mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-23 04:53:09 +00:00
200 lines
7.6 KiB
C#
200 lines
7.6 KiB
C#
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);
|
|
|
|
if (Runtime.DumpShadersDEBUG)
|
|
SaveErrorLogs();
|
|
}
|
|
|
|
private static void SetUpAllShaders()
|
|
{
|
|
if (Toolbox.Library.Runtime.UseLegacyGL)
|
|
SetUpLegacyBfresShaders();
|
|
else
|
|
{
|
|
SetUpBfresShaders();
|
|
SetUBoneShaders();
|
|
}
|
|
}
|
|
private static void SetUpLegacyBfresShaders()
|
|
{
|
|
List<string> bfresSharedShaders = new List<string>
|
|
{
|
|
"Bfres\\Legacy\\BFRES.vert",
|
|
"Bfres\\Legacy\\BFRES.frag",
|
|
};
|
|
|
|
CreateAndAddShader("BFRES", bfresSharedShaders.ToArray());
|
|
CreateAndAddShader("BFRES_Debug", bfresSharedShaders.ToArray());
|
|
|
|
}
|
|
|
|
private static void SetUBoneShaders()
|
|
{
|
|
List<string> boneSharedShaders = new List<string>
|
|
{
|
|
"Bone.vert",
|
|
"Bone.frag",
|
|
};
|
|
|
|
CreateAndAddShader("BONE", boneSharedShaders.ToArray());
|
|
}
|
|
|
|
private static void SetUpBfresShaders()
|
|
{
|
|
List<string> bfresSharedShaders = new List<string>
|
|
{
|
|
"Bfres\\BFRES.vert",
|
|
"Bfres\\BFRES_utility.frag",
|
|
"Utility\\Utility.frag"
|
|
};
|
|
List<string> NormalsSharedShaders = new List<string>
|
|
{
|
|
"Bfres\\Normals.frag",
|
|
"Bfres\\Normals.vert",
|
|
"Bfres\\Normals.geom",
|
|
};
|
|
List<string> HDRShaders = new List<string>
|
|
{
|
|
"HDRSkyBox\\HDRSkyBox.vert",
|
|
"HDRSkyBox\\HDRSkyBox.frag",
|
|
};
|
|
|
|
|
|
List<string> bfresDebugShaders = new List<string>(bfresSharedShaders);
|
|
bfresDebugShaders.Add("Bfres\\BFRES_Debug.frag");
|
|
bfresDebugShaders.Add("Bfres\\BFRESTurboShadow.frag");
|
|
|
|
List<string> bfresShaders = new List<string>(bfresSharedShaders);
|
|
bfresShaders.Add("Bfres\\BFRES.frag");
|
|
bfresShaders.Add("Bfres\\BFRESTurboShadow.frag");
|
|
|
|
List<string> bfresPBRShaders = new List<string>(bfresSharedShaders);
|
|
bfresPBRShaders.Add("Bfres\\BFRES_PBR.frag");
|
|
bfresPBRShaders.Add("Bfres\\BFRESTurboShadow.frag");
|
|
|
|
|
|
List<string> bfresBotwShaders = new List<string>(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<Tuple<string, ShaderType, string>>();
|
|
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<string, ShaderType, string>(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<String> compileErrorList = new List<String>();
|
|
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");
|
|
}
|
|
}
|
|
}
|