diff --git a/RenderSystems/ANX.Framework.Windows.GL3/EffectGL3.cs b/RenderSystems/ANX.Framework.Windows.GL3/EffectGL3.cs index ba8894c2..d59d17c7 100644 --- a/RenderSystems/ANX.Framework.Windows.GL3/EffectGL3.cs +++ b/RenderSystems/ANX.Framework.Windows.GL3/EffectGL3.cs @@ -58,6 +58,8 @@ namespace ANX.Framework.Windows.GL3 { /// /// Native OpenGL Effect implementation. + /// + /// http://wiki.delphigl.com/index.php/Tutorial_glsl /// public class EffectGL3 : INativeEffect { @@ -81,7 +83,10 @@ namespace ANX.Framework.Windows.GL3 List techniques = new List(); // TODO: dummy, fill with actual data. - techniques.Add(new EffectTechnique()); + techniques.Add(new EffectTechnique() + { + NativeTechnique = new EffectTechniqueGL3(), + }); return techniques; } @@ -95,17 +100,25 @@ namespace ANX.Framework.Windows.GL3 { List parameters = new List(); - int uniformCount; - GL.GetProgram(programHandle, ProgramParameter.ActiveUniforms, out uniformCount); + int uniformCount; + GL.GetProgram(programHandle, ProgramParameter.ActiveUniforms, + out uniformCount); - string[] uniformNames = new string[uniformCount]; - int[] uniformIndices = new int[uniformCount]; + List names = new List(); + for (int index = 0; index < uniformCount; index++) + { + string name = GL.GetActiveUniformName(programHandle, 0); - //TODO: this command doesn't work ?!?! -> GL.GetUniformIndices(programHandle, uniformCount, uniformNames, uniformIndices); - - - // TODO: dummy, fill with actual data. - parameters.Add(new EffectParameter()); + if (names.Contains(name) == false) + { + names.Add(name); + int uniformIndex = GL.GetUniformLocation(programHandle, name); + parameters.Add(new EffectParameter() + { + NativeParameter = new EffectParameterGL3(name, uniformIndex), + }); + } + } return parameters; } @@ -291,7 +304,7 @@ namespace ANX.Framework.Windows.GL3 #region Apply (TODO) public void Apply(GraphicsDevice graphicsDevice) { - throw new NotImplementedException(); + GL.UseProgram(programHandle); } #endregion diff --git a/RenderSystems/ANX.Framework.Windows.GL3/EffectParameterGL3.cs b/RenderSystems/ANX.Framework.Windows.GL3/EffectParameterGL3.cs index 57292f6a..36720412 100644 --- a/RenderSystems/ANX.Framework.Windows.GL3/EffectParameterGL3.cs +++ b/RenderSystems/ANX.Framework.Windows.GL3/EffectParameterGL3.cs @@ -65,14 +65,25 @@ namespace ANX.Framework.Windows.GL3 get; private set; } + + /// + /// The index of the uniform. + /// + public int UniformIndex + { + get; + private set; + } #endregion #region Constructor /// /// Create a ne effect parameter object. /// - internal EffectParameterGL3() + internal EffectParameterGL3(string setName, int setUniformIndex) { + Name = setName; + UniformIndex = setUniformIndex; } #endregion diff --git a/RenderSystems/ANX.Framework.Windows.GL3/ShaderByteCode.cs b/RenderSystems/ANX.Framework.Windows.GL3/ShaderByteCode.cs index 77b33b3b..777dfa8f 100644 --- a/RenderSystems/ANX.Framework.Windows.GL3/ShaderByteCode.cs +++ b/RenderSystems/ANX.Framework.Windows.GL3/ShaderByteCode.cs @@ -54,60 +54,25 @@ namespace ANX.Framework.Windows.GL3 #region SpriteBatchShader internal static byte[] SpriteBatchByteCode = new byte[] { - 224, - 007, 117, 110, 105, 102, 111, 114, 109, 032, 109, 097, 116, 052, 032, 077, 097, 116, 114, 105, 120, + 153, + 002, 117, 110, 105, 102, 111, 114, 109, 032, 109, 097, 116, 052, 032, 077, 097, 116, 114, 105, 120, 084, 114, 097, 110, 115, 102, 111, 114, 109, 059, 010, 118, 111, 105, 100, 032, 109, 097, 105, 110, 040, 118, 111, 105, 100, 041, 123, 010, 103, 108, 095, 080, 111, 115, 105, 116, 105, 111, 110, 061, 103, 108, 095, 077, 111, 100, 101, 108, 