Example #1
0
 public LitShader(int lightsCount, bool useEmissionColor, bool useVertexColor, bool useTexture, bool useFog, bool useAlphaThreshold, int maxInstancesCount = 1)
     : base(new StreamReader(Storage.OpenFile("app:Lit.vsh", OpenFileMode.Read)).ReadToEnd(), new StreamReader(Storage.OpenFile("app:Lit.psh", OpenFileMode.Read)).ReadToEnd(), PrepareShaderMacros(lightsCount, useEmissionColor, useVertexColor, useTexture, useFog, useAlphaThreshold, maxInstancesCount))
 {
     if (lightsCount < 0 || lightsCount > 3)
     {
         throw new ArgumentException("lightsCount");
     }
     if (maxInstancesCount < 0 || maxInstancesCount > 32)
     {
         throw new ArgumentException("maxInstancesCount");
     }
     m_worldMatrixParameter               = GetParameter("u_worldMatrix", allowNull: true);
     m_worldViewMatrixParameter           = GetParameter("u_worldViewMatrix", allowNull: true);
     m_worldViewProjectionMatrixParameter = GetParameter("u_worldViewProjectionMatrix", allowNull: true);
     m_textureParameter            = GetParameter("u_texture", allowNull: true);
     m_samplerStateParameter       = GetParameter("u_samplerState", allowNull: true);
     m_materialColorParameter      = GetParameter("u_materialColor", allowNull: true);
     m_emissionColorParameter      = GetParameter("u_emissionColor", allowNull: true);
     m_alphaThresholdParameter     = GetParameter("u_alphaThreshold", allowNull: true);
     m_ambientLightColorParameter  = GetParameter("u_ambientLightColor", allowNull: true);
     m_diffuseLightColor1Parameter = GetParameter("u_diffuseLightColor1", allowNull: true);
     m_directionToLight1Parameter  = GetParameter("u_directionToLight1", allowNull: true);
     m_diffuseLightColor2Parameter = GetParameter("u_diffuseLightColor2", allowNull: true);
     m_directionToLight2Parameter  = GetParameter("u_directionToLight2", allowNull: true);
     m_diffuseLightColor3Parameter = GetParameter("u_diffuseLightColor3", allowNull: true);
     m_directionToLight3Parameter  = GetParameter("u_directionToLight3", allowNull: true);
     m_fogStartParameter           = GetParameter("u_fogStart", allowNull: true);
     m_fogLengthParameter          = GetParameter("u_fogLength", allowNull: true);
     m_fogColorParameter           = GetParameter("u_fogColor", allowNull: true);
     Transforms       = new ShaderTransforms(maxInstancesCount);
     m_lightsCount    = lightsCount;
     m_instancesCount = 1;
     m_useFog         = useFog;
     MaterialColor    = Vector4.One;
     if (useEmissionColor)
     {
         EmissionColor = Vector4.Zero;
     }
     if (lightsCount >= 1)
     {
         AmbientLightColor  = new Vector3(0.2f);
         DiffuseLightColor1 = new Vector3(0.8f);
         LightDirection1    = Vector3.Normalize(new Vector3(1f, -1f, 1f));
     }
     if (lightsCount >= 2)
     {
         DiffuseLightColor2 = new Vector3(0.4f);
         LightDirection2    = Vector3.Normalize(new Vector3(-1f, -0.5f, -0.25f));
     }
     if (lightsCount >= 3)
     {
         DiffuseLightColor3 = new Vector3(0.2f);
         LightDirection3    = Vector3.Normalize(new Vector3(0f, 1f, 0f));
     }
     if (useFog)
     {
         FogLength = 100f;
     }
 }
Example #2
0
 public UnlitShader(bool useVertexColor, bool useTexture, bool useAlphaThreshold)
     : base(new StreamReader(Storage.OpenFile("app:Unlit.vsh", OpenFileMode.Read)).ReadToEnd(), new StreamReader(Storage.OpenFile("app:Unlit.psh", OpenFileMode.Read)).ReadToEnd(), PrepareShaderMacros(useVertexColor, useTexture, useAlphaThreshold))
 {
     m_worldViewProjectionMatrixParameter = GetParameter("u_worldViewProjectionMatrix", allowNull: true);
     m_textureParameter        = GetParameter("u_texture", allowNull: true);
     m_samplerStateParameter   = GetParameter("u_samplerState", allowNull: true);
     m_colorParameter          = GetParameter("u_color", allowNull: true);
     m_alphaThresholdParameter = GetParameter("u_alphaThreshold", allowNull: true);
     Transforms = new ShaderTransforms(1);
     Color      = Vector4.One;
 }
Example #3
0
        public static void ApplyShaderAndBuffers(Shader shader, VertexDeclaration vertexDeclaration, IntPtr vertexOffset, int arrayBuffer, int?elementArrayBuffer)
        {
            shader.PrepareForDrawing();
            BindBuffer(All.ArrayBuffer, arrayBuffer);
            if (elementArrayBuffer.HasValue)
            {
                BindBuffer(All.ElementArrayBuffer, elementArrayBuffer.Value);
            }
            UseProgram(shader.m_program);
            if (shader != m_lastShader || vertexOffset != m_lastVertexOffset || arrayBuffer != m_lastArrayBuffer || vertexDeclaration.m_elements != m_lastVertexDeclaration.m_elements)
            {
                Shader.VertexAttributeData[] vertexAttribData = shader.GetVertexAttribData(vertexDeclaration);
                for (int i = 0; i < vertexAttribData.Length; i++)
                {
                    if (vertexAttribData[i].Size != 0)
                    {
                        GL.VertexAttribPointer(i, vertexAttribData[i].Size, vertexAttribData[i].Type, vertexAttribData[i].Normalize, vertexDeclaration.VertexStride, vertexOffset + vertexAttribData[i].Offset);
                        VertexAttribArray(i, enable: true);
                    }
                    else
                    {
                        VertexAttribArray(i, enable: false);
                    }
                }
                m_lastShader            = shader;
                m_lastVertexDeclaration = vertexDeclaration;
                m_lastVertexOffset      = vertexOffset;
                m_lastArrayBuffer       = arrayBuffer;
            }
            int             num  = 0;
            int             num2 = 0;
            ShaderParameter shaderParameter;

