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// #region License
// /*
// Microsoft Public License (Ms-PL)
// MonoGame - Copyright © 2009 The MonoGame Team
//
// All rights reserved.
//
// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
// accept the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under
// U.S. copyright law.
//
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
// your patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
// purpose and non-infringement.
// */
// #endregion License
//
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using OpenTK.Graphics.OpenGL;
namespace Microsoft.Xna.Framework.Graphics
{
public class Effect : GraphicsResource
{
public EffectParameterCollection Parameters { get; set; }
public EffectTechniqueCollection Techniques { get; set; }
internal List<EffectParameter> _textureMappings = new List<EffectParameter>();
private int fragment_handle;
private int vertex_handle;
private bool fragment;
private bool vertex;
private string filename;
internal List<int> vertexShaders = new List<int>();
internal List<int> fragmentShaders = new List<int>();
public Effect(
GraphicsDevice graphicsDevice,
byte[] effectCode,
CompilerOptions options,
EffectPool pool)
{
if (graphicsDevice == null)
{
throw new ArgumentNullException("Graphics Device Cannot Be Null");
}
this.graphicsDevice = graphicsDevice;
if (pool == null)
{
return;
// TODO throw new ArgumentNullException("Effect Pool Cannot Be Null");
}
int fragmentblocklength = BitConverter.ToInt32(effectCode, 0);
int vertexblocklength = BitConverter.ToInt32(effectCode, fragmentblocklength + 4);
if (fragmentblocklength != 0)
{
fragment_handle = GL.CreateShader(ShaderType.FragmentShader);
fragment = true;
}
if (vertexblocklength != 0)
{
vertex_handle = GL.CreateShader(ShaderType.VertexShader);
vertex = true;
}
if (fragment)
{
string[] fragmentstring = new string[1] { Encoding.UTF8.GetString(effectCode, 4, fragmentblocklength) };
//int[] fragmentLength = new int[1] { fragmentstring[0].Length };
int fragmentLength = fragmentstring[0].Length;
GL.ShaderSource(fragment_handle, 1, fragmentstring, ref fragmentLength);
}
if (vertex)
{
string[] vertexstring = new string[1] { Encoding.UTF8.GetString(effectCode, fragmentblocklength + 8, vertexblocklength) };
// int[] vertexLength = new int[1] { vertexstring[0].Length };
int vertexLength = vertexstring[0].Length;
GL.ShaderSource(vertex_handle, 1, vertexstring, ref vertexLength);
}
int compiled = 0;
if (fragment)
{
GL.CompileShader(fragment_handle);
GL.GetShader(fragment_handle, ShaderParameter.CompileStatus, out compiled);
if (compiled == (int)All.False)
{
Console.Write("Fragment Compilation Failed!");
}
}
if (vertex)
{
GL.CompileShader(vertex_handle);
GL.GetShader(vertex_handle, ShaderParameter.CompileStatus, out compiled);
if (compiled == (int)All.False)
{
Console.Write("Vertex Compilation Failed!");
}
}
}
protected Effect(GraphicsDevice graphicsDevice, Effect cloneSource)
{
if (graphicsDevice == null)
{
throw new ArgumentNullException("Graphics Device Cannot Be Null");
}
this.graphicsDevice = graphicsDevice;
}
protected Effect(GraphicsDevice graphicsDevice)
{
if (graphicsDevice == null)
{
throw new ArgumentNullException("Graphics Device Cannot Be Null");
}
this.graphicsDevice = graphicsDevice;
Techniques = new EffectTechniqueCollection();
Parameters = new EffectParameterCollection();
}
internal Effect(GraphicsDevice aGraphicsDevice, string aFileName)
: this(aGraphicsDevice)
{
StreamReader streamReader = new StreamReader(aFileName);
string text = streamReader.ReadToEnd();
streamReader.Close();
if (aFileName.ToLower().Contains("fsh"))
{
CreateFragmentShaderFromSource(text);
}
else
{
CreateVertexShaderFromSource(text);
}
DefineTechnique("Technique1", "Pass1", 0, 0);
CurrentTechnique = Techniques["Technique1"];
}
protected Effect(Effect cloneSource)
{
}
public Effect(
GraphicsDevice graphicsDevice,
byte[] effectCode)
{
if (graphicsDevice == null)
{
throw new ArgumentNullException("Graphics Device Cannot Be Null");
}
this.graphicsDevice = graphicsDevice;
int fragmentblocklength = BitConverter.ToInt32(effectCode, 0);
