2019-09-08 19:15:42 +00:00
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Text;
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using System.Threading.Tasks;
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using OpenTK.Graphics.OpenGL;
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using OpenTK;
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2020-02-14 23:25:08 +00:00
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using Toolbox.Library;
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2019-09-08 19:15:42 +00:00
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namespace LayoutBXLYT
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{
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public class BxlytShader : IDisposable
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{
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2019-09-28 21:27:48 +00:00
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public bool Compiled = false;
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2019-09-08 19:15:42 +00:00
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public int program;
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private int vertexShader;
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private int fragmentShader;
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private Dictionary<string, int> attributes = new Dictionary<string, int>();
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private Dictionary<string, int> uniforms = new Dictionary<string, int>();
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private int activeAttributeCount;
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public void LoadShaders()
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{
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2019-10-20 23:30:58 +00:00
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Compile();
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2019-09-08 19:15:42 +00:00
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}
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public void Enable()
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{
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GL.UseProgram(program);
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}
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public void Disable()
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{
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GL.UseProgram(0);
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}
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public void Dispose()
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{
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GL.DeleteProgram(program);
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}
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public virtual string VertexShader
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{
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get
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{
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StringBuilder vert = new StringBuilder();
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2019-11-07 02:27:52 +00:00
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vert.AppendLine("uniform mat4 rotationMatrix;");
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2019-09-08 19:15:42 +00:00
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vert.AppendLine("void main()");
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vert.AppendLine("{");
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{
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vert.AppendLine("gl_FrontColor = gl_Color;");
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2019-11-07 02:27:52 +00:00
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vert.AppendLine("gl_Position = gl_ModelViewProjectionMatrix * rotationMatrix * gl_Vertex;");
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2019-09-08 19:15:42 +00:00
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}
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vert.AppendLine("}");
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return vert.ToString();
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}
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}
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public virtual string FragmentShader
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{
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get
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{
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StringBuilder vert = new StringBuilder();
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2019-12-23 01:22:20 +00:00
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vert.AppendLine("uniform vec4 color;");
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2019-09-08 19:15:42 +00:00
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vert.AppendLine("void main()");
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vert.AppendLine("{");
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{
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2019-11-07 02:27:52 +00:00
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vert.AppendLine("gl_FragColor = gl_Color * color;");
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2019-09-08 19:15:42 +00:00
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}
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vert.AppendLine("}");
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return vert.ToString();
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}
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}
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2019-10-20 20:41:58 +00:00
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//For non material panes
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2019-11-07 02:27:52 +00:00
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public void SetBasic(BasePane pane, Color color)
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2019-10-20 20:41:58 +00:00
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{
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var rotationMatrix = pane.GetRotationMatrix();
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SetMatrix("rotationMatrix", ref rotationMatrix);
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2019-11-07 02:27:52 +00:00
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SetColor("color", color);
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2019-10-20 20:41:58 +00:00
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}
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2019-09-08 19:15:42 +00:00
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public void SetVec4(string name, Vector4 value)
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{
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if (uniforms.ContainsKey(name))
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GL.Uniform4(uniforms[name], value);
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}
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public void SetVec2(string name, Vector2 value)
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{
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if (uniforms.ContainsKey(name))
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GL.Uniform2(uniforms[name], value);
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}
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public void SetFloat(string name, float value)
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{
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if (uniforms.ContainsKey(name))
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GL.Uniform1(uniforms[name], value);
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}
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public void SetInt(string name, int value)
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{
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if (uniforms.ContainsKey(name))
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GL.Uniform1(uniforms[name], value);
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}
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2019-09-19 22:02:10 +00:00
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public void SetBool(string name, bool value)
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{
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int intValue = value == true ? 1 : 0;
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if (uniforms.ContainsKey(name))
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GL.Uniform1(uniforms[name], intValue);
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}
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2019-09-08 19:15:42 +00:00
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public void SetColor(string name, Color color)
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{
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if (uniforms.ContainsKey(name))
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GL.Uniform4(uniforms[name], color);
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}
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public void SetMatrix(string name, ref Matrix4 value)
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{
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if (uniforms.ContainsKey(name))
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GL.UniformMatrix4(uniforms[name], false, ref value);
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}
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public int this[string name]
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{
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2019-09-08 21:08:09 +00:00
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get { return uniforms[name]; }
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2019-09-08 19:15:42 +00:00
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}
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private void LoadAttributes(int program)
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{
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attributes.Clear();
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GL.GetProgram(program, GetProgramParameterName.ActiveAttributes, out activeAttributeCount);
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for (int i = 0; i < activeAttributeCount; i++)
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{
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2019-09-28 21:33:44 +00:00
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int size = 0;
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ActiveAttribType type;
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string name = GL.GetActiveAttrib(program, i, out size, out type);
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2019-09-08 19:15:42 +00:00
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int location = GL.GetAttribLocation(program, name);
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// Overwrite existing vertex attributes.