086, 105, 101, 119, 080, 114, 111, 106, 101, 099, 116, 105, - 111, 110, 077, 097, 116, 114, 105, 120, 042, 103, 108, 095, 086, 101, 114, 116, 101, 120, 059, 125, - 010, 035, 035, 033, 102, 114, 097, 103, 109, 101, 110, 116, 033, 035, 035, 010, 118, 111, 105, 100, - 032, 109, 097, 105, 110, 040, 118, 111, 105, 100, 041, 123, 010, 103, 108, 095, 070, 114, 097, 103, - 067, 111, 108, 111, 114, 061, 118, 101, 099, 052, 040, 049, 046, 048, 044, 049, 046, 048, 044, 049, - 046, 048, 044, 049, 046, 048, 041, 059, 125, 010, 047, 042, 010, 084, 101, 120, 116, 117, 114, 101, - 050, 068, 060, 102, 108, 111, 097, 116, 052, 062, 032, 084, 101, 120, 116, 117, 114, 101, 032, 058, - 032, 114, 101, 103, 105, 115, 116, 101, 114, 040, 116, 048, 041, 059, 010, 115, 097, 109, 112, 108, - 101, 114, 032, 084, 101, 120, 116, 117, 114, 101, 083, 097, 109, 112, 108, 101, 114, 032, 058, 032, - 114, 101, 103, 105, 115, 116, 101, 114, 040, 115, 048, 041, 059, 010, 115, 116, 114, 117, 099, 116, - 032, 086, 101, 114, 116, 101, 120, 083, 104, 097, 100, 101, 114, 073, 110, 112, 117, 116, 123, 010, - 102, 108, 111, 097, 116, 052, 032, 112, 111, 115, 032, 058, 032, 080, 079, 083, 073, 084, 073, 079, - 078, 059, 010, 102, 108, 111, 097, 116, 052, 032, 099, 111, 108, 032, 058, 032, 067, 079, 076, 079, - 082, 059, 010, 102, 108, 111, 097, 116, 050, 032, 116, 101, 120, 032, 058, 032, 084, 069, 088, 067, - 079, 079, 082, 068, 048, 059, 010, 125, 059, 010, 115, 116, 114, 117, 099, 116, 032, 080, 105, 120, - 101, 108, 083, 104, 097, 100, 101, 114, 073, 110, 112, 117, 116, 123, 010, 102, 108, 111, 097, 116, - 052, 032, 112, 111, 115, 032, 058, 032, 083, 086, 095, 080, 079, 083, 073, 084, 073, 079, 078, 059, - 010, 102, 108, 111, 097, 116, 052, 032, 099, 111, 108, 032, 058, 032, 067, 079, 076, 079, 082, 059, - 010, 102, 108, 111, 097, 116, 050, 032, 116, 101, 120, 032, 058, 032, 084, 069, 088, 067, 079, 079, - 082, 068, 048, 059, 010, 125, 059, 010, 080, 105, 120, 101, 108, 083, 104, 097, 100, 101, 114, 073, - 110, 112, 117, 116, 032, 083, 112, 114, 105, 116, 101, 086, 101, 114, 116, 101, 120, 083, 104, 097, - 100, 101, 114, 040, 032, 086, 101, 114, 116, 101, 120, 083, 104, 097, 100, 101, 114, 073, 110, 112, - 117, 116, 032, 105, 110, 112, 117, 116, 032, 041, 123, 010, 080, 105, 120, 101, 108, 083, 104, 097, - 100, 101, 114, 073, 110, 112, 117, 116, 032, 111, 117, 116, 112, 117, 116, 061, 040, 080, 105, 120, - 101, 108, 083, 104, 097, 100, 101, 114, 073, 110, 112, 117, 116, 041, 048, 059, 010, 111, 117, 116, - 112, 117, 116, 046, 112, 111, 115, 061, 109, 117, 108, 040, 105, 110, 112, 117, 116, 046, 112, 111, - 115, 044, 077, 097, 116, 114, 105, 120, 084, 114, 097, 110, 115, 102, 111, 114, 109, 041, 059, 010, - 111, 117, 116, 112, 117, 116, 046, 099, 111, 108, 061, 105, 110, 112, 117, 116, 046, 099, 111, 108, - 059, 010, 111, 117, 116, 112, 117, 116, 046, 116, 101, 120, 061, 105, 110, 112, 117, 116, 046, 116, - 101, 120, 059, 010, 114, 101, 116, 117, 114, 110, 032, 111, 117, 116, 112, 117, 116, 059, 125, 010, - 102, 108, 111, 097, 116, 052, 032, 083, 112, 114, 105, 116, 101, 080, 105, 120, 101, 108, 083, 104, - 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105, 108, 101, 083, 104, 097, 100, 101, 114, 040, 032, 118, 115, 095, 052, 095, 048, 044, 083, 112, - 114, 105, 116, 101, 086, 101, 114, 116, 101, 120, 083, 104, 097, 100, 101, 114, 040, 041, 032, 041, - 032, 041, 059, 010, 083, 101, 116, 080, 105, 120, 101, 108, 083, 104, 097, 100, 101, 114, 040, 032, - 067, 111, 109, 112, 105, 108, 101, 083, 104, 097, 100, 101, 114, 040, 032, 112, 115, 095, 052, 095, - 048, 044, 083, 112, 114, 