using System; using System.Collections.Generic; using System.IO; using ANX.Framework.Graphics; using ANX.Framework.NonXNA; using OpenTK.Graphics.OpenGL; using System.Text; using System.Security.Cryptography; #region License // // This file is part of the ANX.Framework created by the "ANX.Framework developer group". // // This file is released under the Ms-PL license. // // // // Microsoft Public License (Ms-PL) // // This license governs use of the accompanying software. If you use the software, you accept this license. // If you do not accept the license, do not use the software. // // 1.Definitions // The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning // here as under U.S. copyright law. // A "contribution" is the original software, or any additions or changes to the software. // A "contributor" is any person that distributes its contribution under this license. // "Licensed patents" are a contributor's patent claims that read directly on its contribution. // // 2.Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations // in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to // reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution // or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in // section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed // patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution // in the software or derivative works of the contribution in the software. // // 3.Conditions and Limitations // (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your // patent license from such contributor to the software ends automatically. // (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source code form, you may do so only under this license by including // a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or // object code form, you may only do so under a license that complies with this license. // (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees, // or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the // extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a // particular purpose and non-infringement. #endregion // License namespace ANX.Framework.Windows.GL3 { /// /// Native OpenGL Effect implementation. /// /// http://wiki.delphigl.com/index.php/Tutorial_glsl /// public class EffectGL3 : INativeEffect { #region ShaderAttribute (Helper struct) public struct ShaderAttribute { public string Name; public uint Location; public int Size; public ActiveAttribType Type; } #endregion #region Constants private const string FragmentSeparator = "##!fragment!##"; #endregion #region Private /// /// The native shader handle. /// internal int programHandle; private Effect managedEffect; internal Dictionary ActiveAttributes { get; private set; } #endregion #region Public #region Techniques (TODO) public IEnumerable Techniques { get { List techniques = new List(); // TODO: dummy, fill with actual data. techniques.Add(new EffectTechnique(this.managedEffect, new EffectTechniqueGL3())); return techniques; } } #endregion #region Parameters (TODO) public IEnumerable Parameters { get { List parameters = new List(); int uniformCount; GL.GetProgram(programHandle, ProgramParameter.ActiveUniforms, out uniformCount); ErrorHelper.Check("GetProgram ActiveUniforms"); List names = new List(); for (int index = 0; index < uniformCount; index++) { string name = GL.GetActiveUniformName(programHandle, index); ErrorHelper.Check("GetActiveUniformName name=" + name); if (names.Contains(name) == false) { names.Add(name); int uniformIndex = GL.GetUniformLocation(programHandle, name); ErrorHelper.Check("GetUniformLocation name=" + name + " uniformIndex=" + uniformIndex); parameters.Add(new EffectParameter() { NativeParameter = new EffectParameterGL3(this, name, uniformIndex), }); } } return parameters; } } #endregion #endregion #region Constructor /// /// Create a new effect instance of separate streams. /// /// The vertex shader code. /// The fragment shader code. public EffectGL3(Effect managedEffect, Stream vertexShaderByteCode, Stream pixelShaderByteCode) { this.managedEffect = managedEffect; CreateShader(LoadShaderCode(vertexShaderByteCode), LoadShaderCode(pixelShaderByteCode)); } /// /// Create a new effect instance of one streams. /// /// The byte code of the shader. public EffectGL3(Effect managedEffect, Stream byteCode) { this.managedEffect = managedEffect; string source = LoadShaderCode(byteCode); string[] parts = source.Split(new string[] { FragmentSeparator }, StringSplitOptions.RemoveEmptyEntries); CreateShader(parts[0], parts[1]); } #endregion #region CreateShader private void CreateShader(string vertexSource, string fragmentSource) { int vertexShader = GL.CreateShader(ShaderType.VertexShader); string vertexError = CompileShader(vertexShader, vertexSource); if (String.IsNullOrEmpty(vertexError) == false) { throw new InvalidDataException("Failed to compile