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authorjpbruyere <jp.bruyere@hotmail.com>2015-03-16 13:36:36 +0100
committerjpbruyere <jp.bruyere@hotmail.com>2015-03-16 13:36:36 +0100
commit4338402e29d2c448c24f4efe6a788adb84f81785 (patch)
treeb22d52562f0dadf4532556cbbd93d8567d50ee23 /src/OpenGL
parent871f7388f22f642f913ea955662840ce8da2f7ce (diff)
OpenGL indirect drawing for ui quad
(shader and vao)
Diffstat (limited to 'src/OpenGL')
-rw-r--r--src/OpenGL/QuadVAO.cs45
-rw-r--r--src/OpenGL/Shader.cs237
-rw-r--r--src/OpenGL/TexturedShader.cs65
-rw-r--r--src/OpenGL/VertexArrayObject.cs94
4 files changed, 441 insertions, 0 deletions
diff --git a/src/OpenGL/QuadVAO.cs b/src/OpenGL/QuadVAO.cs
new file mode 100644
index 00000000..374f2f71
--- /dev/null
+++ b/src/OpenGL/QuadVAO.cs
@@ -0,0 +1,45 @@
+using System;
+using OpenTK;
+
+namespace go
+{
+ public class QuadVAO : VertexArrayObject
+ {
+ public QuadVAO (float x, float y, float width, float height):base(
+ new Vector2[] {
+ new Vector2 (x, y),
+ new Vector2 (x, y + height),
+ new Vector2 (x + width, y),
+ new Vector2 (x + width, y + height)
+ },
+ new Vector2[] {
+ new Vector2 (0, 1),
+ new Vector2 (0, 0),
+ new Vector2 (1, 1),
+ new Vector2 (1, 0)
+ },
+ new int[] { 0, 1, 2, 3 })
+ {
+
+ }
+ public QuadVAO (float x, float y, float width, float height,
+ float texX, float texY, float texW, float texH):base(
+ new Vector2[] {
+ new Vector2 (x, y),
+ new Vector2 (x, y + height),
+ new Vector2 (x + width, y),
+ new Vector2 (x + width, y + height)
+ },
+ new Vector2[] {
+ new Vector2 (texX, texY+texH),
+ new Vector2 (texX, texY),
+ new Vector2 (texX+texW, texY+texH),
+ new Vector2 (texX+texW, texY)
+ },
+ new int[] { 0, 1, 2, 3 })
+ {
+
+ }
+ }
+}
+
diff --git a/src/OpenGL/Shader.cs b/src/OpenGL/Shader.cs
new file mode 100644
index 00000000..cb8fe99c
--- /dev/null
+++ b/src/OpenGL/Shader.cs
@@ -0,0 +1,237 @@
+using System;
+using OpenTK.Graphics.OpenGL;
+using System.Diagnostics;
+using OpenTK;
+
+namespace go.GLBackend
+{
+ public class Shader : IDisposable
+ {
+ #region CTOR
+ public Shader ()
+ {
+ Compile ();
+ }
+ #endregion
+
+
+ #region Sources
+ protected string _vertSource = @"
+ #version 130
+
+ precision highp float;
+
+ uniform mat4 projection_matrix;
+ uniform mat4 modelview_matrix;
+
+ in vec2 in_position;
+
+ void main(void)
+ {
+ gl_Position = projection_matrix * modelview_matrix * vec4(in_position,0, 1);
+ }";
+
+ protected string _fragSource = @"
+ #version 130
+ precision highp float;
+
+ uniform vec4 color;
+ uniform bool stencilTest;
+ uniform sampler2D stencil;
+ uniform vec2 resolution;
+
+ out vec4 out_frag_color;
+
+ void main(void)
+ {
+ if (stencilTest)
+ {
+ vec2 uv = gl_FragCoord.xy/resolution;
+ vec4 s = texture( stencil, uv);
+ if (s.r == 0.0)
+ discard;
+ }
+ out_frag_color = color;
+ }";
+ string _geomSource = "";
+ #endregion
+
+ #region Private and protected fields
+ protected int vsId, fsId, gsId, pgmId, savedPgmId = 0,
+ modelviewMatrixLocation,
+ projectionMatrixLocation,
+ colorLocation,stencilTestLocation,resolutionLocation;
+
+ Matrix4 projectionMatrix,
+ modelviewMatrix;
+ #endregion
+
+
+ #region Public properties
+ public virtual string vertSource
+ {
+ get { return _vertSource;}
+ set { _vertSource = value; }
+ }
+ public virtual string fragSource
+ {
+ get { return _fragSource;}
+ set { _fragSource = value; }
+ }
+ public virtual string geomSource
+ {
+ get { return _geomSource; }
+ set { _geomSource = value; }
+ }
+
+ public Matrix4 ProjectionMatrix{
+ set {
+ projectionMatrix = value;
