public RetroShaderChain(IGL owner, RetroShaderPreset preset, string baseDirectory, bool debug = false) { Owner = owner; this.Preset = preset; Passes = preset.Passes.ToArray(); bool ok = true; //load up the shaders Shaders = new RetroShader[preset.Passes.Count]; for (int i = 0; i < preset.Passes.Count; i++) { RetroShaderPreset.ShaderPass pass = preset.Passes[i]; //acquire content string path = Path.Combine(baseDirectory, pass.ShaderPath); if (!File.Exists(path)) { ok = false; break; } string content = File.ReadAllText(path); var shader = new RetroShader(Owner, content, debug); Shaders[i] = shader; if (!shader.Pipeline.Available) { ok = false; } } Available = ok; }
public RetroShaderChain(IGL owner, RetroShaderPreset preset, string baseDirectory, bool debug = false) { Owner = owner; this.Preset = preset; Passes = preset.Passes.ToArray(); bool ok = true; //load up the shaders Shaders = new RetroShader[preset.Passes.Count]; for (int i = 0; i < preset.Passes.Count; i++) { RetroShaderPreset.ShaderPass pass = preset.Passes[i]; //acquire content string path = Path.Combine(baseDirectory, pass.ShaderPath); if (!File.Exists(path)) { ok = false; break; } string content = File.ReadAllText(path); var shader = new RetroShader(Owner, content, debug); Shaders[i] = shader; if (!shader.Pipeline.Available) ok = false; if (!shader.Available) ok = false; } Available = ok; }
public RetroShaderChain(IGL owner, RetroShaderPreset preset, string baseDirectory, bool debug = false) { Owner = owner; Preset = preset; Passes = preset.Passes.ToArray(); Errors = ""; //load up the shaders var shaders = new RetroShader[preset.Passes.Count]; for (var i = 0; i < preset.Passes.Count; i++) { //acquire content. we look for it in any reasonable filename so that one preset can bind to multiple shaders string content; var path = Path.Combine(baseDirectory, preset.Passes[i].ShaderPath); if (!File.Exists(path)) { if (!Path.HasExtension(path)) { path += ".cg"; } if (!File.Exists(path)) { if (owner.API == "OPENGL") { path = Path.ChangeExtension(path, ".glsl"); } else { path = Path.ChangeExtension(path, ".hlsl"); } } } try { content = ResolveIncludes(File.ReadAllText(path), Path.GetDirectoryName(path)); } catch (DirectoryNotFoundException e) { Errors += $"caught {nameof(DirectoryNotFoundException)}: {e.Message}\n"; return; } catch (FileNotFoundException e) { Errors += $"could not read file {e.FileName}\n"; return; } var shader = shaders[i] = new RetroShader(Owner, content, debug); if (!shader.Available) { Errors += $"===================\r\nPass {i}:\r\n{(shader.Errors??"").Replace("\n","\r\n")}\n"; return; } } Shaders = shaders; Available = true; }
public RetroShaderChain(IGL owner, RetroShaderPreset preset, string baseDirectory, bool debug = false) { Owner = owner; this.Preset = preset; Passes = preset.Passes.ToArray(); Errors = ""; //load up the shaders Shaders = new RetroShader[preset.Passes.Count]; for (var i = 0; i < preset.Passes.Count; i++) { //acquire content var path = Path.Combine(baseDirectory, preset.Passes[i].ShaderPath); string content; try { content = ResolveIncludes(File.ReadAllText(path), Path.GetDirectoryName(path)); } catch (DirectoryNotFoundException e) { Errors += $"caught {nameof(DirectoryNotFoundException)}: {e.Message}\n"; return; } catch (FileNotFoundException e) { Errors += $"could not read file {e.FileName}\n"; return; } var shader = Shaders[i] = new RetroShader(Owner, content, debug); if (!shader.Available) { Errors += $"===================\r\nPass {i}:\r\n{shader.Errors}\n"; return; } } Available = true; }
public RetroShaderChain(IGL owner, RetroShaderPreset preset, string baseDirectory, bool debug = false) { Owner = owner; this.Preset = preset; Passes = preset.Passes.ToArray(); bool ok = true; Errors = ""; //load up the shaders Shaders = new RetroShader[preset.Passes.Count]; for (int i = 0; i < preset.Passes.Count; i++) { RetroShaderPreset.ShaderPass pass = preset.Passes[i]; //acquire content string path = Path.Combine(baseDirectory, pass.ShaderPath); if (!File.Exists(path)) { ok = false; break; } string content = ResolveIncludes(File.ReadAllText(path), Path.GetDirectoryName(path)); var shader = new RetroShader(Owner, content, debug); Shaders[i] = shader; if (!shader.Available) { Errors += string.Format("===================\r\nPass {0}:\r\n{1}", i, shader.Errors); ok = false; } } Available = ok; }