the vertex " + "shader because of: " + vertexError); } int fragmentShader = GL.CreateShader(ShaderType.FragmentShader); string fragmentError = CompileShader(fragmentShader, fragmentSource); if (String.IsNullOrEmpty(fragmentError) == false) { throw new InvalidDataException("Failed to compile the fragment " + "shader because of: " + fragmentError); } programHandle = GL.CreateProgram(); ErrorHelper.Check("CreateProgram"); GL.AttachShader(programHandle, vertexShader); ErrorHelper.Check("AttachShader vertexShader"); GL.AttachShader(programHandle, fragmentShader); ErrorHelper.Check("AttachShader fragmentShader"); GL.LinkProgram(programHandle); int result; GL.GetProgram(programHandle, ProgramParameter.LinkStatus, out result); if (result == 0) { string programError; GL.GetProgramInfoLog(programHandle, out programError); throw new InvalidDataException("Failed to link the shader program " + "because of: " + programError); } GetAttributes(); } #endregion #region CompileShader private string CompileShader(int shader, string source) { GL.ShaderSource(shader, source); GL.CompileShader(shader); int result; GL.GetShader(shader, ShaderParameter.CompileStatus, out result); if (result == 0) { string error = ""; GL.GetShaderInfoLog(shader, out error); GL.DeleteShader(shader); return error; } return null; } #endregion #region CompileShader (for external) public static byte[] CompileShader(string effectCode) { #region Source Cleanup // We wanna clean up the shader a little bit, so we remove // empty lines, spaces and tabs at beginning and end and also // remove comments. List lines = new List(effectCode.Split('\n')); for (int index = lines.Count - 1; index >= 0; index--) { lines[index] = lines[index].Trim(); if (String.IsNullOrEmpty(lines[index]) || lines[index].StartsWith("//")) { lines.RemoveAt(index); continue; } // TODO: add /**/ comment checking and removing. } effectCode = ""; foreach (string line in lines) { effectCode += line + "\n"; } // Now to some additional cleanup string[] minimizables = { " * ", " = ", " + ", " / ", " - ", ", ", }; foreach (string mizable in minimizables) { effectCode = effectCode.Replace(mizable, mizable.Trim()); } effectCode = effectCode.Replace("\n{\n", "{\n"); effectCode = effectCode.Replace("\n}\n", "}\n"); #endregion MemoryStream stream = new MemoryStream(); BinaryWriter writer = new BinaryWriter(stream); // First of all writer the shader code (which is already preceeded // by a length identifier, making it harder to manipulate the code) writer.Write(effectCode); // And now we additionally generate a sha hash so it nearly becomes // impossible to manipulate the shader. SHA512Managed sha = new SHA512Managed(); byte[] data = stream.ToArray(); byte[] hash = sha.ComputeHash(data); // The hash is added to the end of the stream. writer.Write(hash); writer.Flush(); sha.Dispose(); return stream.ToArray(); } #endregion #region LoadShaderCode private static string LoadShaderCode(Stream stream) { BinaryReader reader = new BinaryReader(stream); // First load the source. string source = reader.ReadString(); // And now check if it was manipulated. SHA512Managed sha = new SHA512Managed(); int lengthRead = (int)stream.Position; stream.Position = 0; byte[] data = reader.ReadBytes(lengthRead); byte[] hash = sha.ComputeHash(data); sha.Dispose(); byte[] loadedHash = reader.ReadBytes(64); for (int index = 0; index < hash.Length; index++) { if (hash[index] != loadedHash[index]) { throw new InvalidDataException("Failed to load the shader " + "because the data got manipulated!"); } } return source; } #endregion #region GetAttributes private void GetAttributes() { ActiveAttributes = new Dictionary(); int attributeCount; GL.GetProgram(programHandle, ProgramParameter.ActiveAttributes, out attributeCount); for (int index = 0; index < attributeCount; index++) { int attributeSize; ActiveAttribType attributeType; string name = GL.GetActiveAttrib(programHandle, index, out attributeSize, out attributeType); uint attributeIndex = (uint)GL.GetAttribLocation(programHandle, name); ActiveAttributes.Add(name, new ShaderAttribute { Name = name, Location = attributeIndex, Size = attributeSize, Type = attributeType, }); } } #endregion #region Apply (TODO) public void Apply(GraphicsDevice graphicsDevice) { if (GraphicsDeviceWindowsGL3.activeEffect != this) { GL.Enable(EnableCap.Blend); GL.UseProgram(programHandle); GraphicsDeviceWindowsGL3.activeEffect = this; ErrorHelper.Check("UseProgram"); } } #endregion #region Dispose /// /// Dispose the native shader data. /// public void Dispose() { GL.DeleteProgram(programHandle); ErrorHelper.Check("DeleteProgram"); int result; GL.GetProgram(programHandle, ProgramParameter.DeleteStatus, out result); if (result == 0) { string deleteError; GL.GetProgramInfoLog(programHandle, out deleteError); throw new Exception("Failed to delete the shader program because of: " + deleteError); } } #endregion } }