예제 #1
0
        private bool FindUniforms(Dictionary <string, UniformValue> nameUniformDict, Dictionary <int, UniformValue> locationUniformDict)
        {
            nameUniformDict.Clear(); locationUniformDict.Clear();
            int nextLoc = 0;

            foreach (var shader in this.attachedShaders)
            {
                foreach (var item in shader.UniformVariableDict)
                {
                    string          varName = item.Key;
                    UniformVariable v       = item.Value;
                    if (nameUniformDict.ContainsKey(varName))
                    {
                        if (v.fieldInfo.FieldType != nameUniformDict[varName].variable.fieldInfo.FieldType)
                        {
                            this.logInfo = string.Format("Different uniform variable types of the same name[{0}!]", varName);
                            return(false);
                        }
                    }
                    else
                    {
                        v.location = nextLoc;
                        int byteSize = this.GetByteSize(v.fieldInfo.FieldType);
                        nextLoc += byteSize;
                        var value = new UniformValue(v, null);
                        nameUniformDict.Add(varName, value);
                        locationUniformDict.Add(v.location, value);
                    }
                }
            }

            return(true);
        }
예제 #2
0
        public UniformVariable GetUniformVariable(int location)
        {
            UniformValue v = null;

            if (!this.locationUniformDict.TryGetValue(location, out v))
            {
                v = null;
            }

            return(v != null ? v.variable : null);
        }
예제 #3
0
        public int GetUniformLocation(string name)
        {
            int result = -1;

            if (this.logInfo.Length > 0)
            {
                return(-1);
            }
            UniformValue v = null;

            if (this.nameUniformDict.TryGetValue(name, out v))
            {
                result = (int)v.variable.location;
            }

            return(result);
        }
예제 #4
0
        internal void SetUniform(int location, Object value)
        {
            if (value == null)
            {
                return;
            }

            Dictionary <int, UniformValue> locationUniformDict = this.locationUniformDict;
            UniformValue uniformValue = null;

            if (locationUniformDict.TryGetValue(location, out uniformValue))
            {
                if (uniformValue.variable.fieldInfo.FieldType != value.GetType())
                {
                    throw new ArgumentException("value");
                }

                uniformValue.value = value;
            }
            else
            {
                // TODO: what to do when specified uniform variable not exists? Silent or throwing exception?
            }
        }
예제 #5
0
        private unsafe PassBuffer[] VertexShaderStage(int count, DrawElementsType type, IntPtr indices, VertexArrayObject vao, ShaderProgram program, GLBuffer indexBuffer)
        {
            PassBuffer[] passBuffers = null;
            VertexShader vs          = program.VertexShader; if (vs == null)

            {
                return(passBuffers);
            }

            // init pass-buffers to record output from vertex shader.
            FieldInfo[] outFieldInfos = (from item in vs.outVariableDict select item.Value.fieldInfo).ToArray();
            uint        vertexCount   = GetVertexCount(vao, indexBuffer, type);

            //int vertexSize = GetVertexSize(outFieldInfos);
            passBuffers = new PassBuffer[1 + outFieldInfos.Length];
            void *[] pointers = new void *[1 + outFieldInfos.Length];
            {
                // the first pass-buffer stores gl_Position.
                var passBuffer = new PassBuffer(PassType.Vec4, (int)vertexCount);
                pointers[0]    = (void *)passBuffer.Mapbuffer();
                passBuffers[0] = passBuffer;
            }
            for (int i = 1; i < passBuffers.Length; i++)
            {
                var      outField   = outFieldInfos[i - 1];
                PassType passType   = outField.FieldType.GetPassType();
                var      passBuffer = new PassBuffer(passType, (int)vertexCount);
                pointers[i]    = (void *)passBuffer.Mapbuffer();
                passBuffers[i] = passBuffer;
            }

