Started migrating to Factory/Wrapper pattern - Shader complete

This commit is contained in:
2017-02-28 23:12:51 -05:00
parent 4f2e792298
commit 3b95b7e871
10 changed files with 384 additions and 351 deletions

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@@ -5,7 +5,7 @@ using OpenTK.Graphics.OpenGL4;
namespace Diamond.Buffers namespace Diamond.Buffers
{ {
public class GLBuffer<T> : GLObject where T : struct public class GLBuffer<T> : GLWrapper where T : struct
{ {
public readonly BufferTarget Target; public readonly BufferTarget Target;
public readonly BufferUsageHint Usage; public readonly BufferUsageHint Usage;

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@@ -52,9 +52,10 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="Buffers\GLBuffer.cs" /> <Compile Include="Buffers\GLBuffer.cs" />
<Compile Include="GLObject.cs" />
<Compile Include="Util\SubArray.cs" /> <Compile Include="Util\SubArray.cs" />
<Compile Include="Buffers\VertexDataAttribute.cs" /> <Compile Include="Buffers\VertexDataAttribute.cs" />
<Compile Include="GLObject.cs" /> <Compile Include="GLWrapper.cs" />
<Compile Include="Level\Level.cs" /> <Compile Include="Level\Level.cs" />
<Compile Include="Level\TileData.cs" /> <Compile Include="Level\TileData.cs" />
<Compile Include="Level\TileGroup.cs" /> <Compile Include="Level\TileGroup.cs" />

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@@ -1,66 +1,47 @@
using System; using System;
using System.Diagnostics; using System.Collections.Generic;
using OpenTK.Graphics; using System.Linq;
using System.Text;
using System.Threading.Tasks;
using NLog; using NLog;
using OpenTK.Graphics;
namespace Diamond namespace Diamond
{ {
/// <summary>
/// Parent class for all gl Object wrappers.
/// </summary>
public abstract class GLObject : IDisposable public abstract class GLObject : IDisposable
{ {
/// <summary> private static readonly Logger Logger = LogManager.GetCurrentClassLogger();
/// Logger for this class private bool _disposed;
/// </summary>
protected Logger Log { get; }
/// <summary> public abstract int Id { get; }
/// The name of this object
/// </summary>
public uint Id { get; protected set; }
/// <summary> protected abstract GLWrapper Wrapper { get; }
/// Force all <code>GLObject</code>s to define their name.
/// </summary> protected virtual void Dispose(bool disposing)
/// <param name="id">The name of this object</param>
protected GLObject(uint id)
{ {
Id = id; if (_disposed)
Log = LogManager.GetLogger(GetType().FullName);
Log.Trace("Created {0}", this);
}
/// <summary>
/// Called to free the name of this object. Usually corresponds to <code>glDelete*</code>.
/// </summary>
protected abstract void Delete();
/// <summary>
/// Free the name of this object
/// </summary>
public void Dispose()
{
if (GraphicsContext.CurrentContext == null)
{
Log.Warn("No current context, assuming {0} is disposed.", this);
return; return;
if (disposing)
{
if (GraphicsContext.CurrentContext == null)
Logger.Warn("No graphics context, cannot dispose GLObject: {0}", Wrapper);
else
Wrapper.Dispose();
} }
Delete(); _disposed = true;
Log.Trace("Disposed {0}", this); }
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this); GC.SuppressFinalize(this);
} }
~GLObject() ~GLObject()
{ {
Dispose(); Dispose(false);
} }
public override string ToString() => $"{GetType().Name} {Id}";
public static explicit operator uint(GLObject o) => o.Id;
public static explicit operator int(GLObject o) => (int) o.Id;
} }
} }

41
Diamond/GLWrapper.cs Normal file
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@@ -0,0 +1,41 @@
using System;
using System.Diagnostics;
using OpenTK.Graphics;
using NLog;
namespace Diamond
{
internal abstract class GLWrapper : IDisposable
{
protected static Logger Logger = LogManager.GetCurrentClassLogger();
public int Id { get; protected set; }
public override string ToString() => $"{GetType().Name} {Id}";
#region IDisposable
public abstract void GLDelete();
private bool _disposed;
protected virtual void Dispose(bool disposing)
{
if (_disposed)
return;
GLDelete();
_disposed = true;
}
public void Dispose()
{
Dispose(true);
}
#endregion
public static explicit operator int(GLWrapper o) => o.Id;
}
}

