Files
OpenRA/OpenRA.Platforms.Default/Shader.cs

262 lines
7.1 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using OpenRA.Graphics;
namespace OpenRA.Platforms.Default
{
sealed class Shader : ThreadAffine, IShader
{
readonly Dictionary<string, int> samplers = 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 code, string name)
{
var version = OpenGL.Profile == GLProfile.Embedded ? "300 es" : "140";
code = code.Replace("{VERSION}", version);
var shader = OpenGL.glCreateShader(type);
OpenGL.CheckGLError();
unsafe
{
var length = code.Length;
OpenGL.glShaderSource(shader, 1, new string[] { code }, new IntPtr(&length));
}
OpenGL.CheckGLError();
OpenGL.glCompileShader(shader);
OpenGL.CheckGLError();
OpenGL.glGetShaderiv(shader, OpenGL.GL_COMPILE_STATUS, out var success);
OpenGL.CheckGLError();
if (success == OpenGL.GL_FALSE)
{
OpenGL.glGetShaderiv(shader, OpenGL.GL_INFO_LOG_LENGTH, out var len);
var log = new StringBuilder(len);
OpenGL.glGetShaderInfoLog(shader, len, out _, log);
Log.Write("graphics", $"GL Info Log:\n{log}");
throw new InvalidProgramException($"Compile error in shader object {name}.");
}
return shader;
}
public Shader(IShaderBindings bindings)
{
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();
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)
{
OpenGL.glBindFragDataLocation(program, 0, "fragColor");
OpenGL.CheckGLError();
}
OpenGL.glAttachShader(program, vertexShader);
OpenGL.CheckGLError();
OpenGL.glAttachShader(program, fragmentShader);
OpenGL.CheckGLError();
OpenGL.glLinkProgram(program);
OpenGL.CheckGLError();
OpenGL.glGetProgramiv(program, OpenGL.GL_LINK_STATUS, out var success);
OpenGL.CheckGLError();
if (success == OpenGL.GL_FALSE)
{
OpenGL.glGetProgramiv(program, OpenGL.GL_INFO_LOG_LENGTH, out var len);
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 '{bindings.VertexShaderName}' and '{bindings.FragmentShaderName}'");
}
OpenGL.glUseProgram(program);
OpenGL.CheckGLError();
OpenGL.glGetProgramiv(program, OpenGL.GL_ACTIVE_UNIFORMS, out var numUniforms);
OpenGL.CheckGLError();
var nextTexUnit = 0;
for (var i = 0; i < numUniforms; i++)
{
var sb = new StringBuilder(128);
OpenGL.glGetActiveUniform(program, i, 128, out _, out _, out var type, sb);
OpenGL.CheckGLError();
var sampler = sb.ToString();
var loc = OpenGL.glGetUniformLocation(program, sampler);
OpenGL.CheckGLError();
uniformCache[sampler] = loc;
if (type == OpenGL.GL_SAMPLER_2D)
{
samplers.Add(sampler, nextTexUnit);
OpenGL.glUniform1i(loc, nextTexUnit);
OpenGL.CheckGLError();
nextTexUnit++;
}
}
}
public void Bind()
{
for (ushort i = 0; i < bindings.Attributes.Length; i++)
{
var attribute = bindings.Attributes[i];
if (attribute.Type == ShaderVertexAttributeType.Float)
OpenGL.glVertexAttribPointer(i, attribute.Components, OpenGL.GL_FLOAT, false, bindings.Stride, new IntPtr(attribute.Offset));
else
OpenGL.glVertexAttribIPointer(i, attribute.Components, (int)attribute.Type, bindings.Stride, new IntPtr(attribute.Offset));
OpenGL.CheckGLError();
}
}
public void PrepareRender()
{
VerifyThreadAffinity();
OpenGL.glUseProgram(program);
OpenGL.CheckGLError();
// bind the textures
foreach (var kv in textures)
{
var texture = (ITextureInternal)kv.Value;
// Evict disposed textures from the cache
if (OpenGL.glIsTexture(texture.ID))
{
OpenGL.glActiveTexture(OpenGL.GL_TEXTURE0 + kv.Key);
OpenGL.glBindTexture(OpenGL.GL_TEXTURE_2D, texture.ID);
}
else
unbindTextures.Enqueue(kv.Key);
}
while (unbindTextures.Count > 0)
textures.Remove(unbindTextures.Dequeue());
OpenGL.CheckGLError();
}
public void SetTexture(string name, ITexture t)
{
VerifyThreadAffinity();
if (t == null)
return;
if (samplers.TryGetValue(name, out var texUnit))
textures[texUnit] = t;
}
public void SetBool(string name, bool value)
{
VerifyThreadAffinity();
OpenGL.glUseProgram(program);
OpenGL.CheckGLError();
OpenGL.glUniform1i(uniformCache[name], value ? 1 : 0);
OpenGL.CheckGLError();
}
public void SetVec(string name, float x)
{
VerifyThreadAffinity();
OpenGL.glUseProgram(program);
OpenGL.CheckGLError();
OpenGL.glUniform1f(uniformCache[name], x);
OpenGL.CheckGLError();
}
public void SetVec(string name, float x, float y)
{
VerifyThreadAffinity();
OpenGL.glUseProgram(program);
OpenGL.CheckGLError();
OpenGL.glUniform2f(uniformCache[name], x, y);
OpenGL.CheckGLError();
}
public void SetVec(string name, float x, float y, float z)
{
VerifyThreadAffinity();
OpenGL.glUseProgram(program);
OpenGL.CheckGLError();
OpenGL.glUniform3f(uniformCache[name], x, y, z);
OpenGL.CheckGLError();
}
public void SetVec(string name, float[] vec, int length)
{
VerifyThreadAffinity();
var param = uniformCache[name];
unsafe
{
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");
}
}
}
OpenGL.CheckGLError();
}
public void SetMatrix(string name, float[] mtx)
{
VerifyThreadAffinity();
if (mtx.Length != 16)
throw new InvalidDataException("Invalid 4x4 matrix");
OpenGL.glUseProgram(program);
OpenGL.CheckGLError();
unsafe
{
fixed (float* pMtx = mtx)
OpenGL.glUniformMatrix4fv(uniformCache[name], 1, false, new IntPtr(pMtx));
}
OpenGL.CheckGLError();
}
}
}