+ GL.UniformMatrix4(projectionMatrixLocation, false, ref projectionMatrix);
+ }
+ }
+ public Matrix4 ModelViewMatrix {
+ set {
+ modelviewMatrix = value;
+ GL.UniformMatrix4 (modelviewMatrixLocation, false, ref modelviewMatrix);
+ }
+ }
+
+ public Vector4 Color {
+ set {GL.Uniform4 (colorLocation, value);}
+ }
+
+ public bool StencilTest {
+ set {
+ if (value)
+ GL.Uniform1 (stencilTestLocation, 1);
+ else
+ GL.Uniform1 (stencilTestLocation, 0);
+ }
+ }
+
+ public Vector2 Resolution {
+ set { GL.Uniform2 (resolutionLocation, value); }
+ }
+
+ #endregion
+
+ #region Public functions
+ public virtual void Compile()
+ {
+ Dispose ();
+
+ pgmId = GL.CreateProgram();
+
+ if (!string.IsNullOrEmpty(vertSource))
+ {
+ vsId = GL.CreateShader(ShaderType.VertexShader);
+ compileShader(vsId, vertSource);
+ }
+ if (!string.IsNullOrEmpty(fragSource))
+ {
+ fsId = GL.CreateShader(ShaderType.FragmentShader);
+ compileShader(fsId, fragSource);
+
+ }
+ if (!string.IsNullOrEmpty(geomSource))
+ {
+ gsId = GL.CreateShader(ShaderType.GeometryShader);
+ compileShader(gsId,geomSource);
+ }
+
+ if (vsId != 0)
+ GL.AttachShader(pgmId, vsId);
+ if (fsId != 0)
+ GL.AttachShader(pgmId, fsId);
+ if (gsId != 0)
+ GL.AttachShader(pgmId, gsId);
+
+ BindVertexAttributes ();
+
+ GL.LinkProgram(pgmId);
+ GL.ValidateProgram(pgmId);
+
+ string info;
+ GL.GetProgramInfoLog(pgmId, out info);
+ Debug.WriteLine(info);
+
+ Enable ();
+
+ GetUniformLocations ();
+ BindSamplesSlots ();
+
+ Disable ();
+ }
+ protected virtual void BindVertexAttributes()
+ {
+ GL.BindAttribLocation(pgmId, 0, "in_position");
+ }
+ protected virtual void GetUniformLocations()
+ {
+ projectionMatrixLocation = GL.GetUniformLocation(pgmId, "projection_matrix");
+ modelviewMatrixLocation = GL.GetUniformLocation(pgmId, "modelview_matrix");
+ colorLocation = GL.GetUniformLocation (pgmId, "color");
+ stencilTestLocation = GL.GetUniformLocation (pgmId, "stencilTest");
+ resolutionLocation = GL.GetUniformLocation (pgmId, "resolution");
+ }
+ protected virtual void BindSamplesSlots(){
+ GL.Uniform1(GL.GetUniformLocation (pgmId, "stencil"),0);
+ }
+
+ public virtual void Enable(){
+ GL.GetInteger (GetPName.CurrentProgram, out savedPgmId);
+ GL.UseProgram (pgmId);
+ }
+ public virtual void Disable(){
+ GL.UseProgram (savedPgmId);
+ }
+ public static void Enable(Shader s)
+ {
+ if (s == null)
+ return;
+ s.Enable ();
+ }
+ public static void Disable(Shader s)
+ {
+ if (s == null)
+ return;
+ s.Disable ();
+ }
+ #endregion
+
+ void compileShader(int shader, string source)
+ {
+ GL.ShaderSource(shader, source);
+ GL.CompileShader(shader);
+
+ string info;
+ GL.GetShaderInfoLog(shader, out info);
+ Debug.WriteLine(info);
+
+ int compileResult;
+ GL.GetShader(shader, ShaderParameter.CompileStatus, out compileResult);
+ if (compileResult != 1)
+ {
+ Debug.WriteLine("Compile Error!");
+ Debug.WriteLine(source);
+ }
+ }
+
+ #region IDisposable implementation
+ public void Dispose ()
+ {
+ if (GL.IsProgram (pgmId))
+ GL.DeleteProgram (pgmId);
+
+ if (GL.IsShader (vsId))
+ GL.DeleteShader (vsId);
+ if (GL.IsShader (fsId))
+ GL.DeleteShader (fsId);
+ if (GL.IsShader (gsId))
+ GL.DeleteShader (gsId);
+ }
+ #endregion
+ }
+}
+
diff --git a/src/OpenGL/TexturedShader.cs b/src/OpenGL/TexturedShader.cs
new file mode 100644
index 00000000..a410b16e
--- /dev/null
+++ b/src/OpenGL/TexturedShader.cs
@@ -0,0 +1,65 @@
+using System;
+using OpenTK.Graphics.OpenGL;
+
+namespace go.GLBackend
+{
+ public class TexturedShader : Shader
+ {
+ public TexturedShader ()
+ {
+ vertSource = @"
+ #version 130
+
+ precision highp float;
+
+ uniform mat4 projection_matrix;
