using System; using System.Collections.Generic; using System.Drawing; using System.Text; using System.Threading.Tasks; using OpenTK.Graphics.OpenGL; using OpenTK; namespace LayoutBXLYT { public class BxlytShader : IDisposable { public bool Compiled = false; public int program; private int vertexShader; private int fragmentShader; private Dictionary attributes = new Dictionary(); private Dictionary uniforms = new Dictionary(); 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); } public virtual string VertexShader { get { StringBuilder vert = new StringBuilder(); vert.AppendLine("uniform mat4 globalTransform;"); vert.AppendLine("void main()"); vert.AppendLine("{"); { vert.AppendLine("gl_FrontColor = gl_Color;"); vert.AppendLine("gl_Position = gl_ModelViewProjectionMatrix * globalTransform * gl_Vertex;"); } vert.AppendLine("}"); return vert.ToString(); } } public virtual string FragmentShader { get { StringBuilder vert = new StringBuilder(); vert.AppendLine("void main()"); vert.AppendLine("{"); { vert.AppendLine("gl_FragColor = gl_Color;"); } vert.AppendLine("}"); return vert.ToString(); } } public void SetVec4(string name, Vector4 value) { if (uniforms.ContainsKey(name)) GL.Uniform4(uniforms[name], value); } public void SetVec2(string name, Vector2 value) { if (uniforms.ContainsKey(name)) GL.Uniform2(uniforms[name], value); } public void SetFloat(string name, float value) { if (uniforms.ContainsKey(name)) GL.Uniform1(uniforms[name], value); } 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 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 attrib in attributes) GL.EnableVertexAttribArray(attrib.Value); } public void DisableVertexAttributes() { foreach (KeyValuePair 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() { vertexShader = GL.CreateShader(ShaderType.VertexShader); GL.ShaderSource(vertexShader, VertexShader); GL.CompileShader(vertexShader); fragmentShader = GL.CreateShader(ShaderType.FragmentShader); GL.ShaderSource(fragmentShader, FragmentShader); GL.CompileShader(fragmentShader); var program = GL.CreateProgram(); GL.AttachShader(program, vertexShader); GL.AttachShader(program, fragmentShader); GL.LinkProgram(program); var info = GL.GetProgramInfoLog(program); if (!string.IsNullOrWhiteSpace(info)) Console.WriteLine($"GL.LinkProgram had info log: {info}"); GL.DetachShader(program, vertexShader); GL.DetachShader(program, fragmentShader); GL.DeleteShader(vertexShader); GL.DeleteShader(fragmentShader); return program; } } }