Switch-Toolbox/Switch_Toolbox_Library/OpenGL/GLShaderGeneric.cs

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C#
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2019-10-15 23:27:17 +00:00
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Text;
using System.Threading.Tasks;
using OpenTK.Graphics.OpenGL;
using OpenTK;
namespace Toolbox.Library
{
public class GLShaderGeneric : IDisposable
{
public bool Compiled = false;
public int program;
private int vertexShaderID;
private int fragmentShaderID;
private Dictionary<string, int> uniformBlocks = new Dictionary<string, int>();
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private Dictionary<string, int> attributes = new Dictionary<string, int>();
private Dictionary<string, int> uniforms = new Dictionary<string, int>();
private int activeAttributeCount;
public void LoadShaders()
{
program = CompileShaders();
}
public void Enable()
{
GL.UseProgram(program);
}
public void Disable()
{
GL.UseProgram(0);
}
public void Dispose()
{
GL.DeleteProgram(program);
}
private string vertexShader;
private string fragShader;
private string geomShader;
public virtual string VertexShader
{
get { return vertexShader; }
set { vertexShader = value; }
}
public virtual string FragmentShader
{
get { return fragShader; }
set { fragShader = value; }
}
public virtual string GeometryShader
{
get { return geomShader; }
set { geomShader = value; }
}
public void SetVec4(string name, Vector4 value)
{
if (uniforms.ContainsKey(name))
GL.Uniform4(uniforms[name], value);
else
Console.WriteLine("Could not find vec4 " + name);
}
public void SetVec3(string name, Vector3 value)
{
if (uniforms.ContainsKey(name))
GL.Uniform3(uniforms[name], value);
else
Console.WriteLine("Could not find vec3 " + name);
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}
public void SetVec2(string name, Vector2 value)
{
if (uniforms.ContainsKey(name))
GL.Uniform2(uniforms[name], value);
else
Console.WriteLine("Could not find vec2 " + name);
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}
public void SetFloat(string name, float value)
{
if (uniforms.ContainsKey(name))
GL.Uniform1(uniforms[name], value);
else
Console.WriteLine("Could not find float " + name);
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}
public void SetInt(string name, int value)
{
if (uniforms.ContainsKey(name))
GL.Uniform1(uniforms[name], value);
}
public void SetBool(string name, bool value)
{
int intValue = value == true ? 1 : 0;
if (uniforms.ContainsKey(name))
GL.Uniform1(uniforms[name], intValue);
}
public void SetColor(string name, Color color)
{
if (uniforms.ContainsKey(name))
GL.Uniform4(uniforms[name], color);
}
public void SetMatrix(string name, ref Matrix4 value)
{
if (uniforms.ContainsKey(name))
GL.UniformMatrix4(uniforms[name], false, ref value);
}
public void LoadLayout(string name)
{
if (!uniformBlocks.ContainsKey(name)) {
//Get block indices
var uniformID = GL.GetUniformBlockIndex(program, name);
//Link them
GL.UniformBlockBinding(program, uniformID, 0);
int buffer;
GL.GenBuffers(1, out buffer);
uniformBlocks.Add(name, buffer);
var dataValues = new Vector4[3]
{
new Vector4(1, 0, 0, 0),
new Vector4(0, 1, 0, 0),
new Vector4(0, 0, 1, 0)
};
var totalSize = (Vector3.SizeInBytes + 4) * dataValues.Length; //Add 4 for alignment
GL.BindBuffer(BufferTarget.UniformBuffer, buffer);
GL.BufferData(BufferTarget.UniformBuffer,
totalSize,
IntPtr.Zero,
BufferUsageHint.StaticDraw);
GL.BindBuffer(BufferTarget.UniformBuffer, 0);
// define the range of the buffer that links to a uniform binding point
GL.BindBufferRange(BufferRangeTarget.UniformBuffer, 0, buffer,
IntPtr.Zero, totalSize);
GL.BindBuffer(BufferTarget.UniformBuffer, buffer);
GL.BufferSubData<Vector4>(BufferTarget.UniformBuffer, IntPtr.Zero, (Vector3.SizeInBytes + 4) * dataValues.Length, dataValues); //Add 4 for alignment
GL.BindBuffer(BufferTarget.UniformBuffer, 0);
}
}
public void GetAttribLocation()
{
}
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public int this[string name]
{
get { return uniforms[name]; }
}
private void LoadAttributes(int program)
{
attributes.Clear();
GL.GetProgram(program, GetProgramParameterName.ActiveAttributes, out activeAttributeCount);
for (int i = 0; i < activeAttributeCount; i++)
{
int size = 0;
ActiveAttribType type;
string name = GL.GetActiveAttrib(program, i, out size, out type);
int location = GL.GetAttribLocation(program, name);
// Overwrite existing vertex attributes.
attributes[name] = location;
}
}
public void EnableVertexAttributes()
{
foreach (KeyValuePair<string, int> attrib in attributes)
GL.EnableVertexAttribArray(attrib.Value);
}
public void DisableVertexAttributes()
{
foreach (KeyValuePair<string, int> attrib in attributes)
GL.DisableVertexAttribArray(attrib.Value);
}
public int GetAttribute(string name)
{
if (string.IsNullOrEmpty(name) || !attributes.ContainsKey(name))
return -1;
else
return attributes[name];
}
private void LoadUniorms(int program)
{
uniforms.Clear();
GL.GetProgram(program, GetProgramParameterName.ActiveUniforms, out activeAttributeCount);
for (int i = 0; i < activeAttributeCount; i++)
{
int size = 0;
ActiveUniformType type;
string name = GL.GetActiveUniform(program, i, out size, out type);
int location = GL.GetUniformLocation(program, name);
// Overwrite existing vertex attributes.
uniforms[name] = location;
}
}
public void Compile()
{
program = CompileShaders();
LoadAttributes(program);
LoadUniorms(program);
OnCompiled();
Compiled = true;
}
public virtual void OnCompiled() { }
private int CompileShaders()
{
vertexShaderID = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vertexShaderID, VertexShader);
GL.CompileShader(vertexShaderID);
fragmentShaderID = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fragmentShaderID, FragmentShader);
GL.CompileShader(fragmentShaderID);
var program = GL.CreateProgram();
GL.AttachShader(program, vertexShaderID);
GL.AttachShader(program, fragmentShaderID);
GL.LinkProgram(program);
var info = GL.GetProgramInfoLog(program);
if (!string.IsNullOrWhiteSpace(info))
Console.WriteLine($"GL.LinkProgram had info log: {info}");
GL.DetachShader(program, vertexShaderID);
GL.DetachShader(program, fragmentShaderID);
GL.DeleteShader(vertexShaderID);
GL.DeleteShader(fragmentShaderID);
return program;
}
}
}