            while (true)
            {
                if (num2 >= shader.m_parameters.Length)
                {
                    return;
                }
                shaderParameter = shader.m_parameters[num2];
                if (shaderParameter.IsChanged)
                {
                    switch (shaderParameter.Type)
                    {
                    case ShaderParameterType.Float:
                        GL.Uniform1(shaderParameter.Location, shaderParameter.Count, shaderParameter.Value);
                        shaderParameter.IsChanged = false;
                        break;

                    case ShaderParameterType.Vector2:
                        GL.Uniform2(shaderParameter.Location, shaderParameter.Count, shaderParameter.Value);
                        shaderParameter.IsChanged = false;
                        break;

                    case ShaderParameterType.Vector3:
                        GL.Uniform3(shaderParameter.Location, shaderParameter.Count, shaderParameter.Value);
                        shaderParameter.IsChanged = false;
                        break;

                    case ShaderParameterType.Vector4:
                        GL.Uniform4(shaderParameter.Location, shaderParameter.Count, shaderParameter.Value);
                        shaderParameter.IsChanged = false;
                        break;

                    case ShaderParameterType.Matrix:
                        GL.UniformMatrix4(shaderParameter.Location, shaderParameter.Count, transpose: false, shaderParameter.Value);
                        shaderParameter.IsChanged = false;
                        break;

                    default:
                        throw new InvalidOperationException("Unsupported shader parameter type.");

                    case ShaderParameterType.Texture2D:
                    case ShaderParameterType.Sampler2D:
                        break;
                    }
                }
                if (shaderParameter.Type == ShaderParameterType.Texture2D)
                {
                    if (num >= 8)
                    {
                        throw new InvalidOperationException("Too many simultaneous textures.");
                    }
                    ActiveTexture((All)(33984 + num));
                    if (shaderParameter.IsChanged)
                    {
                        GL.Uniform1(shaderParameter.Location, num);
                    }
                    ShaderParameter obj          = shader.m_parameters[num2 + 1];
                    Texture2D       texture2D    = (Texture2D)shaderParameter.Resource;
                    SamplerState    samplerState = (SamplerState)obj.Resource;
                    if (texture2D != null)
                    {
                        if (samplerState == null)
                        {
                            break;
                        }
                        if (m_activeTexturesByUnit[num] != texture2D.m_texture)
                        {
                            BindTexture(All.Texture2D, texture2D.m_texture, forceBind: true);
                        }
                        if (!m_textureSamplerStates.TryGetValue(texture2D.m_texture, out SamplerState value) || value != samplerState)
                        {
                            BindTexture(All.Texture2D, texture2D.m_texture, forceBind: false);
                            if (GL_EXT_texture_filter_anisotropic)
                            {
                                GL.TexParameter(All.Texture2D, All.TextureMaxAnisotropyExt, (samplerState.FilterMode == TextureFilterMode.Anisotropic) ? ((float)samplerState.MaxAnisotropy) : 1f);
                            }
                            GL.TexParameter(All.Texture2D, All.TextureMinFilter, (int)TranslateTextureFilterModeMin(samplerState.FilterMode, texture2D.MipLevelsCount > 1));
                            GL.TexParameter(All.Texture2D, All.TextureMagFilter, (int)TranslateTextureFilterModeMag(samplerState.FilterMode));
                            GL.TexParameter(All.Texture2D, All.TextureWrapS, (int)TranslateTextureAddressMode(samplerState.AddressModeU));
                            GL.TexParameter(All.Texture2D, All.TextureWrapT, (int)TranslateTextureAddressMode(samplerState.AddressModeV));
                            m_textureSamplerStates[texture2D.m_texture] = samplerState;
                        }
                    }
                    else if (m_activeTexturesByUnit[num] != 0)
                    {
                        BindTexture(All.Texture2D, 0, forceBind: true);
                    }
                    num++;
                    shaderParameter.IsChanged = false;
                }
                num2++;
            }
            throw new InvalidOperationException($"Associated SamplerState is not set for texture \"{shaderParameter.Name}\".");
        }