vertexCode = file.ReadToEnd();
var v = Gl.glCreateShaderObjectARB(Gl.GL_VERTEX_SHADER_ARB);
var vertexShader = GL.CreateShader(ShaderType.VertexShader);
ErrorHandler.CheckGlError();
Gl.glShaderSourceARB(v, 1, new string[] { vertexCode }, null);
GL.ShaderSource(vertexShader, vertexCode);
ErrorHandler.CheckGlError();
Gl.glCompileShaderARB(v);
GL.CompileShader(vertexShader);
ErrorHandler.CheckGlError();
int success;
Gl.glGetObjectParameterivARB(v, Gl.GL_OBJECT_COMPILE_STATUS_ARB, out success);
GL.GetShader(vertexShader, ShaderParameter.CompileStatus, out success);
ErrorHandler.CheckGlError();
if (success == 0)
throw new InvalidProgramException("Compile error in {0}{1}.vert".F(Path.DirectorySeparatorChar, name));
if (success == (int)All.False)
throw new InvalidProgramException("Compile error in glsl{0}{1}.vert".F(Path.DirectorySeparatorChar, name));
// Fragment shader
string fragmentCode;
using (var file = new StreamReader(GlobalFileSystem.Open("glsl{0}{1}.frag".F(Path.DirectorySeparatorChar, name))))
fragmentCode = file.ReadToEnd();
var f = Gl.glCreateShaderObjectARB(Gl.GL_FRAGMENT_SHADER_ARB);
var fragmentShader = GL.CreateShader(ShaderType.FragmentShader);
ErrorHandler.CheckGlError();
Gl.glShaderSourceARB(f, 1, new string[] { fragmentCode }, null);
GL.ShaderSource(fragmentShader, fragmentCode);
ErrorHandler.CheckGlError();
Gl.glCompileShaderARB(f);
GL.CompileShader(fragmentShader);
ErrorHandler.CheckGlError();
Gl.glGetObjectParameterivARB(f, Gl.GL_OBJECT_COMPILE_STATUS_ARB, out success);
GL.GetShader(vertexShader, ShaderParameter.CompileStatus, out success);
ErrorHandler.CheckGlError();
if (success == 0)
if (success == (int)All.False)
throw new InvalidProgramException("Compile error in glsl{0}{1}.frag".F(Path.DirectorySeparatorChar, name));
// Assemble program
program = Gl.glCreateProgramObjectARB();
program = GL.CreateProgram();
ErrorHandler.CheckGlError();
Gl.glAttachObjectARB(program, v);
GL.AttachShader(program, vertexShader);
ErrorHandler.CheckGlError();
Gl.glAttachObjectARB(program, f);
GL.AttachShader(program, fragmentShader);
ErrorHandler.CheckGlError();
Gl.glLinkProgramARB(program);
GL.LinkProgram(program);
ErrorHandler.CheckGlError();
Gl.glGetObjectParameterivARB(program, Gl.GL_OBJECT_LINK_STATUS_ARB, out success);
GL.GetProgram(program, ProgramParameter.LinkStatus, out success);
ErrorHandler.CheckGlError();
if (success == 0)
if (success == (int)All.False)
throw new InvalidProgramException("Linking error in {0} shader".F(name));
Gl.glUseProgramObjectARB(program);
GL.UseProgram(program);
ErrorHandler.CheckGlError();
int numUniforms;
Gl.glGetObjectParameterivARB(program, Gl.GL_ACTIVE_UNIFORMS, out numUniforms);
GL.GetProgram(program, ProgramParameter.ActiveUniforms, out numUniforms);
ErrorHandler.CheckGlError();
int nextTexUnit = 0;
for (var i = 0; i < numUniforms; i++)
{
int length, size, type;
int length, size;
ActiveUniformType type;
var sb = new StringBuilder(128);
Gl.glGetActiveUniformARB(program, i, 128, out length, out size, out type, sb);
GL.GetActiveUniform(program, i, 128, out length, out size, out type, sb);
var sampler = sb.ToString();
ErrorHandler.CheckGlError();
if (type == Gl.GL_SAMPLER_2D_ARB)
if (type == ActiveUniformType.Sampler2D)
{
samplers.Add(sampler, nextTexUnit);
var loc = Gl.glGetUniformLocationARB(program, sampler);
var loc = GL.GetUniformLocation(program, sampler);
ErrorHandler.CheckGlError();
Gl.glUniform1iARB(loc, nextTexUnit);
GL.Uniform1(loc, nextTexUnit);
ErrorHandler.CheckGlError();
nextTexUnit++;
@@ -110,13 +108,13 @@ namespace OpenRA.Renderer.Sdl2
public void Render(Action a)
{
Gl.glUseProgramObjectARB(program);
GL.UseProgram(program);
// bind the textures
foreach (var kv in textures)
{
Gl.glActiveTextureARB(Gl.GL_TEXTURE0_ARB + kv.Key);
Gl.glBindTexture(Gl.GL_TEXTURE_2D, ((Texture)kv.Value).ID);
GL.ActiveTexture(TextureUnit.Texture0 + kv.Key);
GL.BindTexture(TextureTarget.Texture2D, ((Texture)kv.Value).ID);
}
ErrorHandler.CheckGlError();
@@ -136,34 +134,34 @@ namespace OpenRA.Renderer.Sdl2
public void SetVec(string name, float x)
{
Gl.glUseProgramObjectARB(program);
GL.UseProgram(program);
ErrorHandler.CheckGlError();
var param = Gl.glGetUniformLocationARB(program, name);
var param = GL.GetUniformLocation(program, name);
ErrorHandler.CheckGlError();
Gl.glUniform1fARB(param, x);
GL.Uniform1(param, x);
ErrorHandler.CheckGlError();
}
public void SetVec(string name, float x, float y)
{
Gl.glUseProgramObjectARB(program);
GL.UseProgram(program);
ErrorHandler.CheckGlError();
var param = Gl.glGetUniformLocationARB(program, name);
var param = GL.GetUniformLocation(program, name);
ErrorHandler.CheckGlError();
Gl.glUniform2fARB(param, x, y);
GL.Uniform2(param, x, y);
ErrorHandler.CheckGlError();
}
public void SetVec(string name, float[] vec, int length)
{
var param = Gl.glGetUniformLocationARB(program, name);
var param = GL.GetUniformLocation(program, name);
ErrorHandler.CheckGlError();
switch (length)
{
case 1: Gl.glUniform1fv(param, 1, vec); break;
case 2: Gl.glUniform2fv(param, 1, vec); break;
case 3: Gl.glUniform3fv(param, 1, vec); break;
case 4: Gl.glUniform4fv(param, 1, vec); break;
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");
}
@@ -175,11 +173,11 @@ namespace OpenRA.Renderer.Sdl2
if (mtx.Length != 16)
throw new InvalidDataException("Invalid 4x4 matrix");
Gl.glUseProgramObjectARB(program);
GL.UseProgram(program);
ErrorHandler.CheckGlError();
var param = Gl.glGetUniformLocationARB(program, name);
var param = GL.GetUniformLocation(program, name);
ErrorHandler.CheckGlError();
Gl.glUniformMatrix4fv(param, 1, Gl.GL_FALSE, mtx);
GL.UniformMatrix4(param, 1, false, mtx);
ErrorHandler.CheckGlError();
}
}