105, 116, 101, 080, 105, 120, 101, 108, 083, 104, 097, 100, 101, 114, 040, - 041, 032, 041, 032, 041, 059, 125, 010, 125, 010, 042, 047, 010, 117, 140, 064, 187, 232, 054, 126, - 209, 103, 145, 103, 013, 029, 122, 079, 091, 098, 241, 220, 158, 076, 040, 008, 035, 172, 166, 125, - 213, 214, 199, 171, 220, 149, 178, 155, 164, 238, 077, 175, 178, 130, 078, 077, 229, 197, 006, 010, - 071, 037, 113, 028, 110, 096, 111, 079, 211, 240, 031, 083, 045, 193, 025, 040, 058 + 111, 110, 077, 097, 116, 114, 105, 120, 042, 103, 108, 095, 086, 101, 114, 116, 101, 120, 059, 010, + 103, 108, 095, 084, 101, 120, 067, 111, 111, 114, 100, 091, 048, 093, 061, 103, 108, 095, 077, 117, + 108, 116, 105, 084, 101, 120, 067, 111, 111, 114, 100, 048, 059, 010, 103, 108, 095, 070, 114, 111, + 110, 116, 067, 111, 108, 111, 114, 061, 103, 108, 095, 067, 111, 108, 111, 114, 059, 125, 010, 035, + 035, 033, 102, 114, 097, 103, 109, 101, 110, 116, 033, 035, 035, 010, 117, 110, 105, 102, 111, 114, + 109, 032, 115, 097, 109, 112, 108, 101, 114, 050, 068, 032, 084, 101, 120, 116, 117, 114, 101, 059, + 010, 118, 111, 105, 100, 032, 109, 097, 105, 110, 040, 118, 111, 105, 100, 041, 123, 010, 103, 108, + 095, 070, 114, 097, 103, 067, 111, 108, 111, 114, 061, 116, 101, 120, 116, 117, 114, 101, 050, 068, + 040, 084, 101, 120, 116, 117, 114, 101, 044, 118, 101, 099, 050, 040, 103, 108, 095, 084, 101, 120, + 067, 111, 111, 114, 100, 091, 048, 093, 041, 041, 042, 103, 108, 095, 067, 111, 108, 111, 114, 059, + 125, 010, 158, 137, 116, 152, 114, 087, 034, 194, 190, 191, 004, 241, 045, 226, 015, 222, 146, 050, + 005, 201, 127, 023, 220, 186, 170, 186, 147, 127, 228, 201, 229, 208, 024, 188, 126, 121, 005, 218, + 091, 005, 195, 101, 015, 122, 021, 003, 169, 237, 192, 224, 104, 229, 065, 240, 081, 150, 216, 205, + 237, 050, 203, 242, 163, 253 }; #endregion //SpriteBatchShader diff --git a/shader/GL3/SpriteBatch_GLSL.fx b/shader/GL3/SpriteBatch_GLSL.fx index 48558105..dcbb6b7b 100644 --- a/shader/GL3/SpriteBatch_GLSL.fx +++ b/shader/GL3/SpriteBatch_GLSL.fx @@ -41,15 +41,16 @@ // extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a // particular purpose and non-infringement. -uniform mat4 MatrixTransform; - // // Vertex Shader // +uniform mat4 MatrixTransform; void main(void) { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_TexCoord[0] = gl_MultiTexCoord0; + gl_FrontColor = gl_Color; } ##!fragment!## @@ -58,52 +59,8 @@ void main(void) // Fragment Shader // +uniform sampler2D Texture; void main(void) { - gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); -} - -/* -Texture2D Texture : register(t0); - sampler TextureSampler : register(s0); - -struct VertexShaderInput -{ - float4 pos : POSITION; - float4 col : COLOR; - float2 tex : TEXCOORD0; -}; - -struct PixelShaderInput -{ - float4 pos : SV_POSITION; - float4 col : COLOR; - float2 tex : TEXCOORD0; -}; - -PixelShaderInput SpriteVertexShader( VertexShaderInput input ) -{ - PixelShaderInput output = (PixelShaderInput)0; - - output.pos = mul(input.pos, MatrixTransform); - output.col = input.col; - output.tex = input.tex; - - return output; -} - -float4 SpritePixelShader( PixelShaderInput input ) : SV_Target -{ - return Texture.Sample(TextureSampler, input.tex) * input.col; -} - -technique10 SpriteTechnique -{ - pass SpriteColorPass - { - SetGeometryShader( 0 ); - SetVertexShader( CompileShader( vs_4_0, SpriteVertexShader() ) ); - SetPixelShader( CompileShader( ps_4_0, SpritePixelShader() ) ); - } -} -*/ \ No newline at end of file + gl_FragColor = texture2D(Texture, vec2(gl_TexCoord[0])) * gl_Color; +} \ No newline at end of file