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attributes[name] = location;
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}
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}
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2019-09-28 21:27:48 +00:00
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public void EnableVertexAttributes()
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{
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foreach (KeyValuePair<string, int> attrib in attributes)
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GL.EnableVertexAttribArray(attrib.Value);
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}
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public void DisableVertexAttributes()
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{
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foreach (KeyValuePair<string, int> attrib in attributes)
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GL.DisableVertexAttribArray(attrib.Value);
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}
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public int GetAttribute(string name)
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{
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if (string.IsNullOrEmpty(name) || !attributes.ContainsKey(name))
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return -1;
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else
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return attributes[name];
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}
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2019-09-08 19:15:42 +00:00
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private void LoadUniorms(int program)
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{
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uniforms.Clear();
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GL.GetProgram(program, GetProgramParameterName.ActiveUniforms, out activeAttributeCount);
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for (int i = 0; i < activeAttributeCount; i++)
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{
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2019-09-08 21:08:09 +00:00
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int size = 0;
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2019-09-08 21:45:57 +00:00
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ActiveUniformType type;
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string name = GL.GetActiveUniform(program, i, out size, out type);
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2019-09-08 19:15:42 +00:00
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int location = GL.GetUniformLocation(program, name);
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// Overwrite existing vertex attributes.
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uniforms[name] = location;
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}
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}
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public void Compile()
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{
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program = CompileShaders();
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2019-09-28 21:27:48 +00:00
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LoadAttributes(program);
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2019-09-08 19:15:42 +00:00
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LoadUniorms(program);
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OnCompiled();
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2019-09-28 21:27:48 +00:00
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Compiled = true;
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2019-09-08 19:15:42 +00:00
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}
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public virtual void OnCompiled() { }
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private int CompileShaders()
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{
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vertexShader = GL.CreateShader(ShaderType.VertexShader);
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GL.ShaderSource(vertexShader, VertexShader);
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GL.CompileShader(vertexShader);
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fragmentShader = GL.CreateShader(ShaderType.FragmentShader);
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GL.ShaderSource(fragmentShader, FragmentShader);
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GL.CompileShader(fragmentShader);
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var program = GL.CreateProgram();
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GL.AttachShader(program, vertexShader);
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GL.AttachShader(program, fragmentShader);
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GL.LinkProgram(program);
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var info = GL.GetProgramInfoLog(program);
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if (!string.IsNullOrWhiteSpace(info))
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2019-12-22 23:21:48 +00:00
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{
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if (Toolbox.Library.Runtime.DumpShadersDEBUG)
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2019-12-23 01:22:20 +00:00
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{
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2019-12-22 23:21:48 +00:00
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if (!System.IO.Directory.Exists("ShaderDump"))
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System.IO.Directory.CreateDirectory("ShaderDump");
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2019-12-23 01:22:20 +00:00
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System.IO.File.WriteAllText($"ShaderDump/ShaderError_VS[{vertexShader}]_FS[{fragmentShader}].txt",
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2019-12-22 23:21:48 +00:00
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info + VertexShader + FragmentShader);
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2019-12-23 01:22:20 +00:00
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}
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2019-12-22 23:21:48 +00:00
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2019-09-08 19:15:42 +00:00
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Console.WriteLine($"GL.LinkProgram had info log: {info}");
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2019-12-22 23:21:48 +00:00
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}
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2019-09-08 19:15:42 +00:00
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GL.DetachShader(program, vertexShader);
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GL.DetachShader(program, fragmentShader);
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GL.DeleteShader(vertexShader);
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GL.DeleteShader(fragmentShader);
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return program;
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}
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2020-02-14 23:25:08 +00:00
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public static void LoadDefaultBlending()
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{
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GL.Enable(EnableCap.Blend);
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GL.Enable(EnableCap.AlphaTest);
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GL.AlphaFunc(AlphaFunction.Always, 0f);
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GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
