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Shader.cs
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Shader.cs
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#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using OpenRA.FileFormats;
using OpenRA.FileFormats.Graphics;
using Tao.OpenGl;
namespace OpenRA.Renderer.Glsl
{
public class Shader : IShader
{
int program;
readonly Dictionary<string, int> samplers = new Dictionary<string, int>();
public Shader(GraphicsDevice dev, string type)
{
// Vertex shader
string vertexCode;
using (var file = new StreamReader(FileSystem.Open("glsl{0}{1}.vert".F(Path.DirectorySeparatorChar, type))))
vertexCode = file.ReadToEnd();
int v = Gl.glCreateShaderObjectARB(Gl.GL_VERTEX_SHADER_ARB);
GraphicsDevice.CheckGlError();
Gl.glShaderSourceARB(v,1,new string[]{vertexCode},null);
GraphicsDevice.CheckGlError();
Gl.glCompileShaderARB(v);
GraphicsDevice.CheckGlError();
int success;
Gl.glGetObjectParameterivARB(v, Gl.GL_OBJECT_COMPILE_STATUS_ARB, out success);
GraphicsDevice.CheckGlError();
if (success == 0)
throw new InvalidProgramException("Compile error in {0}{1}.vert".F(Path.DirectorySeparatorChar, type));
// Fragment shader
string fragmentCode;
using (var file = new StreamReader(FileSystem.Open("glsl{0}{1}.frag".F(Path.DirectorySeparatorChar, type))))
fragmentCode = file.ReadToEnd();
int f = Gl.glCreateShaderObjectARB(Gl.GL_FRAGMENT_SHADER_ARB);
GraphicsDevice.CheckGlError();
Gl.glShaderSourceARB(f,1,new string[]{fragmentCode},null);
GraphicsDevice.CheckGlError();
Gl.glCompileShaderARB(f);
GraphicsDevice.CheckGlError();
Gl.glGetObjectParameterivARB(f, Gl.GL_OBJECT_COMPILE_STATUS_ARB, out success);
GraphicsDevice.CheckGlError();
if (success == 0)
throw new InvalidProgramException("Compile error in glsl{0}{1}.frag".F(Path.DirectorySeparatorChar, type));
// Assemble program
program = Gl.glCreateProgramObjectARB();
GraphicsDevice.CheckGlError();
Gl.glAttachObjectARB(program,v);
GraphicsDevice.CheckGlError();
Gl.glAttachObjectARB(program,f);
GraphicsDevice.CheckGlError();
Gl.glLinkProgramARB(program);
GraphicsDevice.CheckGlError();
Gl.glGetObjectParameterivARB(program, Gl.GL_OBJECT_LINK_STATUS_ARB, out success);
GraphicsDevice.CheckGlError();
if (success == 0)
throw new InvalidProgramException("Linking error in {0} shader".F(type));
Gl.glUseProgramObjectARB(program);
GraphicsDevice.CheckGlError();
int numUniforms;
Gl.glGetObjectParameterivARB( program, Gl.GL_ACTIVE_UNIFORMS, out numUniforms );
GraphicsDevice.CheckGlError();
int nextTexUnit = 1;
for( int i = 0 ; i < numUniforms ; i++ )
{
int uLen, uSize, uType;
var sb = new StringBuilder(128);
Gl.glGetActiveUniformARB( program, i, 128, out uLen, out uSize, out uType, sb );
GraphicsDevice.CheckGlError();
if( uType == Gl.GL_SAMPLER_2D_ARB )
{
samplers.Add( sb.ToString(), nextTexUnit );
Gl.glUniform1iARB( i, nextTexUnit );
++nextTexUnit;
}
}
}
public void Render(Action a)
{
Gl.glUseProgramObjectARB(program);
GraphicsDevice.CheckGlError();
// Todo: Only enable alpha blending if we need it
Gl.glEnable(Gl.GL_BLEND);
GraphicsDevice.CheckGlError();
Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA);
GraphicsDevice.CheckGlError();
a();
GraphicsDevice.CheckGlError();
Gl.glDisable(Gl.GL_BLEND);
GraphicsDevice.CheckGlError();
}
public void SetValue(string name, ITexture t)
{
if( t == null ) return;
Gl.glUseProgramObjectARB(program);
GraphicsDevice.CheckGlError();
var texture = (Texture)t;
int texUnit;
if( samplers.TryGetValue( name, out texUnit ) )
{
Gl.glActiveTextureARB( Gl.GL_TEXTURE0_ARB + texUnit );
GraphicsDevice.CheckGlError();
Gl.glBindTexture( Gl.GL_TEXTURE_2D, texture.texture );
GraphicsDevice.CheckGlError();
Gl.glActiveTextureARB( Gl.GL_TEXTURE0_ARB );
}
}
public void SetValue(string name, float x, float y)
{
Gl.glUseProgramObjectARB(program);
GraphicsDevice.CheckGlError();
int param = Gl.glGetUniformLocationARB(program, name);
GraphicsDevice.CheckGlError();
Gl.glUniform2fARB(param,x,y);
GraphicsDevice.CheckGlError();
}
}
}