public RetroShaderChain(IGL owner, RetroShaderPreset preset, string baseDirectory, bool debug = false) { Owner = owner; this.Preset = preset; Passes = preset.Passes.ToArray(); bool ok = true; Errors = ""; //load up the shaders Shaders = new RetroShader[preset.Passes.Count]; for (int i = 0; i < preset.Passes.Count; i++) { RetroShaderPreset.ShaderPass pass = preset.Passes[i]; //acquire content string path = Path.Combine(baseDirectory, pass.ShaderPath); if (!File.Exists(path)) { ok = false; break; } string content = ResolveIncludes(File.ReadAllText(path), Path.GetDirectoryName(path)); var shader = new RetroShader(Owner, content, debug); Shaders[i] = shader; if (!shader.Available) { Errors += string.Format("===================\r\nPass {0}:\r\n{1}",i,shader.Errors); ok = false; } } Available = ok; }
static unsafe void Main(string[] args) { BizHawk.Bizware.BizwareGL.IGL igl = new BizHawk.Bizware.BizwareGL.Drivers.OpenTK.IGL_TK(); List <Art> testArts = new List <Art>(); ArtManager am = new ArtManager(igl); foreach (var name in typeof(Program).Assembly.GetManifestResourceNames()) { if (name.Contains("flame")) { testArts.Add(am.LoadArt(typeof(Program).Assembly.GetManifestResourceStream(name))); } } var smile = am.LoadArt(typeof(Program).Assembly.GetManifestResourceStream("BizHawk.Bizware.Test.TestImages.smile.png")); am.Close(true); StringRenderer sr; using (var xml = typeof(Program).Assembly.GetManifestResourceStream("BizHawk.Bizware.Test.TestImages.courier16px.fnt")) using (var tex = typeof(Program).Assembly.GetManifestResourceStream("BizHawk.Bizware.Test.TestImages.courier16px_0.png")) sr = new StringRenderer(igl, xml, tex); GuiRenderer gr = new GuiRenderer(igl); TestForm tf = new TestForm(); RetainedGraphicsControl c = new RetainedGraphicsControl(igl); tf.Controls.Add(c); c.Dock = System.Windows.Forms.DockStyle.Fill; tf.FormClosing += (object sender, System.Windows.Forms.FormClosingEventArgs e) => { tf.Controls.Remove(c); c.Dispose(); c = null; }; tf.Show(); //tf.Paint += (object sender, PaintEventArgs e) => c.Refresh(); c.SetVsync(false); //create a render target RenderTarget rt = igl.CreateRenderTarget(60, 60); rt.Bind(); igl.SetClearColor(Color.Blue); igl.Clear(ClearBufferMask.ColorBufferBit); gr.Begin(60, 60, true); gr.Draw(smile); gr.End(); rt.Unbind(); Texture2d rttex2d = igl.LoadTexture(rt.Texture2d.Resolve()); //test retroarch shader RenderTarget rt2 = igl.CreateRenderTarget(240, 240); rt2.Bind(); igl.SetClearColor(Color.CornflowerBlue); igl.Clear(ClearBufferMask.ColorBufferBit); RetroShader shader; using (var stream = typeof(Program).Assembly.GetManifestResourceStream("BizHawk.Bizware.Test.TestImages.4xSoft.glsl")) shader = new RetroShader(igl, new System.IO.StreamReader(stream).ReadToEnd()); igl.SetBlendState(igl.BlendNone); shader.Run(rttex2d, new Size(60, 60), new Size(240, 240), true); bool running = true; c.MouseClick += (object sender, MouseEventArgs e) => { if (e.Button == MouseButtons.Left) { running ^= true; } if (e.Button == MouseButtons.Right) { c.Retain ^= true; } }; DateTime start = DateTime.Now; int wobble = 0; for (; ;) { if (c == null) { break; } if (running) { c.Begin(); igl.SetClearColor(Color.Red); igl.Clear(ClearBufferMask.ColorBufferBit); int frame = (int)((DateTime.Now - start).TotalSeconds) % testArts.Count; gr.Begin(c.ClientSize.Width, c.ClientSize.Height); gr.SetModulateColor(Color.Green); gr.RectFill(250, 0, 16, 16); gr.SetBlendState(igl.BlendNone); gr.Draw(rttex2d, 0, 20); gr.SetBlendState(igl.BlendNormal); sr.RenderString(gr, 0, 0, "?? fps"); gr.SetModulateColor(Color.FromArgb(255, 255, 255, 255)); gr.SetCornerColor(0, OpenTK.Graphics.Color4.Red); gr.Draw(rt2.Texture2d, 0, 0); gr.SetCornerColor(0, OpenTK.Graphics.Color4.White); gr.SetModulateColorWhite(); gr.Modelview.Translate((float)Math.Sin(wobble / 360.0f) * 50, 0); gr.Modelview.Translate(100, 100); gr.Modelview.Push(); gr.Modelview.Translate(testArts[frame].Width, 0); gr.Modelview.Scale(-1, 1); wobble++; gr.SetModulateColor(Color.Yellow); gr.DrawFlipped(testArts[frame], true, false); gr.SetModulateColorWhite(); gr.Modelview.Pop(); gr.SetBlendState(igl.BlendNormal); gr.Draw(smile); gr.End(); c.SwapBuffers(); c.End(); } System.Windows.Forms.Application.DoEvents(); System.Threading.Thread.Sleep(0); } }