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GL.BlendEquation(BlendEquationMode.FuncAdd);
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GL.Disable(EnableCap.ColorLogicOp);
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GL.LogicOp(LogicOp.Noop);
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}
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public static void LoadTextureUniforms(BxlytShader shader, BxlytMaterial material,
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Dictionary<string, STGenericTexture> textures)
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{
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shader.SetInt("hasTexture0", 0);
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shader.SetInt("hasTexture1", 0);
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shader.SetInt("hasTexture2", 0);
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shader.SetInt("textures0", 0);
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shader.SetInt("textures1", 0);
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shader.SetInt("textures2", 0);
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BindTextureUniforms(shader, material);
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if (material.TextureMaps.Length > 0 || Runtime.LayoutEditor.Shading == Runtime.LayoutEditor.DebugShading.UVTestPattern)
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GL.Enable(EnableCap.Texture2D);
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for (int i = 0; i < 3; i++)
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{
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//Default UVs as centered
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var matTranslate = Matrix4.CreateTranslation(0 / 1 - 0.5f, 0 / 1 - 0.5f, 0);
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shader.SetMatrix(String.Format("textureTransforms[{0}]", i), ref matTranslate);
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}
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int id = 1;
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for (int i = 0; i < material.TextureMaps.Length; i++)
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{
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string TexName = material.TextureMaps[i].Name;
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if (material.animController.TexturePatterns.ContainsKey((LTPTarget)i))
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TexName = material.animController.TexturePatterns[(LTPTarget)i];
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if (textures.ContainsKey(TexName))
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{
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GL.ActiveTexture(TextureUnit.Texture0 + id);
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shader.SetInt($"textures{i}", id);
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bool isBinded = BxlytToGL.BindGLTexture(material.TextureMaps[i], textures[TexName]);
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if (isBinded)
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shader.SetInt($"hasTexture{i}", 1);
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var scale = new Syroot.Maths.Vector2F(1, 1);
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float rotate = 0;
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var translate = new Syroot.Maths.Vector2F(0, 0);
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int index = i;
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if (material.TextureTransforms.Length > index)
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{
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var transform = material.TextureTransforms[index];
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scale = transform.Scale;
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rotate = transform.Rotate;
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translate = transform.Translate;
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foreach (var animItem in material.animController.TextureSRTS)
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{
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switch (animItem.Key)
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{
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case LTSTarget.ScaleS: scale.X = animItem.Value; break;
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case LTSTarget.ScaleT: scale.Y = animItem.Value; break;
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case LTSTarget.Rotate: rotate = animItem.Value; break;
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case LTSTarget.TranslateS: translate.X = animItem.Value; break;
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case LTSTarget.TranslateT: translate.Y = animItem.Value; break;
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}
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}
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}
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var matScale = Matrix4.CreateScale(scale.X, scale.Y, 1.0f);
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var matRotate = Matrix4.CreateFromAxisAngle(new Vector3(0, 0, 1), MathHelper.DegreesToRadians(rotate));
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var matTranslate = Matrix4.CreateTranslation(
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translate.X / scale.X - 0.5f,
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translate.Y / scale.Y - 0.5f, 0);
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Matrix4 matTransform = matRotate * matTranslate * matScale;
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shader.SetMatrix(String.Format("textureTransforms[{0}]", i), ref matTransform);
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id++;
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}
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}
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}
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private static void BindTextureUniforms(BxlytShader shader, BxlytMaterial material)
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{
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//Do uv test pattern
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GL.ActiveTexture(TextureUnit.Texture10);
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GL.Uniform1(GL.GetUniformLocation(shader.program, "uvTestPattern"), 10);
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GL.BindTexture(TextureTarget.Texture2D, RenderTools.uvTestPattern.RenderableTex.TexID);
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if (material.TextureMaps.Length > 0)
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{
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var tex = material.TextureMaps[0];
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, BxlytToGL.ConvertTextureWrap(tex.WrapModeU));
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, BxlytToGL.ConvertTextureWrap(tex.WrapModeV));
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, BxlytToGL.ConvertMagFilterMode(tex.MaxFilterMode));
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, BxlytToGL.ConvertMinFilterMode(tex.MinFilterMode));
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}
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else
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|
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{
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureParameterName.ClampToEdge);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureParameterName.ClampToEdge);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
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}
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}
|
2019-09-08 19:15:42 +00:00
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}
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}
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