int vertexblocklength = BitConverter.ToInt32(effectCode, fragmentblocklength + 4);
if (fragmentblocklength != 0)
{
fragment_handle = GL.CreateShader(ShaderType.FragmentShader);
fragment = true;
}
if (vertexblocklength != 0)
{
vertex_handle = GL.CreateShader(ShaderType.VertexShader);
vertex = true;
}
if (fragment)
{
string[] fragmentstring = new string[1] { Encoding.UTF8.GetString(effectCode, 4, fragmentblocklength) };
//int[] fragmentLength = new int[1] { fragmentstring[0].Length };
int fragmentLength = fragmentstring[0].Length;
GL.ShaderSource(fragment_handle, 1, fragmentstring, ref fragmentLength);
}
if (vertex)
{
string[] vertexstring = new string[1] { Encoding.UTF8.GetString(effectCode, fragmentblocklength + 8, vertexblocklength) };
// int[] vertexLength = new int[1] { vertexstring[0].Length };
int vertexLength = vertexstring[0].Length;
GL.ShaderSource(vertex_handle, 1, vertexstring, ref vertexLength);
}
int compiled = 0;
if (fragment)
{
GL.CompileShader(fragment_handle);
GL.GetShader(fragment_handle, ShaderParameter.CompileStatus, out compiled);
if (compiled == (int)All.False)
{
Console.Write("Fragment Compilation Failed!");
}
}
if (vertex)
{
GL.CompileShader(vertex_handle);
GL.GetShader(vertex_handle, ShaderParameter.CompileStatus, out compiled);
if (compiled == (int)All.False)
{
Console.Write("Vertex Compilation Failed!");
}
}
}
public void Begin()
{
}
public void Begin(SaveStateMode saveStateMode)
{
}
public virtual Effect Clone(GraphicsDevice device)
{
Effect f = new Effect(graphicsDevice, this);
return f;
}
public virtual Effect Clone()
{
return Clone(graphicsDevice);
}
public void End()
{
}
internal static string Normalize(string FileName)
{
if (File.Exists(FileName))
return FileName;
// Check the file extension
if (!string.IsNullOrEmpty(Path.GetExtension(FileName)))
{
return null;
}
// Concat the file name with valid extensions
if (File.Exists(FileName + ".fsh"))
return FileName + ".fsh";
if (File.Exists(FileName + ".vsh"))
return FileName + ".vsh";
return null;
}
public EffectTechnique CurrentTechnique
{
get;
set;
}
internal virtual void Apply()
{
//if (graphicsDevice.Textures.)
Techniques[0].Passes[0].Apply();
}
protected internal virtual void OnApply()
{
}
protected void CreateVertexShaderFromSource(string source)
{
int shader = GL.CreateShader(ShaderType.VertexShader);
// Attach the loaded source string to the shader object
GL.ShaderSource(shader, source);
// Compile the shader
GL.CompileShader(shader);
vertexShaders.Add(shader);
}
protected void CreateFragmentShaderFromSource(string source)
{
int shader = GL.CreateShader(ShaderType.FragmentShader);
// Attach the loaded source string to the shader object
GL.ShaderSource(shader, source);
// Compile the shader
GL.CompileShader(shader);
fragmentShaders.Add(shader);
}
protected void DefineTechnique(string techniqueName, string passName, int vertexIndex, int fragmentIndex)
{
EffectTechnique tech = new EffectTechnique(this);
tech.Name = techniqueName;
EffectPass pass = new EffectPass(tech);
pass.Name = passName;
pass.VertexIndex = vertexIndex;
pass.FragmentIndex = fragmentIndex;
pass.ApplyPass();
tech.Passes._passes.Add(pass);
Techniques._techniques.Add(tech);
LogShaderParameters(String.Format("Technique {0} - Pass {1} :", tech.Name, pass.Name), pass.shaderProgram);
}
// Output the log of an object
private void LogShaderParameters(string whichObj, int obj)
{
int actUnis = 0;
Parameters._parameters.Clear();
GL.GetProgram(obj, ProgramParameter.ActiveUniforms, out actUnis);
Console.WriteLine("{0} {1}", whichObj, actUnis);
int size;
ActiveUniformType type;
StringBuilder name = new StringBuilder(100);
int length;
for (int x = 0; x < actUnis; x++)
{
name = new StringBuilder(100);
GL.GetActiveUniform(obj, x, 100, out length, out size, out type, name);
Console.WriteLine("{0}: {1} {2} {3}", x, name, type, length);
EffectParameter efp = new EffectParameter(this, name.ToString(), x, -1, -1, type.ToString(), length);
Parameters._parameters.Add(efp.Name, efp);
if (efp.ParameterType == EffectParameterType.Texture2D)
{
_textureMappings.Add(efp);
}
}
}
}
}
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