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