71 lines
1.9 KiB
C#
71 lines
1.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.IO;
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using System.Linq;
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namespace OpenRA.Graphics
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{
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public enum ShaderVertexAttributeType
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{
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// Assign the underlying OpenGL type values
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// to simplify enum use in the shader
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Float = 0x1406, // GL_FLOAT
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Int = 0x1404, // GL_INT
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UInt = 0x1405 // GL_UNSIGNED_INT
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}
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public readonly struct ShaderVertexAttribute
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{
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public readonly string Name;
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public readonly ShaderVertexAttributeType Type;
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public readonly int Components;
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public readonly int Offset;
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public ShaderVertexAttribute(string name, ShaderVertexAttributeType type, int components, int offset)
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{
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Name = name;
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Type = type;
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Components = components;
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Offset = offset;
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}
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}
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public abstract class ShaderBindings : IShaderBindings
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{
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public string VertexShaderName { get; }
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public string VertexShaderCode { get; }
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public string FragmentShaderName { get; }
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public string FragmentShaderCode { get; }
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public int Stride { get; }
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public abstract ShaderVertexAttribute[] Attributes { get; }
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protected ShaderBindings(string name)
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: this(name, name) { }
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protected ShaderBindings(string vertexName, string fragmentName)
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{
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Stride = Attributes.Sum(a => a.Components * 4);
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VertexShaderName = vertexName;
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VertexShaderCode = GetShaderCode(VertexShaderName + ".vert");
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FragmentShaderName = fragmentName;
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FragmentShaderCode = GetShaderCode(FragmentShaderName + ".frag");
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}
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public static string GetShaderCode(string filename)
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{
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var filepath = Path.Combine(Platform.EngineDir, "glsl", filename);
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return File.ReadAllText(filepath);
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}
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}
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}
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