using OpenTK.Graphics.OpenGL; using SFGraphics.GLObjects.Shaders; using SFGraphics.Utils; using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Windows.Forms; namespace Toolbox.Library.Rendering { public static class ShaderTools { public static string shaderSourceDirectory; public static string executableDir; public static void SetUpShaders(bool forceBinaryUpdate = false) { var stopwatch = System.Diagnostics.Stopwatch.StartNew(); shaderSourceDirectory = Path.Combine(executableDir, "Shader"); // Reset the shaders first so that shaders can be replaced. OpenTKSharedResources.shaders.Clear(); SetUpAllShaders(); System.Diagnostics.Debug.WriteLine("Shader Setup: {0} ms", stopwatch.ElapsedMilliseconds); } private static void SetUpAllShaders() { if (Toolbox.Library.Runtime.UseLegacyGL) SetUpLegacyBfresShaders(); else { SetUpBfresShaders(); SetUBoneShaders(); } } private static void SetUpLegacyBfresShaders() { List bfresSharedShaders = new List { "Bfres\\Legacy\\BFRES.vert", "Bfres\\Legacy\\BFRES.frag", }; CreateAndAddShader("BFRES", bfresSharedShaders.ToArray()); CreateAndAddShader("BFRES_Debug", bfresSharedShaders.ToArray()); } private static void SetUBoneShaders() { List boneSharedShaders = new List { "Bone.vert", "Bone.frag", }; CreateAndAddShader("BONE", boneSharedShaders.ToArray()); } private static void SetUpBfresShaders() { List bfresSharedShaders = new List { "Bfres\\BFRES.vert", "Bfres\\BFRES_utility.frag", "Utility\\Utility.frag" }; List NormalsSharedShaders = new List { "Bfres\\Normals.frag", "Bfres\\Normals.vert", "Bfres\\Normals.geom", }; List HDRShaders = new List { "HDRSkyBox\\HDRSkyBox.vert", "HDRSkyBox\\HDRSkyBox.frag", }; List bfresDebugShaders = new List(bfresSharedShaders); bfresDebugShaders.Add("Bfres\\BFRES_Debug.frag"); bfresDebugShaders.Add("Bfres\\BFRESTurboShadow.frag"); List bfresShaders = new List(bfresSharedShaders); bfresShaders.Add("Bfres\\BFRES.frag"); bfresShaders.Add("Bfres\\BFRESTurboShadow.frag"); List bfresPBRShaders = new List(bfresSharedShaders); bfresPBRShaders.Add("Bfres\\BFRES_PBR.frag"); bfresPBRShaders.Add("Bfres\\BFRESTurboShadow.frag"); List bfresBotwShaders = new List(bfresSharedShaders); bfresBotwShaders.Add("Bfres\\BFRES_Botw.frag"); CreateAndAddShader("BFRES", bfresShaders.ToArray()); CreateAndAddShader("BFRES_PBR", bfresPBRShaders.ToArray()); CreateAndAddShader("BFRES_Debug", bfresDebugShaders.ToArray()); CreateAndAddShader("BFRES_Botw", bfresBotwShaders.ToArray()); CreateAndAddShader("BFRES_Normals", NormalsSharedShaders.ToArray()); CreateAndAddShader("KCL", "KCL.frag", "KCL.vert"); CreateAndAddShader("HDRSkyBox", HDRShaders.ToArray()); } public static void CreateAndAddShader(string shaderProgramName, params string[] shaderRelativePaths) { if (!OpenTKSharedResources.shaders.ContainsKey(shaderProgramName)) { Shader shader = CreateShader(shaderProgramName, shaderRelativePaths); OpenTKSharedResources.shaders.Add(shaderProgramName, shader); } } private static Shader CreateShader(string shaderProgramName, string[] shaderRelativePaths) { Shader shader = new Shader(); LoadShaderFiles(shader, shaderRelativePaths); return shader; } private static void LoadShaderFiles(Shader shader, string[] shaderRelativePaths) { var shaders = new List>(); foreach (string file in shaderRelativePaths) { // The input paths are relative to the main shader directory. string shaderPath = shaderSourceDirectory + "\\" + file; if (!File.Exists(shaderPath)) continue; // Read the shader file. string shaderName = Path.GetFileNameWithoutExtension(shaderPath); string shaderSource = File.ReadAllText(shaderPath); // Determine the shader type based on the file extension. ShaderType shaderType = ShaderType.FragmentShader; if (file.EndsWith(".vert")) shaderType = ShaderType.VertexShader; else if (file.EndsWith(".frag")) shaderType = ShaderType.FragmentShader; else if (file.EndsWith(".geom")) shaderType = ShaderType.GeometryShader; shaders.Add(new Tuple(shaderSource, shaderType, shaderName)); } shader.LoadShaders(shaders); } public static void SystemColorVector3Uniform(Shader shader, System.Drawing.Color color, string name) { shader.SetVector3(name, ColorUtils.GetVector4(color).Xyz); } public static void SaveErrorLogs() { // Export error logs for all the shaders. List compileErrorList = new List(); int successfulCompilations = OpenTKSharedResources.shaders.Count; foreach (string shaderName in OpenTKSharedResources.shaders.Keys) { if (!OpenTKSharedResources.shaders[shaderName].LinkStatusIsOk) { compileErrorList.Add(shaderName); successfulCompilations -= 1; } // Create the error logs directory if not found. string errorLogDirectory = executableDir + "\\Shader Error Logs\\"; if (!Directory.Exists(errorLogDirectory)) Directory.CreateDirectory(errorLogDirectory); // Export the error log. string logExport = OpenTKSharedResources.shaders[shaderName].GetErrorLog(); File.WriteAllText(errorLogDirectory + shaderName + " Error Log.txt", logExport.Replace("\n", Environment.NewLine)); } // Display how many shaders correctly compiled. string message = String.Format("{0} of {1} shaders compiled successfully. Error logs have been saved to the Shader Error Logs directory.\n", successfulCompilations, OpenTKSharedResources.shaders.Count); // Display the shaders that didn't compile. if (compileErrorList.Count > 0) { message += "The following shaders failed to compile:\n"; foreach (String shader in compileErrorList) message += shader + "\n"; } MessageBox.Show(message, "GLSL Shader Error Logs Exported"); } } }