            // execute vertex shader for each vertex.
            byte[]   indexData       = indexBuffer.Data;
            int      indexLength     = indexData.Length / ByteLength(type);
            GCHandle pin             = GCHandle.Alloc(indexData, GCHandleType.Pinned);
            IntPtr   pointer         = pin.AddrOfPinnedObject();
            var      gl_VertexIDList = new List <uint>();

            for (int indexID = indices.ToInt32() / ByteLength(type), c = 0; c < count && indexID < indexLength; indexID++, c++)
            {
                uint gl_VertexID = GetVertexID(pointer, type, indexID);
                if (gl_VertexIDList.Contains(gl_VertexID))
                {
                    continue;
                }
                else
                {
                    gl_VertexIDList.Add(gl_VertexID);
                }

                var instance = vs.CreateCodeInstance() as VertexCodeBase; // an executable vertex shader.
                instance.gl_VertexID = (int)gl_VertexID;                  // setup gl_VertexID.
                // setup "in SomeType varName;" vertex attributes.
                Dictionary <uint, VertexAttribDesc> locVertexAttribDict = vao.LocVertexAttribDict;
                foreach (InVariable inVar in vs.inVariableDict.Values) // Dictionary<string, InVariable>.Values
                {
                    VertexAttribDesc desc = null;
                    if (locVertexAttribDict.TryGetValue(inVar.location, out desc))
                    {
                        byte[]           dataStore        = desc.vbo.Data;
                        int              byteIndex        = desc.GetDataIndex(gl_VertexID);
                        VertexAttribType vertexAttribType = (VertexAttribType)desc.dataType;
                        object           value            = dataStore.ToStruct(inVar.fieldInfo.FieldType, byteIndex);
                        inVar.fieldInfo.SetValue(instance, value);
                    }
                }
                // setup "uniform SomeType varName;" in vertex shader.
                Dictionary <string, UniformValue> nameUniformDict = program.nameUniformDict;
                foreach (UniformVariable uniformVar in vs.UniformVariableDict.Values)
                {
                    string       name = uniformVar.fieldInfo.Name;
                    UniformValue obj  = null;
                    if (nameUniformDict.TryGetValue(name, out obj))
                    {
                        if (obj.value != null)
                        {
                            uniformVar.fieldInfo.SetValue(instance, obj.value);
                        }
                    }
                }

                instance.main(); // execute vertex shader code.

                // copy data to pass-buffer.
                {
                    PassBuffer passBuffer = passBuffers[0];
                    var        array      = (vec4 *)pointers[0];
                    array[gl_VertexID] = instance.gl_Position;
                }
                for (int i = 1; i < passBuffers.Length; i++)
                {
                    var outField = outFieldInfos[i - 1];
                    var obj      = outField.GetValue(instance);
                    switch (outField.FieldType.GetPassType())
                    {
                    case PassType.Float: { var array = (float *)pointers[i]; array[gl_VertexID] = (float)obj; } break;

                    case PassType.Vec2: { var array = (vec2 *)pointers[i]; array[gl_VertexID] = (vec2)obj; } break;

                    case PassType.Vec3: { var array = (vec3 *)pointers[i]; array[gl_VertexID] = (vec3)obj; } break;

                    case PassType.Vec4: { var array = (vec4 *)pointers[i]; array[gl_VertexID] = (vec4)obj; } break;

                    case PassType.Mat2: { var array = (mat2 *)pointers[i]; array[gl_VertexID] = (mat2)obj; } break;

                    case PassType.Mat3: { var array = (mat3 *)pointers[i]; array[gl_VertexID] = (mat3)obj; } break;

                    case PassType.Mat4: { var array = (mat4 *)pointers[i]; array[gl_VertexID] = (mat4)obj; } break;

                    default:
                        throw new NotImplementedException();
                    }
                    // a general way to do this:
                    //var obj = outField.GetValue(instance);
                    //byte[] bytes = obj.ToBytes();
                    //PassBuffer passBuffer = passBuffers[i];
                    //var array = (byte*)passBuffer.AddrOfPinnedObject();
                    //for (int t = 0; t < bytes.Length; t++)
                    //{
                    //    array[gl_VertexID * vertexSize + t] = bytes[t];
                    //}
                }
            }
            pin.Free();

            for (int i = 0; i < passBuffers.Length; i++)
            {
                passBuffers[i].Unmapbuffer();
            }

            return(passBuffers);
        }
예제 #6
0
        private unsafe void FragmentShaderStage(ShaderProgram program, List <Fragment> fragmentList)
        {
            FragmentShader fs = program.FragmentShader; if (fs == null)