static unsafe void Main(string[] args) { BizHawk.Bizware.BizwareGL.IGL igl = new BizHawk.Bizware.BizwareGL.Drivers.OpenTK.IGL_TK(); List<Art> testArts = new List<Art>(); ArtManager am = new ArtManager(igl); foreach (var name in typeof(Program).Assembly.GetManifestResourceNames()) if (name.Contains("flame")) testArts.Add(am.LoadArt(typeof(Program).Assembly.GetManifestResourceStream(name))); var smile = am.LoadArt(typeof(Program).Assembly.GetManifestResourceStream("BizHawk.Bizware.Test.TestImages.smile.png")); am.Close(true); StringRenderer sr; using (var xml = typeof(Program).Assembly.GetManifestResourceStream("BizHawk.Bizware.Test.TestImages.courier16px.fnt")) using (var tex = typeof(Program).Assembly.GetManifestResourceStream("BizHawk.Bizware.Test.TestImages.courier16px_0.png")) sr = new StringRenderer(igl, xml, tex); GuiRenderer gr = new GuiRenderer(igl); TestForm tf = new TestForm(); RetainedGraphicsControl c = new RetainedGraphicsControl(igl); tf.Controls.Add(c); c.Dock = System.Windows.Forms.DockStyle.Fill; tf.FormClosing += (object sender, System.Windows.Forms.FormClosingEventArgs e) => { tf.Controls.Remove(c); c.Dispose(); c = null; }; tf.Show(); //tf.Paint += (object sender, PaintEventArgs e) => c.Refresh(); c.SetVsync(false); //create a render target RenderTarget rt = igl.CreateRenderTarget(60, 60); rt.Bind(); igl.SetClearColor(Color.Blue); igl.Clear(ClearBufferMask.ColorBufferBit); gr.Begin(60, 60, true); gr.Draw(smile); gr.End(); rt.Unbind(); Texture2d rttex2d = igl.LoadTexture(rt.Texture2d.Resolve()); //test retroarch shader RenderTarget rt2 = igl.CreateRenderTarget(240, 240); rt2.Bind(); igl.SetClearColor(Color.CornflowerBlue); igl.Clear(ClearBufferMask.ColorBufferBit); RetroShader shader; using (var stream = typeof(Program).Assembly.GetManifestResourceStream("BizHawk.Bizware.Test.TestImages.4xSoft.glsl")) shader = new RetroShader(igl, new System.IO.StreamReader(stream).ReadToEnd()); igl.SetBlendState(igl.BlendNone); shader.Run(rttex2d, new Size(60, 60), new Size(240, 240), true); bool running = true; c.MouseClick += (object sender, MouseEventArgs e) => { if(e.Button == MouseButtons.Left) running ^= true; if (e.Button == MouseButtons.Right) c.Retain ^= true; }; DateTime start = DateTime.Now; int wobble = 0; for (; ; ) { if (c == null) break; if (running) { c.Begin(); igl.SetClearColor(Color.Red); igl.Clear(ClearBufferMask.ColorBufferBit); int frame = (int)((DateTime.Now - start).TotalSeconds) % testArts.Count; gr.Begin(c.ClientSize.Width, c.ClientSize.Height); gr.SetBlendState(igl.BlendNormal); gr.SetModulateColor(Color.Green); gr.RectFill(250, 0, 16, 16); gr.SetBlendState(igl.BlendNone); gr.Draw(rttex2d, 0, 20); gr.SetBlendState(igl.BlendNormal); sr.RenderString(gr, 0, 0, "?? fps"); gr.SetModulateColor(Color.FromArgb(255, 255, 255, 255)); gr.SetCornerColor(0, OpenTK.Graphics.Color4.Red); gr.Draw(rt2.Texture2d, 0, 0); gr.SetCornerColor(0, OpenTK.Graphics.Color4.White); gr.SetModulateColorWhite(); gr.Modelview.Translate((float)Math.Sin(wobble / 360.0f) * 50, 0); gr.Modelview.Translate(100, 100); gr.Modelview.Push(); gr.Modelview.Translate(testArts[frame].Width, 0); gr.Modelview.Scale(-1, 1); wobble++; gr.SetModulateColor(Color.Yellow); gr.DrawFlipped(testArts[frame], true, false); gr.SetModulateColorWhite(); gr.Modelview.Pop(); gr.SetBlendState(igl.BlendNormal); gr.Draw(smile); gr.End(); c.SwapBuffers(); c.End(); } System.Windows.Forms.Application.DoEvents(); System.Threading.Thread.Sleep(0); } }