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

130 lines
3.7 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;
using System.Collections.Generic;
namespace OpenRA.Renderer.Glsl
{
public class Shader : IShader
{
int program;
readonly Dictionary<string, int> samplers = new Dictionary<string, int>();
public Shader(GraphicsDevice dev, string 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);
GraphicsDevice.CheckGlError();
Console.WriteLine(log.ToString());
int numAttribs;
Gl.glGetProgramiv( program, Gl.GL_ACTIVE_UNIFORMS, out numAttribs );
GraphicsDevice.CheckGlError();
Gl.glUseProgram(program);
GraphicsDevice.CheckGlError();
int nextTexUnit = 1;
for( int i = 0 ; i < numAttribs ; i++ )
{
int uLen, uSize, uType;
var sb = new StringBuilder(4096);
Gl.glGetActiveUniform( program, i, 4096, out uLen, out uSize, out uType, sb );
GraphicsDevice.CheckGlError();
if( uType == Gl.GL_SAMPLER_2D )
{
samplers.Add( sb.ToString(), nextTexUnit );
Gl.glUniform1i( i, nextTexUnit );
++nextTexUnit;
}
}
}
public void Render(Action a)
{
Gl.glUseProgram(program);
GraphicsDevice.CheckGlError();
a();
GraphicsDevice.CheckGlError();
}
public void SetValue(string name, ITexture t)
{
if( t == null ) return;
Gl.glUseProgram(program);
GraphicsDevice.CheckGlError();
var texture = (Texture)t;
int texUnit;
if( samplers.TryGetValue( name, out texUnit ) )
{
Gl.glActiveTexture( Gl.GL_TEXTURE0 + texUnit );
GraphicsDevice.CheckGlError();
Gl.glBindTexture( Gl.GL_TEXTURE_2D, texture.texture );
GraphicsDevice.CheckGlError();
Gl.glActiveTexture( Gl.GL_TEXTURE0 );
}
}
public void SetValue(string name, float x, float y)
{
Gl.glUseProgram(program);
GraphicsDevice.CheckGlError();
int param = Gl.glGetUniformLocation(program, name);
GraphicsDevice.CheckGlError();
Gl.glUniform2f(param,x,y);
GraphicsDevice.CheckGlError();
}
public void Commit() { }
}
}