using System; using System.Collections.Generic; using System.IO; using ANX.Framework.Graphics; using ANX.Framework.NonXNA; using ANX.Framework.Windows.GL3.Helpers; using OpenTK.Graphics.OpenGL; #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 Private /// /// The managed effect instance of this shader. /// private Effect managedEffect; /// /// The loaded shader data from the shader file. /// private ShaderData shaderData; /// /// The available techniques of this shader. /// private List techniques; /// /// The current native technique. /// internal EffectTechniqueGL3 CurrentTechnique { get { if (managedEffect.CurrentTechnique == null) { return null; } return managedEffect.CurrentTechnique.NativeTechnique as EffectTechniqueGL3; } } /// /// The active uniforms of this technique. /// internal List parameters; internal bool IsDisposed; #endregion #region Public #region Techniques public IEnumerable Techniques { get { if (techniques.Count == 0) { Compile(); } return techniques; } } #endregion #region Parameters public IEnumerable Parameters { get { if (techniques.Count == 0) { Compile(); } return parameters; } } #endregion #endregion #region Constructor /// /// Private helper constructor for the basic initialization. /// /// private EffectGL3(Effect setManagedEffect) { GraphicsResourceManager.UpdateResource(this, true); parameters = new List(); techniques = new List(); managedEffect = setManagedEffect; } ~EffectGL3() { GraphicsResourceManager.UpdateResource(this, false); } /// /// Create a new effect instance of separate streams. /// /// The vertex shader code. /// The fragment shader code. public EffectGL3(Effect setManagedEffect, Stream vertexShaderByteCode, Stream pixelShaderByteCode) : this(setManagedEffect) { // TODO: this is probably not right! throw new NotImplementedException("TODO: implement effect constructor with vertex and fragment streams, check HOWTO..."); //CreateShader(ShaderHelper.LoadShaderCode(vertexShaderByteCode), // ShaderHelper.LoadShaderCode(pixelShaderByteCode)); } /// /// Create a new effect instance of one streams. /// /// The byte code of the shader. public EffectGL3(Effect setManagedEffect, Stream byteCode) : this(setManagedEffect) { string source = ShaderHelper.LoadShaderCode(byteCode); shaderData = ShaderHelper.ParseShaderCode(source); } #endregion #region RecreateData internal void RecreateData() { Compile(); } #endregion #region Compile private void Compile() { parameters.Clear(); techniques.Clear(); Dictionary vertexShaders = new Dictionary(); Dictionary fragmentShaders = new Dictionary(); List parameterNames = new List(); #region Compile vertex shaders foreach (string vertexName in shaderData.VertexShaderCodes.Keys) { string vertexSource = shaderData.VertexGlobalCode + shaderData.VertexShaderCodes[vertexName]; 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 '" + vertexName + "' because of: " + vertexError); } vertexShaders.Add(vertexName, vertexShader); } #endregion #region Compile fragment shaders foreach (string fragmentName in shaderData.FragmentShaderCodes.Keys) { string fragmentSource = shaderData.FragmentGlobalCode + shaderData.FragmentShaderCodes[fragmentName]; int fragmentShader = GL.CreateShader(ShaderType.FragmentShader); string vertexError = CompileShader(fragmentShader, fragmentSource); if (String.IsNullOrEmpty(vertexError) == false) { throw new InvalidDataException("Failed to compile the fragment " + "shader '" + fragmentName + "' because of: " + vertexError); } fragmentShaders.Add(fragmentName, fragmentShader); } #endregion #region Compile programs foreach (string programName in shaderData.Techniques.Keys) { string vertexName = shaderData.Techniques[programName].Key; string fragmentName = shaderData.Techniques[programName].Value; int programHandle = GL.CreateProgram(); ErrorHelper.Check("CreateProgram"); GL.AttachShader(programHandle, vertexShaders[vertexName]); ErrorHelper.Check("AttachShader vertexShader"); GL.AttachShader(programHandle, fragmentShaders[fragmentName]); 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 '" + programName + "' because of: " + programError); } EffectTechniqueGL3 technique = new EffectTechniqueGL3(managedEffect, programName, programHandle); techniques.Add(new EffectTechnique(managedEffect, technique)); int uniformCount; GL.GetProgram(programHandle, ProgramParameter.ActiveUniforms, out uniformCount); ErrorHelper.Check("GetProgram ActiveUniforms"); for (int index = 0; index < uniformCount; index++) { string name = GL.GetActiveUniformName(programHandle, index); ErrorHelper.Check("GetActiveUniformName name=" + name); if (parameterNames.Contains(name) == false) { parameterNames.Add(name); int uniformIndex = GL.GetUniformLocation(programHandle, name); ErrorHelper.Check("GetUniformLocation name=" + name + " uniformIndex=" + uniformIndex); parameters.Add(new EffectParameter() { NativeParameter = new EffectParameterGL3(technique, name, uniformIndex), }); } } } #endregion } #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 Apply (TODO) public void Apply(GraphicsDevice graphicsDevice) { if (GraphicsDeviceWindowsGL3.activeEffect != this) { GL.Enable(EnableCap.Blend); GL.UseProgram(CurrentTechnique.programHandle); GraphicsDeviceWindowsGL3.activeEffect = this; ErrorHelper.Check("UseProgram"); } } #endregion #region Dispose /// /// Dispose the native shader data. /// public void Dispose() { if (IsDisposed == false) { IsDisposed = true; DisposeResource(); } } internal void DisposeResource() { if (GraphicsDeviceWindowsGL3.IsContextCurrent == false) { return; } foreach (EffectTechnique technique in techniques) { int programHandle = (technique.NativeTechnique as EffectTechniqueGL3).programHandle; 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 '" + technique.Name + "' because of: " + deleteError); } } techniques.Clear(); parameters.Clear(); } #endregion } }