Glatzemann d8d88b141c added new target "create_packages" in build script
PreferredBackBufferWidth and PreferredBackBufferHeight are returning values now
added EffectPass handling
applying effects is not a workaround anymore
2011-11-22 14:51:30 +00:00

345 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using OpenTK.Graphics.OpenGL;
using System.Text;
using System.Security.Cryptography;
#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
{
/// <summary>
/// Native OpenGL Effect implementation.
///
/// http://wiki.delphigl.com/index.php/Tutorial_glsl
/// </summary>
public class EffectGL3 : INativeEffect
{
#region Constants
private const string FragmentSeparator = "##!fragment!##";
#endregion
#region Private
/// <summary>
/// The native shader handle.
/// </summary>
internal int programHandle;
private Effect managedEffect;
#endregion
#region Public
#region Techniques (TODO)
public IEnumerable<EffectTechnique> Techniques
{
get
{
List<EffectTechnique> techniques = new List<EffectTechnique>();
// TODO: dummy, fill with actual data.
techniques.Add(new EffectTechnique(this.managedEffect, new EffectTechniqueGL3()));
return techniques;
}
}
#endregion
#region Parameters (TODO)
public IEnumerable<EffectParameter> Parameters
{
get
{
List<EffectParameter> parameters = new List<EffectParameter>();
int uniformCount;
GL.GetProgram(programHandle, ProgramParameter.ActiveUniforms,
out uniformCount);
ErrorHelper.Check("GetProgram ActiveUniforms");
List<string> names = new List<string>();
for (int index = 0; index < uniformCount; index++)
{
string name = GL.GetActiveUniformName(programHandle, index);
ErrorHelper.Check("GetActiveUniformName name=" + name);
if (names.Contains(name) == false)
{
names.Add(name);
int uniformIndex = GL.GetUniformLocation(programHandle, name);
ErrorHelper.Check("GetUniformLocation name=" + name +
" uniformIndex=" + uniformIndex);
parameters.Add(new EffectParameter()
{
NativeParameter =
new EffectParameterGL3(this, name, uniformIndex),
});
}
}
return parameters;
}
}
#endregion
#endregion
#region Constructor
/// <summary>
/// Create a new effect instance of separate streams.
/// </summary>
/// <param name="vertexShaderByteCode">The vertex shader code.</param>
/// <param name="pixelShaderByteCode">The fragment shader code.</param>
public EffectGL3(Effect managedEffect, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
{
this.managedEffect = managedEffect;
CreateShader(LoadShaderCode(vertexShaderByteCode), LoadShaderCode(pixelShaderByteCode));
}
/// <summary>
/// Create a new effect instance of one streams.
/// </summary>
/// <param name="byteCode">The byte code of the shader.</param>
public EffectGL3(Effect managedEffect, Stream byteCode)
{
this.managedEffect = managedEffect;
string source = LoadShaderCode(byteCode);
string[] parts = source.Split(new string[] { FragmentSeparator },
StringSplitOptions.RemoveEmptyEntries);
CreateShader(parts[0], parts[1]);
}
#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();
ErrorHelper.Check("CreateProgram");
GL.AttachShader(programHandle, vertexShader);
ErrorHelper.Check("AttachShader vertexShader");
GL.AttachShader(programHandle, fragmentShader);
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 " +
"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 CompileShader (for external)
public static byte[] CompileShader(string effectCode)
{
#region Source Cleanup
// 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<string> lines = new List<string>(effectCode.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.
}
effectCode = "";
foreach (string line in lines)
{
effectCode += line + "\n";
}
// Now to some additional cleanup
string[] minimizables =
{
" * ", " = ", " + ", " / ", " - ", ", ",
};
foreach (string mizable in minimizables)
{
effectCode = effectCode.Replace(mizable, mizable.Trim());
}
effectCode = effectCode.Replace("\n{\n", "{\n");
effectCode = effectCode.Replace("\n}\n", "}\n");
#endregion
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
private 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 Apply (TODO)
public void Apply(GraphicsDevice graphicsDevice)
{
if (GraphicsDeviceWindowsGL3.activeEffect != this)
{
GL.UseProgram(programHandle);
GraphicsDeviceWindowsGL3.activeEffect = this;
ErrorHelper.Check("UseProgram");
}
}
#endregion
#region Dispose
/// <summary>
/// Dispose the native shader data.
/// </summary>
public void Dispose()
{
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 because of: " +
deleteError);
}
}
#endregion
}
}