#region Copyright & License Information /* * Copyright 2007-2011 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, * see COPYING. */ #endregion using System; using System.Collections.Generic; using System.IO; using System.Text; using OpenRA.FileSystem; using OpenRA.Graphics; using Tao.OpenGl; namespace OpenRA.Renderer.Sdl2 { public class Shader : IShader { readonly Dictionary samplers = new Dictionary(); readonly Dictionary textures = new Dictionary(); int program; public Shader(string name) { // Vertex shader string vertexCode; 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); ErrorHandler.CheckGlError(); Gl.glShaderSourceARB(v, 1, new string[] { vertexCode }, null); ErrorHandler.CheckGlError(); Gl.glCompileShaderARB(v); ErrorHandler.CheckGlError(); int success; Gl.glGetObjectParameterivARB(v, Gl.GL_OBJECT_COMPILE_STATUS_ARB, out success); ErrorHandler.CheckGlError(); if (success == 0) throw new InvalidProgramException("Compile error in {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); ErrorHandler.CheckGlError(); Gl.glShaderSourceARB(f, 1, new string[] { fragmentCode }, null); ErrorHandler.CheckGlError(); Gl.glCompileShaderARB(f); ErrorHandler.CheckGlError(); Gl.glGetObjectParameterivARB(f, Gl.GL_OBJECT_COMPILE_STATUS_ARB, out success); ErrorHandler.CheckGlError(); if (success == 0) throw new InvalidProgramException("Compile error in glsl{0}{1}.frag".F(Path.DirectorySeparatorChar, name)); // Assemble program program = Gl.glCreateProgramObjectARB(); ErrorHandler.CheckGlError(); Gl.glAttachObjectARB(program, v); ErrorHandler.CheckGlError(); Gl.glAttachObjectARB(program, f); ErrorHandler.CheckGlError(); Gl.glLinkProgramARB(program); ErrorHandler.CheckGlError(); Gl.glGetObjectParameterivARB(program, Gl.GL_OBJECT_LINK_STATUS_ARB, out success); ErrorHandler.CheckGlError(); if (success == 0) throw new InvalidProgramException("Linking error in {0} shader".F(name)); Gl.glUseProgramObjectARB(program); ErrorHandler.CheckGlError(); int numUniforms; Gl.glGetObjectParameterivARB(program, Gl.GL_ACTIVE_UNIFORMS, out numUniforms); ErrorHandler.CheckGlError(); int nextTexUnit = 0; for (var i = 0; i < numUniforms; i++) { int length, size, type; var sb = new StringBuilder(128); Gl.glGetActiveUniformARB(program, i, 128, out length, out size, out type, sb); var sampler = sb.ToString(); ErrorHandler.CheckGlError(); if (type == Gl.GL_SAMPLER_2D_ARB) { samplers.Add(sampler, nextTexUnit); var loc = Gl.glGetUniformLocationARB(program, sampler); ErrorHandler.CheckGlError(); Gl.glUniform1iARB(loc, nextTexUnit); ErrorHandler.CheckGlError(); nextTexUnit++; } } } public void Render(Action a) { Gl.glUseProgramObjectARB(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); } ErrorHandler.CheckGlError(); a(); ErrorHandler.CheckGlError(); } public void SetTexture(string name, ITexture t) { if (t == null) return; int texUnit; if (samplers.TryGetValue(name, out texUnit)) textures[texUnit] = t; } public void SetVec(string name, float x) { Gl.glUseProgramObjectARB(program); ErrorHandler.CheckGlError(); var param = Gl.glGetUniformLocationARB(program, name); ErrorHandler.CheckGlError(); Gl.glUniform1fARB(param, x); ErrorHandler.CheckGlError(); } public void SetVec(string name, float x, float y) { Gl.glUseProgramObjectARB(program); ErrorHandler.CheckGlError(); var param = Gl.glGetUniformLocationARB(program, name); ErrorHandler.CheckGlError(); Gl.glUniform2fARB(param, x, y); ErrorHandler.CheckGlError(); } public void SetVec(string name, float[] vec, int length) { var param = Gl.glGetUniformLocationARB(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; default: throw new InvalidDataException("Invalid vector length"); } ErrorHandler.CheckGlError(); } public void SetMatrix(string name, float[] mtx) { if (mtx.Length != 16) throw new InvalidDataException("Invalid 4x4 matrix"); Gl.glUseProgramObjectARB(program); ErrorHandler.CheckGlError(); var param = Gl.glGetUniformLocationARB(program, name); ErrorHandler.CheckGlError(); Gl.glUniformMatrix4fv(param, 1, Gl.GL_FALSE, mtx); ErrorHandler.CheckGlError(); } } }