smrendererv3/SMCode/SM.OGL/Shaders/ShaderFile.cs
2021-01-31 12:54:50 +01:00

83 lines
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2.5 KiB
C#

#region usings
using System;
using System.Collections.Generic;
using OpenTK.Graphics.OpenGL4;
#endregion
namespace SM.OGL.Shaders
{
/// <summary>
/// Contains/Represents a file used in shaders.
/// </summary>
public class ShaderFile : GLObject
{
private string _data;
/// <summary>
/// Contains other shader files to allow access to their functions.
/// </summary>
public List<ShaderFile> GLSLExtensions = new List<ShaderFile>();
/// <summary>
/// Gets/Sets the name for this shader file.
/// </summary>
public new string Name;
/// <summary>
/// Contains overrides, that can be used to import values from the CPU to the shader before it is been send to the GPU.
/// </summary>
public Dictionary<string, string> StringOverrides = new Dictionary<string, string>();
/// <summary>
/// Creates a file.
/// </summary>
/// <param name="data">The source file.</param>
public ShaderFile(string data)
{
_data = data;
}
/// <inheritdoc />
public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.Shader;
private void GenerateSource()
{
if (!GLSettings.ShaderPreProcessing) return;
if (_data.Contains("//#"))
{
var commandSplits = _data.Split(new[] {"//#"}, StringSplitOptions.RemoveEmptyEntries);
for (var i = 1; i < commandSplits.Length; i++)
{
var split = commandSplits[i].Split('\r', '\n')[0].Trim();
var cmdArgs = split.Split(new[] {' '}, 2);
ShaderPreProcess.Actions[cmdArgs[0]]?.Invoke(this, cmdArgs[1]);
}
}
foreach (var kvp in StringOverrides)
_data = _data.Replace("//!" + kvp.Key, kvp.Value);
}
internal void Compile(GenericShader shader, ShaderType type)
{
if (_id < 0)
{
GenerateSource();
_id = GL.CreateShader(type);
GL.ShaderSource(_id, _data);
GL.CompileShader(_id);
}
GL.AttachShader(shader, _id);
GLDebugging.CheckGLErrors($"Error at loading shader file: '{shader.GetType()}', '{type}', %code%");
for (var i = 0; i < GLSLExtensions.Count; i++) GLSLExtensions[i].Compile(shader, type);
}
}
}