using System; using System.Collections.Generic; using System.IO; using System.Security.Cryptography; using StringPair = System.Collections.Generic.KeyValuePair; #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 { public static class ShaderHelper { #region SaveShaderCode (for external) public static byte[] SaveShaderCode(string effectCode) { effectCode = CleanCode(effectCode); 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 public 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 CleanCode private static string CleanCode(string input) { // 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(input.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. } input = ""; foreach (string line in lines) { input += line + "\n"; } // Now to some additional cleanup string[] minimizables = { " * ", " = ", " + ", " / ", " - ", ", ", }; foreach (string mizable in minimizables) { input = input.Replace(mizable, mizable.Trim()); } input = input.Replace("\n", ""); return input; } #endregion #region ParseShaderCode public static ShaderData ParseShaderCode(string source) { ShaderData result = new ShaderData(); string[] partIdentifiers = { "vertexglobal", "vertexshaders", "fragmentglobal", "fragmentshaders", "techniques", }; int index = 0; while (index < source.Length) { for (int partIdsIndex = 0; partIdsIndex < partIdentifiers.Length; partIdsIndex++) { string partId = partIdentifiers[partIdsIndex]; bool isValid = true; for (int partIndex = 0; partIndex < partId.Length; partIndex++) { if (source[index + partIndex] != partId[partIndex]) { isValid = false; break; } } if (isValid) { int startIndex = index + partId.Length; startIndex = source.IndexOf('{', startIndex) + 1; string area = ExtractArea(source, startIndex); index = startIndex + area.Length - 1; switch (partIdsIndex) { case 0: result.VertexGlobalCode = area; break; case 2: result.FragmentGlobalCode = area; break; case 1: ExtractNamedAreas(area, "shader", 0, result); break; case 3: ExtractNamedAreas(area, "shader", 1, result); break; case 4: ExtractNamedAreas(area, "technique", 2, result); break; } } } index++; } return result; } #endregion #region ExtractNamedAreas private static void ExtractNamedAreas(string areaSource, string identifier, int addToId, ShaderData result) { int index = 0; while (index < areaSource.Length) { bool isValid = true; for (int partIndex = 0; partIndex < identifier.Length; partIndex++) { if (areaSource[index + partIndex] != identifier[partIndex]) { isValid = false; break; } } if (isValid) { int startIndex = index + identifier.Length; startIndex = areaSource.IndexOf('"', startIndex) + 1; string name = areaSource.Substring(startIndex, areaSource.IndexOf('"', startIndex) - startIndex); startIndex = areaSource.IndexOf('{', startIndex) + 1; string area = ExtractArea(areaSource, startIndex); switch (addToId) { case 0: result.VertexShaderCodes.Add(name, area); break; case 1: result.FragmentShaderCodes.Add(name, area); break; case 2: int vertexIndex = area.IndexOf("vertex"); vertexIndex = area.IndexOf('"', vertexIndex) + 1; string vertexName = area.Substring(vertexIndex, area.IndexOf('"', vertexIndex) - vertexIndex); int fragmentIndex = area.IndexOf("fragment"); fragmentIndex = area.IndexOf('"', fragmentIndex) + 1; string fragmentName = area.Substring(fragmentIndex, area.IndexOf('"', fragmentIndex) - fragmentIndex); result.Techniques.Add(name, new StringPair(vertexName, fragmentName)); break; } } index++; } } #endregion #region ExtractArea private static string ExtractArea(string source, int startIndex) { int endIndex = startIndex; int openBraceCount = 0; for (int index = startIndex; index < source.Length; index++) { if (source[index] == '{') { openBraceCount++; } if (source[index] == '}') { openBraceCount--; } if (openBraceCount == -1) { endIndex = index; break; } } return source.Substring(startIndex, endIndex - startIndex); } #endregion private class Tests { #region TestCleanCode public static void TestCleanCode() { string input = File.ReadAllText(@"..\..\shader\GL3\SpriteBatch_GLSL.fx"); Console.WriteLine(CleanCode(input)); } #endregion #region TestParseShaderCode public static void TestParseShaderCode() { string input = CleanCode(File.ReadAllText( @"..\..\shader\GL3\SpriteBatch_GLSL.fx")); ShaderData data = ParseShaderCode(input); Console.WriteLine("Vertex globals:"); Console.WriteLine(data.VertexGlobalCode); Console.WriteLine("-------------------------"); Console.WriteLine("Fragment globals:"); Console.WriteLine(data.FragmentGlobalCode); Console.WriteLine("-------------------------"); foreach (StringPair pair in data.VertexShaderCodes) { Console.WriteLine("vertex shader: " + pair.Key); Console.WriteLine(pair.Value); Console.WriteLine("-------------------------"); } foreach (StringPair pair in data.FragmentShaderCodes) { Console.WriteLine("fragment shader: " + pair.Key); Console.WriteLine(pair.Value); Console.WriteLine("-------------------------"); } foreach (KeyValuePair pair in data.Techniques) { Console.WriteLine("technique: " + pair.Key); Console.WriteLine("vertex shader: " + pair.Value.Key); Console.WriteLine("fragment shader: " + pair.Value.Value); Console.WriteLine("-------------------------"); } } #endregion } } }