H. Utku Maden
a50650e54a
This removes the hard dependency on OpenTK for a core component of QUIK. Although not all environments are going to be using OpenGL, having it be independent from a vendor library would be more benefitial for more people.
148 lines
5.0 KiB
C#
148 lines
5.0 KiB
C#
using System;
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using System.IO;
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using System.Reflection;
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using Quik.OpenGL;
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using static Quik.OpenGL.GLEnum;
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namespace Quik.OpenTK
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{
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public class GL30Driver : IDisposable
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{
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public GL30Driver()
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{
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Assembly asm = typeof(GL30Driver).Assembly;
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using (StreamReader vert = new StreamReader(asm.GetManifestResourceStream("Quik.OpenTK.glsl.glsl130.vert")))
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using (StreamReader frag = new StreamReader(asm.GetManifestResourceStream("Quik.OpenTK.glsl.glsl130.frag")))
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{
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int vs;
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int fs;
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vs = GL.CreateShader(GL_VERTEX_SHADER);
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fs = GL.CreateShader(GL_FRAGMENT_SHADER);
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_sp = GL.CreateProgram();
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GL.ShaderSource(vs, vert.ReadToEnd());
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GL.ShaderSource(fs, frag.ReadToEnd());
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GL.CompileShader(vs);
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GL.CompileShader(fs);
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#if DEBUG
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int status;
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GL.GetShader(vs, GL_COMPILE_STATUS, out status);
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if (status == 0)
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{
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throw new Exception(GL.GetShaderInfoLog(vs));
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}
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GL.GetShader(fs, GL_COMPILE_STATUS, out status);
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if (status == 0)
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{
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throw new Exception(GL.GetShaderInfoLog(fs));
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}
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#endif
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GL.AttachShader(_sp, vs);
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GL.AttachShader(_sp, fs);
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GL.LinkProgram(_sp);
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#if DEBUG
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GL.GetProgram(_sp, GL_LINK_STATUS, out status);
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if (status == 0)
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{
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throw new Exception(GL.GetProgramInfoLog(_sp));
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}
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#endif
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GL.DetachShader(_sp, vs);
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GL.DetachShader(_sp, fs);
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GL.DeleteShader(vs);
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GL.DeleteShader(fs);
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}
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LoadUniform(_nameM4View, out _locM4View);
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LoadUniform(_nameM4Model, out _locM4Model);
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LoadUniform(_nameIFlags, out _locIFlags);
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LoadUniform(_nameFSdfThreshold, out _locFSdfThreshold);
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LoadUniform(_nameFSdfAuxilliaryThreshold, out _locFSdfAuxilliaryThreshold);
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LoadUniform(_nameV4SdfAuxilliaryColor, out _locV4SdfAuxilliaryColor);
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LoadUniform(_nameX2Texture, out _locX2Texture);
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LoadUniform(_nameV2TextureOffset, out _locV2TextureOffset);
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LoadAttribute(_nameV2Postion, out _locV2Position);
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LoadAttribute(_nameV2Texture, out _locV2Texture);
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LoadAttribute(_nameV4Color, out _locV4Color);
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void LoadUniform(string name, out int location)
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{
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location = GL.GetUniformLocation(_sp, name);
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}
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void LoadAttribute(string name, out int location)
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{
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location = GL.GetAttribLocation(_sp, name);
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}
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}
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private readonly int _sp;
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private const string _nameM4View = "m4View";
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private readonly int _locM4View;
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private const string _nameM4Model = "m4Model";
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private readonly int _locM4Model;
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private const string _nameV2Postion = "v2Position";
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private readonly int _locV2Position;
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private const string _nameV2Texture = "v2Texture";
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private readonly int _locV2Texture;
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private const string _nameV4Color = "v4Color";
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private readonly int _locV4Color;
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private const string _nameIFlags = "iFlags";
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private readonly int _locIFlags;
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private const string _nameFSdfThreshold = "fSdfThreshold";
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private readonly int _locFSdfThreshold;
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private const string _nameFSdfAuxilliaryThreshold = "fSdfAuxilliaryThreshold";
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private readonly int _locFSdfAuxilliaryThreshold;
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private const string _nameV4SdfAuxilliaryColor = "v4SdfAuxilliaryColor";
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private readonly int _locV4SdfAuxilliaryColor;
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private const string _nameX2Texture = "x2Texture";
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private readonly int _locX2Texture;
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private const string _nameV2TextureOffset = "v2TextureOffset";
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private readonly int _locV2TextureOffset;
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[Flags]
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private enum Flags : int
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{
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Texture = 1 << 0,
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DiscardEnable = 1 << 1,
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Sdf = 1 << 2,
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SdfAuxEnable = 1 << 3,
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}
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private bool _isDisposed = false;
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private void Dispose(bool disposing)
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{
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if (_isDisposed) return;
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if (disposing)
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{
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GL.DeleteProgram(_sp);
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}
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else
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{
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throw new Exception("OpenGL resource is leaked. Dispose unreferenced OpenGL objects in the context thread.");
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}
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_isDisposed = true;
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}
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public void Dispose() => Dispose(true);
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~GL30Driver()
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{
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Dispose(false);
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}
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}
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} |