Files
OpenRA/OpenRA.Renderer.Gl/Shader.cs

112 lines
3.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using System;
using System.IO;
using OpenRA.FileFormats;
using OpenRA.FileFormats.Graphics;
using Tao.OpenGl;
using System.Text;
namespace OpenRA.Renderer.Glsl
{
public class Shader : IShader
{
int program;
string type;
public Shader(GraphicsDevice dev, string type)
{
this.type = type;
Console.WriteLine("Loading shader: {0}",type);
// Vertex shader
string vertexCode;
using (var file = new StreamReader(FileSystem.Open("glsl{0}{1}.vert".F(Path.DirectorySeparatorChar, type))))
vertexCode = file.ReadToEnd();
int v = Gl.glCreateShader(Gl.GL_VERTEX_SHADER);
GraphicsDevice.CheckGlError();
Gl.glShaderSource(v,1,new string[]{vertexCode},null);
GraphicsDevice.CheckGlError();
Gl.glCompileShader(v);
GraphicsDevice.CheckGlError();
// Fragment shader
string fragmentCode;
using (var file = new StreamReader(FileSystem.Open("glsl{0}{1}.frag".F(Path.DirectorySeparatorChar, type))))
fragmentCode = file.ReadToEnd();
int f = Gl.glCreateShader(Gl.GL_FRAGMENT_SHADER);
GraphicsDevice.CheckGlError();
Gl.glShaderSource(f,1,new string[]{fragmentCode},null);
GraphicsDevice.CheckGlError();
Gl.glCompileShader(f);
GraphicsDevice.CheckGlError();
// Assemble program
program = Gl.glCreateProgram();
GraphicsDevice.CheckGlError();
Gl.glAttachShader(program,v);
GraphicsDevice.CheckGlError();
Gl.glAttachShader(program,f);
GraphicsDevice.CheckGlError();
Gl.glLinkProgram(program);
StringBuilder foo = new StringBuilder();
int[] l = new int[1];
System.Text.StringBuilder log = new System.Text.StringBuilder(4024);
Gl.glGetProgramInfoLog(program,4024,l,log);
Console.WriteLine(log.ToString());
GraphicsDevice.CheckGlError();
}
public void Render(Action a)
{
Gl.glUseProgram(program);
GraphicsDevice.CheckGlError();
a();
GraphicsDevice.CheckGlError();
}
public void SetValue(string name, ITexture t)
{
Gl.glUseProgram(program);
GraphicsDevice.CheckGlError();
var texture = (Texture)t;
int param = Gl.glGetUniformLocation(program, name);
GraphicsDevice.CheckGlError();
if (texture != null && param >= 0)
{
//texture.texture = 0;
Console.WriteLine("setting {0}:{1} to {2}",type,name,texture.texture);
Gl.glUniform1i(param, texture.texture);
GraphicsDevice.CheckGlError();
}
}
public void SetValue(string name, float x, float y)
{
Gl.glUseProgram(program);
GraphicsDevice.CheckGlError();
//Console.WriteLine("setting {3}:{0} to ({1},{2})",name,x,y,type);
int param = Gl.glGetUniformLocation(program, name);
GraphicsDevice.CheckGlError();
Gl.glUniform2f(param,x,y);
GraphicsDevice.CheckGlError();
}
public void Commit() { }
}
}