using System; using System.Collections.Generic; using System.IO; using ANX.Framework.Graphics; using ANX.Framework.NonXNA; using ANX.RenderSystem.GL3.Helpers; using OpenTK.Graphics.OpenGL; using ANX.Framework.Content.Pipeline.Helpers.GL3; // This file is part of the ANX.Framework created by the // "ANX.Framework developer group" and released under the Ms-PL license. // For details see: http://anxframework.codeplex.com/license namespace ANX.RenderSystem.GL3 { /// /// Native OpenGL Effect implementation. /// http://wiki.delphigl.com/index.php/Tutorial_glsl /// public class EffectGL3 : INativeEffect { #region Private private Effect managedEffect; private ShaderData shaderData; private List parameters; private List techniques; internal bool IsDisposed; internal EffectTechniqueGL3 CurrentTechnique { get { if (managedEffect.CurrentTechnique == null) return null; return managedEffect.CurrentTechnique.NativeTechnique as EffectTechniqueGL3; } } #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 + "' cause 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 fragmentError = CompileShader(fragmentShader, fragmentSource); if (String.IsNullOrEmpty(fragmentError) == false) throw new InvalidDataException("Failed to compile the fragment shader '" + fragmentName + "' cause of: " + fragmentError); 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 vertexShaderHandle = vertexShaders[vertexName]; int fragmentShaderHandle = fragmentShaders[fragmentName]; int programHandle = GL.CreateProgram(); ErrorHelper.Check("CreateProgram"); GL.AttachShader(programHandle, vertexShaderHandle); ErrorHelper.Check("AttachShader vertexShader"); GL.AttachShader(programHandle, fragmentShaderHandle); ErrorHelper.Check("AttachShader fragmentShader"); GL.LinkProgram(programHandle); int result; GL.GetProgram(programHandle, GetProgramParameterName.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); } //After the program has been linked, the shaders don't have to be attached anymore as they won't do anything. //We also save some memory because the shader source code gets freed by this. GL.DetachShader(programHandle, vertexShaderHandle); GL.DetachShader(programHandle, fragmentShaderHandle); GL.DeleteShader(vertexShaderHandle); GL.DeleteShader(fragmentShaderHandle); EffectTechniqueGL3 technique = new EffectTechniqueGL3((EffectGL3)managedEffect.NativeEffect, programName, programHandle); techniques.Add(new EffectTechnique(managedEffect, technique)); AddParametersFrom(programHandle, parameterNames, technique); } #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 AddParametersFrom private void AddParametersFrom(int programHandle, List parameterNames, EffectTechniqueGL3 technique) { int uniformCount; GL.GetProgram(programHandle, GetProgramParameterName.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(new EffectParameterGL3(technique, name, uniformIndex))); } } } #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, GetProgramParameterName.DeleteStatus, out result); //If it isn't deleted, it means it's somehow still in use. if (result == 1) { 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 } }