2011-11-16 09:35:01 +00:00

246 lines
8.3 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;
#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.
/// </summary>
public class EffectGL3 : INativeEffect
{
#region Constants
private const string FragmentSeparator = "##!fragment!##";
#endregion
#region Private
/// <summary>
/// The native shader handle.
/// </summary>
private int programHandle;
#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());
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);
string[] uniformNames = new string[uniformCount];
int[] uniformIndices = new int[uniformCount];
//TODO: this command doesn't work ?!?! -> GL.GetUniformIndices(programHandle, uniformCount, uniformNames, uniformIndices);
// TODO: dummy, fill with actual data.
parameters.Add(new EffectParameter());
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(Stream vertexShaderByteCode,
Stream pixelShaderByteCode)
{
byte[] vertexBytes = new byte[vertexShaderByteCode.Length];
vertexShaderByteCode.Read(vertexBytes, 0,
(int)vertexShaderByteCode.Length);
byte[] fragmentBytes = new byte[pixelShaderByteCode.Length];
pixelShaderByteCode.Read(fragmentBytes, 0,
(int)pixelShaderByteCode.Length);
CreateShader(Encoding.ASCII.GetString(vertexBytes),
Encoding.ASCII.GetString(fragmentBytes));
}
/// <summary>
/// Create a new effect instance of one streams.
/// </summary>
/// <param name="byteCode">The byte code of the shader.</param>
public EffectGL3(Stream byteCode)
{
byte[] byteData = new byte[byteCode.Length];
byteCode.Read(byteData, 0, (int)byteCode.Length);
string source = Encoding.ASCII.GetString(byteData);
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();
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 CompileShader (for external)
public static byte[] CompileShader(string effectCode)
{
return Encoding.ASCII.GetBytes(effectCode);
}
#endregion
#region Apply (TODO)
public void Apply(GraphicsDevice graphicsDevice)
{
throw new NotImplementedException();
}
#endregion
#region Dispose
/// <summary>
/// Dispose the native shader data.
/// </summary>
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
}
}