+ uniform mat4 modelview_matrix;
+
+ in vec2 in_position;
+ in vec2 in_tex;
+ out vec2 texCoord;
+
+
+ void main(void)
+ {
+ texCoord = in_tex;
+ gl_Position = projection_matrix * modelview_matrix * vec4(in_position,0, 1);
+ }";
+
+ fragSource = @"
+ #version 130
+ precision highp float;
+
+ uniform vec4 color;
+ uniform sampler2D tex;
+ uniform sampler2D stencil;
+
+ in vec2 texCoord;
+ out vec4 out_frag_color;
+
+ void main(void)
+ {
+// vec4 s = texture( stencil, texCoord);
+// if (s.r == 0)
+// discard;
+ vec4 t = texture( tex, texCoord);
+ out_frag_color = t;
+ }";
+
+ Compile ();
+
+ }
+
+ protected override void BindVertexAttributes ()
+ {
+ base.BindVertexAttributes ();
+ GL.BindAttribLocation(pgmId, 1, "in_tex");
+ }
+ protected override void BindSamplesSlots ()
+ {
+ GL.Uniform1(GL.GetUniformLocation (pgmId, "tex"),0);
+ GL.Uniform1(GL.GetUniformLocation (pgmId, "stencil"),1);
+ }
+ }
+}
+
diff --git a/src/OpenGL/VertexArrayObject.cs b/src/OpenGL/VertexArrayObject.cs
new file mode 100644
index 00000000..9b75af29
--- /dev/null
+++ b/src/OpenGL/VertexArrayObject.cs
@@ -0,0 +1,94 @@
+using System;
+using OpenTK;
+using OpenTK.Graphics.OpenGL;
+
+namespace go
+{
+ public class VertexArrayObject : IDisposable
+ {
+ public int vaoHandle,
+ positionVboHandle,
+ texVboHandle,
+ eboHandle;
+
+ Vector2[] positionVboData;
+ public int[] indicesVboData;
+ Vector2[] texVboData;
+
+ public VertexArrayObject (Vector2[] _positions, Vector2[] _texCoord, int[] _indices)
+ {
+ positionVboData = _positions;
+ texVboData = _texCoord;
+ indicesVboData = _indices;
+
+ CreateVBOs ();
+ CreateVAOs ();
+ }
+
+ void deleteVAOs()
+ {
+ GL.DeleteBuffer (positionVboHandle);
+ GL.DeleteBuffer (texVboHandle);
+ GL.DeleteBuffer (eboHandle);
+ GL.DeleteVertexArray (vaoHandle);
+ }
+
+ void CreateVBOs()
+ {
+ positionVboHandle = GL.GenBuffer();
+ GL.BindBuffer(BufferTarget.ArrayBuffer, positionVboHandle);
+ GL.BufferData<Vector2>(BufferTarget.ArrayBuffer,
+ new IntPtr(positionVboData.Length * Vector2.SizeInBytes),
+ positionVboData, BufferUsageHint.StaticDraw);
+
+ texVboHandle = GL.GenBuffer();
+ GL.BindBuffer(BufferTarget.ArrayBuffer, texVboHandle);
+ GL.BufferData<Vector2>(BufferTarget.ArrayBuffer,
+ new IntPtr(texVboData.Length * Vector2.SizeInBytes),
+ texVboData, BufferUsageHint.StaticDraw);
+ //
+ eboHandle = GL.GenBuffer();
+ GL.BindBuffer(BufferTarget.ElementArrayBuffer, eboHandle);
+ GL.BufferData(BufferTarget.ElementArrayBuffer,
+ new IntPtr(sizeof(uint) * indicesVboData.Length),
+ indicesVboData, BufferUsageHint.StaticDraw);
+
+ GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
+ GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
+ }
+
+ void CreateVAOs()
+ {
+ vaoHandle = GL.GenVertexArray();
+ GL.BindVertexArray(vaoHandle);
+
+ GL.EnableVertexAttribArray(0);
+ GL.BindBuffer(BufferTarget.ArrayBuffer, positionVboHandle);
+ GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, true, Vector2.SizeInBytes, 0);
+
+ GL.EnableVertexAttribArray(1);
+ GL.BindBuffer(BufferTarget.ArrayBuffer, texVboHandle);
+ GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, true, Vector2.SizeInBytes, 0);
+
+ GL.BindBuffer(BufferTarget.ElementArrayBuffer, eboHandle);
+
+ GL.BindVertexArray(0);
+ }
+
+ public void Render(PrimitiveType _primitiveType){
+ GL.BindVertexArray(vaoHandle);
+ GL.DrawElements(_primitiveType, indicesVboData.Length,
+ DrawElementsType.UnsignedInt, IntPtr.Zero);
+ GL.BindVertexArray (0);
+ }
+
+
+ #region IDisposable implementation
+ public void Dispose ()
+ {
+ deleteVAOs ();
+ }
+ #endregion
+ }
+}
+