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@@ -7,6 +7,7 @@ using System.Linq;
using Diamond.Buffers; using Diamond.Buffers;
using Diamond.Shaders; using Diamond.Shaders;
using Diamond.Textures; using Diamond.Textures;
using Diamond.Util;
using Newtonsoft.Json; using Newtonsoft.Json;
using Newtonsoft.Json.Linq; using Newtonsoft.Json.Linq;
using OpenTK; using OpenTK;
@@ -70,7 +71,7 @@ namespace Diamond.Level
var texturePaths = levelData["textures"] var texturePaths = levelData["textures"]
.Select(path => (string) path) .Select(path => (string) path)
.ToArray(); .ToArray();
var textures = texturePaths.Select(path => Texture.FromBitmap(new Bitmap(Path.Combine(dir, (string)path)))).ToArray(); var textures = texturePaths.Select(path => Texture.FromBitmap(new Bitmap(Path.Combine(dir, path)))).ToArray();
var textureMap = texturePaths.Select((path, i) => new {path = path, i = i}) var textureMap = texturePaths.Select((path, i) => new {path = path, i = i})
.ToDictionary(v => v.path, v => v.i); .ToDictionary(v => v.path, v => v.i);

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@@ -1,15 +1,15 @@
<?xml version="1.0" encoding="utf-8" ?> <?xml version="1.0" encoding="utf-8" ?>
<nlog xmlns="http://www.nlog-project.org/schemas/NLog.xsd" <nlog xmlns="http://www.nlog-project.org/schemas/NLogger.xsd"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:schemaLocation="http://www.nlog-project.org/schemas/NLog.xsd NLog.xsd" xsi:schemaLocation="http://www.nlog-project.org/schemas/NLogger.xsd NLogger.xsd"
autoReload="true" autoReload="true"
throwExceptions="false" throwExceptions="false"
internalLogLevel="Off" internalLogFile="c:\temp\nlog-internal.log"> internalLoggerLevel="Off" internalLoggerFile="c:\temp\nlog-internal.log">
<variable name="Layout" value="[${level}] ${logger}: ${message}" /> <variable name="Layout" value="[${level}] ${logger}: ${message}" />
<targets> <targets>
<target xsi:type="File" name="file" fileName="${basedir}/Log/${shortdate}.log" <target xsi:type="File" name="file" fileName="${basedir}/Logger/${shortdate}.log"
layout="${Layout}"/> layout="${Layout}"/>
<target xsi:type="Debugger" name="debug" layout="${Layout}"/> <target xsi:type="Debugger" name="debug" layout="${Layout}"/>
</targets> </targets>