            {
                return;
            }

            foreach (var fragment in fragmentList)
            {
                var instance = fs.CreateCodeInstance() as FragmentCodeBase; // an executable fragment shader.
                instance.gl_FragCoord = fragment.gl_FragCoord;              // setup fragmen coordinatein window/screen space.
                // setup "in SomeType varName;" vertex attributes.
                InVariable[] inVariables = fs.inVariableDict.Values.ToArray();
                if (inVariables.Length != fragment.attributes.Length)
                {
                    throw new Exception("This should not happen!");
                }
                for (int index = 0; index < inVariables.Length; index++)
                {
                    InVariable inVar     = inVariables[index];
                    PassBuffer attribute = fragment.attributes[index];
                    var        pointer   = attribute.Mapbuffer().ToPointer();
                    switch (attribute.elementType)
                    {
                    case PassType.Float: inVar.fieldInfo.SetValue(instance, ((float *)pointer)[0]); break;

                    case PassType.Vec2: inVar.fieldInfo.SetValue(instance, ((vec2 *)pointer)[0]); break;

                    case PassType.Vec3: inVar.fieldInfo.SetValue(instance, ((vec3 *)pointer)[0]); break;

                    case PassType.Vec4: inVar.fieldInfo.SetValue(instance, ((vec4 *)pointer)[0]); break;

                    case PassType.Mat2: inVar.fieldInfo.SetValue(instance, ((mat2 *)pointer)[0]); break;

                    case PassType.Mat3: inVar.fieldInfo.SetValue(instance, ((mat3 *)pointer)[0]); break;

                    case PassType.Mat4: inVar.fieldInfo.SetValue(instance, ((mat4 *)pointer)[0]); break;

                    default: throw new NotDealWithNewEnumItemException(typeof(PassType));
                    }
                    attribute.Unmapbuffer();
                }
                // setup "uniform SomeType varName;" in fragment shader.
                Dictionary <string, UniformValue> nameUniformDict = program.nameUniformDict;
                foreach (UniformVariable uniformVar in fs.UniformVariableDict.Values)
                {
                    string       name = uniformVar.fieldInfo.Name;
                    UniformValue obj  = null;
                    if (nameUniformDict.TryGetValue(name, out obj))
                    {
                        if (obj.value != null)
                        {
                            uniformVar.fieldInfo.SetValue(instance, obj.value);
                        }
                    }
                }

                instance.main();       // execute fragment shader code.
                fragment.discard = instance.discard;
                if (!instance.discard) // if this fragment is not discarded.
                {
                    OutVariable[] outVariables = fs.outVariableDict.Values.ToArray();
                    var           outBuffers   = new PassBuffer[outVariables.Length];
                    for (int index = 0; index < outVariables.Length; index++)
                    {
                        OutVariable outVar    = outVariables[index];
                        var         outBuffer = new PassBuffer(outVar.fieldInfo.FieldType.GetPassType(), 1);
                        var         pointer   = outBuffer.Mapbuffer().ToPointer();
                        switch (outBuffer.elementType)
                        {
                        case PassType.Float: ((float *)pointer)[0] = (float)outVar.fieldInfo.GetValue(instance); break;

                        case PassType.Vec2: ((vec2 *)pointer)[0] = (vec2)outVar.fieldInfo.GetValue(instance); break;

                        case PassType.Vec3: ((vec3 *)pointer)[0] = (vec3)outVar.fieldInfo.GetValue(instance); break;

                        case PassType.Vec4: ((vec4 *)pointer)[0] = (vec4)outVar.fieldInfo.GetValue(instance); break;

                        case PassType.Mat2: ((mat2 *)pointer)[0] = (mat2)outVar.fieldInfo.GetValue(instance); break;

                        case PassType.Mat3: ((mat3 *)pointer)[0] = (mat3)outVar.fieldInfo.GetValue(instance); break;

                        case PassType.Mat4: ((mat4 *)pointer)[0] = (mat4)outVar.fieldInfo.GetValue(instance); break;

                        default: throw new NotDealWithNewEnumItemException(typeof(PassType));
                        }
                        outBuffer.Unmapbuffer();
                        outBuffers[index] = outBuffer;
                    }
                    fragment.outVariables = outBuffers;
                }
            }
        }