smrendererv3/SMCode/SM.Base/Shaders/SimpleShader.cs

118 lines
No EOL
4.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Dynamic;
using SM.Base.Windows;
using SM.OGL.Shaders;
using SM.Utility;
namespace SM.Base.Drawing
{
public class SimpleShader : MaterialShader
{
public static Dictionary<string, Tuple<ShaderFile, Action<UniformCollection, DrawContext>>> VertexFiles =
new Dictionary<string, Tuple<ShaderFile, Action<UniformCollection, DrawContext>>>();
static ShaderFile _extensionDefineFile = new ShaderFile("#define SM_SIMPLE_EXTENSION");
static SimpleShader()
{
VertexFiles.Add("basic", new Tuple<ShaderFile, Action<UniformCollection, DrawContext>>(
new ShaderFile(AssemblyUtility.ReadAssemblyFile("SM.Base.Shaders.SimpleShaderPresets.basic_vertex.glsl"))
{
StringOverrides = {["extension"] = "0"}
},
BasicSetUniforms
));
VertexFiles.Add("E_basic", new Tuple<ShaderFile, Action<UniformCollection, DrawContext>>(
new ShaderFile(AssemblyUtility.ReadAssemblyFile("SM.Base.Shaders.SimpleShaderPresets.basic_vertex.glsl"))
{
StringOverrides = {["extension"] = "1"}
},
BasicSetUniforms
));
VertexFiles.Add("instanced", new Tuple<ShaderFile, Action<UniformCollection, DrawContext>>(
new ShaderFile(
AssemblyUtility.ReadAssemblyFile("SM.Base.Shaders.SimpleShaderPresets.instanced_vertex.glsl"))
{
StringOverrides = { ["instanceMax"] = SMRenderer.MaxInstances.ToString(), ["extension"] = "0" }
},
InstancedSetUniforms
));
VertexFiles.Add("E_instanced", new Tuple<ShaderFile, Action<UniformCollection, DrawContext>>(
new ShaderFile(
AssemblyUtility.ReadAssemblyFile("SM.Base.Shaders.SimpleShaderPresets.instanced_vertex.glsl"))
{
StringOverrides = { ["instanceMax"] = SMRenderer.MaxInstances.ToString(), ["extension"] = "0" }
},
InstancedSetUniforms
));
}
static void BasicSetUniforms(UniformCollection uniforms, DrawContext context)
{
// Vertex Uniforms
uniforms["MVP"].SetMatrix4(context.Instances[0].ModelMatrix * context.ModelMatrix * context.View * context.World);
uniforms["MasterTextureMatrix"].SetMatrix3(context.Instances[0].TextureMatrix * context.TextureMatrix);
uniforms["HasVColor"]
.SetUniform1(context.Mesh.Attributes.Has("color"));
DrawObject(context.Mesh);
}
static void InstancedSetUniforms(UniformCollection uniforms, DrawContext context)
{
uniforms["MVP"].SetMatrix4(context.ModelMatrix * context.View * context.World);
uniforms["MasterTextureMatrix"].SetMatrix3(context.TextureMatrix);
uniforms["HasVColor"]
.SetUniform1(context.Mesh.Attributes.Has("color"));
UniformArray instances = uniforms.GetArray("Instances");
int shaderInstanceI = 0;
for (int i = 0; i < context.Instances.Count; i++)
{
if (shaderInstanceI > instances.Length - 1)
{
DrawObject(context.Mesh, instances.Length);
shaderInstanceI = 0;
}
var shaderInstance = instances[shaderInstanceI];
var instance = context.Instances[i];
if (instance == null) continue;
shaderInstance["ModelMatrix"].SetMatrix4(instance.ModelMatrix);
shaderInstance["TextureMatrix"].SetMatrix3(instance.TextureMatrix);
shaderInstanceI++;
}
DrawObject(context.Mesh, shaderInstanceI);
}
private string _vertexPreset;
public Action<UniformCollection, DrawContext> SetUniform;
public SimpleShader(string vertexPreset, string fragment, Action<UniformCollection, DrawContext> setUniform) : base(new ShaderFileCollection(VertexFiles[vertexPreset].Item1, new ShaderFile(fragment)))
{
_vertexPreset = vertexPreset;
SetUniform = setUniform;
}
public SimpleShader(string vertexPreset, string vertexExtension, string fragment,
Action<UniformCollection, DrawContext> setUniform) : base(new ShaderFileCollection(
new[] {VertexFiles["E_"+vertexPreset].Item1, new ShaderFile(vertexExtension)},
new[] {new ShaderFile(fragment),}))
{
_vertexPreset = vertexPreset;
SetUniform = setUniform;
}
protected override void DrawProcess(DrawContext context)
{
SetUniform?.Invoke(Uniforms, context);
VertexFiles[_vertexPreset].Item2(Uniforms, context);
}
}
}