using System; using System.Collections.Generic; using System.IO; using ANX.Framework.Graphics; using ANX.Framework.NonXNA; 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. /// public class EffectGL3 : INativeEffect { #region Private /// /// The native shader handle. /// private int programHandle; #endregion #region Constructor (TODO) /// /// Create a new effect instance of separate streams. /// /// The vertex shader code. /// The fragment shader code. public EffectGL3(Stream vertexShaderByteCode, Stream pixelShaderByteCode) { CreateShader("", ""); } /// /// Create a new effect instance of one streams. /// /// The byte code of the shader. public EffectGL3(Stream byteCode) { CreateShader("", ""); } #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(); GL.AttachShader(programHandle, vertexShader); GL.AttachShader(programHandle, 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); } } #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 INativeEffect Member public void Apply(GraphicsDevice graphicsDevice) { throw new NotImplementedException(); } public IEnumerable Techniques { get { List techniques = new List(); // TODO: dummy, fill with actual data. techniques.Add(new EffectTechnique()); return techniques; } } public IEnumerable Parameters { get { List parameters = new List(); // TODO: dummy, fill with actual data. parameters.Add(new EffectParameter()); return parameters; } } #endregion #region Dispose /// /// Dispose the native shader data. /// public void Dispose() { GL.DeleteProgram(programHandle); 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 } }