File diff suppressed because it is too large Load Diff

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@@ -5,18 +5,18 @@ using OpenTK.Graphics.OpenGL4;
namespace Diamond.Shaders namespace Diamond.Shaders
{ {
public class Program : GLObject public class Program : GLWrapper
{ {
public static Program Current { get; private set; } public static Program Current { get; private set; }
private readonly Dictionary<string, int> _uniforms = new Dictionary<string, int>(); private readonly Dictionary<string, int> _uniforms = new Dictionary<string, int>();
private readonly Dictionary<string, int> _attributes = new Dictionary<string, int>(); private readonly Dictionary<string, int> _attributes = new Dictionary<string, int>();
public string InfoLog => GL.GetProgramInfoLog((int) Id).Trim(); public string InfoLog => GL.GetProgramInfoLog(Id).Trim();
public Program() public Program()
: base((uint) GL.CreateProgram())
{ {
Id = GL.CreateProgram();
} }
protected override void Delete() protected override void Delete()
@@ -47,18 +47,18 @@ namespace Diamond.Shaders
if (!Linked) if (!Linked)
{ {
Log.Warn("Failed to link Program {0}", Id); Logger.Warn("Failed to link Program {0}", Id);
Log.Debug("Program {0} InfoLog\n{1}", Id, InfoLog); Logger.Debug("Program {0} InfoLog\n{1}", Id, InfoLog);
return false; return false;
} }
Log.Info("Successfully linked Program {0}", Id); Logger.Info("Successfully linked Program {0}", Id);
GL.GetProgram(Id, GetProgramParameterName.ActiveUniforms, out int uniformcount); GL.GetProgram(Id, GetProgramParameterName.ActiveUniforms, out int uniformcount);
for (var i = 0; i < uniformcount; i++) for (var i = 0; i < uniformcount; i++)
{ {
var sb = new StringBuilder(256); var sb = new StringBuilder(256);
GL.GetActiveUniformName((int) Id, i, sb.Capacity, out int length, sb); GL.GetActiveUniformName(Id, i, sb.Capacity, out int length, sb);
_uniforms[sb.ToString()] = i; _uniforms[sb.ToString()] = i;
} }
@@ -66,7 +66,7 @@ namespace Diamond.Shaders
for (var i = 0; i < attributecount; i++) for (var i = 0; i < attributecount; i++)
{ {
var sb = new StringBuilder(256); var sb = new StringBuilder(256);
GL.GetActiveAttrib((int) Id, i, sb.Capacity, out int length, out int size, GL.GetActiveAttrib(Id, i, sb.Capacity, out int length, out int size,
out ActiveAttribType type, sb); out ActiveAttribType type, sb);
_attributes[sb.ToString()] = i; _attributes[sb.ToString()] = i;
} }
@@ -83,7 +83,7 @@ namespace Diamond.Shaders
{ {
if (TryGetUniform(name, out int id)) return id; if (TryGetUniform(name, out int id)) return id;
Log.Warn("Attempted to access uniform {0} on Program {1}", name, Id); Logger.Warn("Attempted to access uniform {0} on Program {1}", name, Id);
throw new ShaderException($"Shader Program {Id} does not contain uniform '{name}'"); throw new ShaderException($"Shader Program {Id} does not contain uniform '{name}'");
} }
@@ -96,7 +96,7 @@ namespace Diamond.Shaders
{ {
if (TryGetAttribute(name, out int id)) return id; if (TryGetAttribute(name, out int id)) return id;
Log.Warn("Attempted to access attribute {0} on Program {1}", name, Id); Logger.Warn("Attempted to access attribute {0} on Program {1}", name, Id);
throw new ShaderException($"Shader Program {Id} does not contain id '{name}'"); throw new ShaderException($"Shader Program {Id} does not contain id '{name}'");
} }

