smrendererv3/SMCode/SM.OGL/Shaders/UniformCollection.cs
2021-03-19 20:59:02 +01:00

139 lines
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4.4 KiB
C#

#region usings
using System;
using System.Collections.Generic;
using OpenTK.Graphics.OpenGL4;
#endregion
namespace SM.OGL.Shaders
{
/// <summary>
/// Collects and provied the uniforms of a shader.
/// </summary>
public class UniformCollection : Dictionary<string, IUniform>
{
internal string KeyString = "";
/// <summary>
/// The next uniform-position for textures.
/// </summary>
public int NextTexture = 0;
/// <summary>
/// The shader this collections is connected to.
/// </summary>
public GenericShader ParentShader { get; internal set; }
/// <summary>
///
/// </summary>
/// <param name="key"></param>
public new Uniform this[string key] => Get(key);
/// <summary>
/// Equivalent to <see cref="this"/>
/// <para>Gets the uniform with the provied key.</para>
/// <para>If it can't find it, it will create a warning and a uniform with the location of -1.</para>
/// </summary>
/// <param name="key"></param>
/// <returns></returns>
public Uniform Get(string key)
{
try
{
return (Uniform) base[key];
}
catch (KeyNotFoundException)
{
GLCustomActions.AtWarning?.Invoke("Uniform '" + KeyString + key + "' at '" + ParentShader.ToString() + "' was not found. Tried to recreate it.");
var u = new Uniform(GL.GetUniformLocation(ParentShader, KeyString + key), this);
Add(key, u);
return u;
}
}
/// <summary>
/// Gets a array.
/// </summary>
/// <param name="key"></param>
/// <returns></returns>
/// <exception cref="KeyNotFoundException">If the key wasn't found, it will throw a exception</exception>
public UniformArray GetArray(string key)
{
if (ContainsKey(key))
return (UniformArray) base[key];
else throw new KeyNotFoundException("UniformArray '"+key+"' wasn't found");
}
/// <summary>
/// Adds a uniform to the collection.
/// </summary>
public void Add(string key, int location)
{
base.Add(key, new Uniform(location, this));
}
internal void Set(string key, IUniform value)
{
base[key] = value;
}
internal void Import(GenericShader shader)
{
GL.GetProgram(shader, GetProgramParameterName.ActiveUniforms, out var uniformCount);
if (uniformCount < 1)
GLCustomActions.AtError("No uniforms has been found.");
var lastArrayKey = "";
var array = new UniformArray();
var arrayFilled = false;
if (GLSettings.InfoEveryUniform) GLCustomActions.AtInfo?.Invoke("Uniforms for: " + shader.GetType());
for (var i = 0; i < uniformCount; i++)
{
var key = GL.GetActiveUniform(shader, i, out _, out _);
var loc = GL.GetUniformLocation(shader, key);
if (GLSettings.InfoEveryUniform) GLCustomActions.AtInfo?.Invoke($"{key} - {loc}");
if (key.Contains("["))
{
var keySplits = key.Split('[', ']');
if (keySplits[2] == "")
{
if (keySplits[1] == "0")
{
Add(keySplits[0], loc);
}
continue;
}
if (keySplits[0] != lastArrayKey)
{
if (arrayFilled) Add(lastArrayKey, array);
array = new UniformArray
{
Location = loc,
Name = keySplits[0],
Parent = this,
ParentShader = ParentShader
};
arrayFilled = true;
lastArrayKey = keySplits[0];
}
if (keySplits[1] == "0")
array.UniformNames.Add(keySplits[2].Substring(1));
}
else
{
Add(key, loc);
}
}
if (arrayFilled) Add(lastArrayKey, array);
}
}
}