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Shader.cs
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#region Copyright & License Information
/*
* Copyright 2007-2014 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 OpenTK.Graphics.OpenGL;
namespace OpenRA.Renderer.Sdl2
{
public class Shader : IShader
{
readonly Dictionary<string, int> samplers = new Dictionary<string, int>();
readonly Dictionary<int, ITexture> textures = new Dictionary<int, ITexture>();
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 vertexShader = GL.CreateShader(ShaderType.VertexShader);
ErrorHandler.CheckGlError();
GL.ShaderSource(vertexShader, vertexCode);
ErrorHandler.CheckGlError();
GL.CompileShader(vertexShader);
ErrorHandler.CheckGlError();
int success;
GL.GetShader(vertexShader, ShaderParameter.CompileStatus, out success);
ErrorHandler.CheckGlError();
if (success == (int)All.False)
throw new InvalidProgramException("Compile error in glsl{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 fragmentShader = GL.CreateShader(ShaderType.FragmentShader);
ErrorHandler.CheckGlError();
GL.ShaderSource(fragmentShader, fragmentCode);
ErrorHandler.CheckGlError();
GL.CompileShader(fragmentShader);
ErrorHandler.CheckGlError();
GL.GetShader(vertexShader, ShaderParameter.CompileStatus, out success);
ErrorHandler.CheckGlError();
if (success == (int)All.False)
throw new InvalidProgramException("Compile error in glsl{0}{1}.frag".F(Path.DirectorySeparatorChar, name));
// Assemble program
program = GL.CreateProgram();
ErrorHandler.CheckGlError();
GL.AttachShader(program, vertexShader);
ErrorHandler.CheckGlError();
GL.AttachShader(program, fragmentShader);
ErrorHandler.CheckGlError();
GL.LinkProgram(program);
ErrorHandler.CheckGlError();
GL.GetProgram(program, ProgramParameter.LinkStatus, out success);
ErrorHandler.CheckGlError();
if (success == (int)All.False)
throw new InvalidProgramException("Linking error in {0} shader".F(name));
GL.UseProgram(program);
ErrorHandler.CheckGlError();
int numUniforms;
GL.GetProgram(program, ProgramParameter.ActiveUniforms, out numUniforms);
ErrorHandler.CheckGlError();
var nextTexUnit = 0;
for (var i = 0; i < numUniforms; i++)
{
int length, size;
ActiveUniformType type;
var sb = new StringBuilder(128);
GL.GetActiveUniform(program, i, 128, out length, out size, out type, sb);
var sampler = sb.ToString();
ErrorHandler.CheckGlError();
if (type == ActiveUniformType.Sampler2D)
{
samplers.Add(sampler, nextTexUnit);
var loc = GL.GetUniformLocation(program, sampler);
ErrorHandler.CheckGlError();
GL.Uniform1(loc, nextTexUnit);
ErrorHandler.CheckGlError();
nextTexUnit++;
}
}
}
public void Render(Action a)
{
GL.UseProgram(program);
// bind the textures
foreach (var kv in textures)
{
GL.ActiveTexture(TextureUnit.Texture0 + kv.Key);
GL.BindTexture(TextureTarget.Texture2D, ((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.UseProgram(program);
ErrorHandler.CheckGlError();
var param = GL.GetUniformLocation(program, name);
ErrorHandler.CheckGlError();
GL.Uniform1(param, x);
ErrorHandler.CheckGlError();
}
public void SetVec(string name, float x, float y)
{
GL.UseProgram(program);
ErrorHandler.CheckGlError();
var param = GL.GetUniformLocation(program, name);
ErrorHandler.CheckGlError();
GL.Uniform2(param, x, y);
ErrorHandler.CheckGlError();
}
public void SetVec(string name, float[] vec, int length)
{
var param = GL.GetUniformLocation(program, name);
ErrorHandler.CheckGlError();
switch (length)
{
case 1: GL.Uniform1(param, 1, vec); break;
case 2: GL.Uniform2(param, 1, vec); break;
case 3: GL.Uniform3(param, 1, vec); break;
case 4: GL.Uniform4(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.UseProgram(program);
ErrorHandler.CheckGlError();
var param = GL.GetUniformLocation(program, name);
ErrorHandler.CheckGlError();
GL.UniformMatrix4(param, 1, false, mtx);
ErrorHandler.CheckGlError();
}
}
}