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@@ -1,27 +1,16 @@
using System.IO; using System;
using System.Collections.Generic;
using System.IO;
using System.Text; using System.Text;
using NLog;
using OpenTK.Graphics.OpenGL4; using OpenTK.Graphics.OpenGL4;
namespace Diamond.Shaders namespace Diamond.Shaders
{ {
/// <summary> internal sealed class ShaderWrapper : GLWrapper
/// Wraps methods for GL Shader objects.
/// </summary>
public class Shader : GLObject
{ {
/// <summary>
/// The type of this shader.
/// </summary>
public readonly ShaderType ShaderType; public readonly ShaderType ShaderType;
/// <summary>
/// The source file name, if it was loaded from a file.
/// </summary>
public string SourceFile { get; private set; }
/// <summary>
/// Gets and sets the shader source with <code>glShaderSource</code> and <code>glGetShaderSource</code>.
/// </summary>
public string Source public string Source
{ {
get get
@@ -30,103 +19,123 @@ namespace Diamond.Shaders
GL.GetShaderSource(Id, sb.Capacity, out int length, sb); GL.GetShaderSource(Id, sb.Capacity, out int length, sb);
return sb.ToString(); return sb.ToString();
} }
set { GL.ShaderSource((int) Id, value); } set { GL.ShaderSource(Id, value); }
} }
/// <summary>
/// Retrieves this shader's compilation log with <code>glGetShaderInfoLog</code>.
/// </summary>
public string InfoLog => GL.GetShaderInfoLog((int) Id).Trim();
/// <summary>
/// Checks the compilation status of this shader with <code>glGetShader</code>.
/// </summary>
public bool Compiled public bool Compiled
{ {
get get
{ {
GL.GetShader(Id, ShaderParameter.CompileStatus, out int success); GL.GetShader(Id, ShaderParameter.CompileStatus, out int res);
return success != 0; return res != 0;
} }
} }
/// <summary> public string InfoLog => GL.GetShaderInfoLog(Id).Trim();
/// Creates a wrapper for a gl Shader object.
/// </summary> internal ShaderWrapper(ShaderType shaderType)
/// <param name="shaderType">The type of the shader to create</param>
public Shader(ShaderType shaderType)
: base((uint) GL.CreateShader(shaderType))
{ {
Id = GL.CreateShader(shaderType);
ShaderType = shaderType; ShaderType = shaderType;
} }
protected override void Delete() => GL.DeleteShader(Id); public override void GLDelete()
{
GL.DeleteShader(Id);
}
/// <summary> public void Compile()
/// Compile the shader.
/// </summary>
/// <returns>Compilation success</returns>
public bool Compile()
{ {
GL.CompileShader(Id); GL.CompileShader(Id);
var compiled = Compiled;
if (!compiled)
{
Log.Warn("Failed to compile {0} {1} {2}", ShaderType, Id, SourceFile);
Log.Debug("{0} {1} InfoLog\n{2}", ShaderType, Id, InfoLog);
}
return compiled;
}
/// <summary>
/// Creates and compiles a shader from a source file. Infers shader type from file extension
/// Extension must be of the form .[type] or .[type].glsl
/// Valid types are vs, vert, fs, and frag.
/// </summary>
/// <param name="path">Source file location</param>
/// <returns>The compiled shader</returns>
public static Shader FromFile(string path)
{
var ex = Path.GetExtension(path);
if (ex == ".glsl")
{
var name = Path.GetFileNameWithoutExtension(path);
if (Path.HasExtension(name))
ex = Path.GetExtension(name);
}
switch (ex)
{
case ".vs":
case ".vert":
return FromFile(path, ShaderType.VertexShader);
case ".fs":
case ".frag":
return FromFile(path, ShaderType.FragmentShader);
default:
throw new ShaderException("Can't infer shader type from extension");
}
}
/// <summary>
/// Creates and compiles a shader from a source file.
/// </summary>
/// <param name="path">Source file location</param>
/// <param name="type">Type of the shader</param>
/// <returns>The compiled shader</returns>
public static Shader FromFile(string path, ShaderType type)
{
var s = new Shader(type)
{
Source = File.ReadAllText(path),
SourceFile = path
};
s.Compile();
return s;
} }
} }
public class Shader : GLObject
{
private static readonly Logger Logger = LogManager.GetCurrentClassLogger();
private readonly ShaderWrapper _shader;
public override int Id => _shader.Id;
protected override GLWrapper Wrapper => _shader;
public string Name { get; }
public string Source { get; }
private Shader(ShaderWrapper shader, string source, string name)
{
_shader = shader;
Name = name;
Source = source;
}
#region Factory Methods
public static Shader FromSource(string source, ShaderType type, string name = "Shader")
{
var wrapper = new ShaderWrapper(type);
Logger.Debug("Created {0} \'{1}\' {2}", type, name, wrapper.Id);
wrapper.Source = source;
wrapper.Compile();
if (!wrapper.Compiled)
{
Logger.Warn("Failed to compile {0} \'{1}\' {2}", type, name, wrapper.Id);
Logger.Debug("InfoLog for {0} \'{1}\' {2}", type, name, wrapper.Id);
wrapper.Dispose();
return null;
}
Logger.Debug("Successfully compiled {0} \'{1}\' {2}", type, name, wrapper.Id);
return new Shader(wrapper, source, name);
}
public static Shader FromFile(string path, ShaderType type)
{
if (!File.Exists(path))
{
Logger.Warn("Could not find glsl file {0}", path);
return null;
}
var name = Path.GetFileNameWithoutExtension(path);
return FromSource(File.ReadAllText(path), type, name);
}
public static Shader FromFile(string path)
{
if (!File.Exists(path))
{
Logger.Warn("Could not find glsl file {0}", path);
return null;
}
var ext = Path.GetExtension(path);
var name = Path.GetFileNameWithoutExtension(path);
var extensions = new Dictionary<string, ShaderType>
{
[".vs"] = ShaderType.VertexShader,
[".vert"] = ShaderType.VertexShader,
[".fs"] = ShaderType.VertexShader,
[".frag"] = ShaderType.VertexShader,
};
if (ext != null)
if (!extensions.ContainsKey(ext))
ext = Path.GetExtension(name);
if (ext == null || !extensions.ContainsKey(ext))
{
Logger.Warn("Could not infer shader type from glsl file name {0}", path);
return null;
}
var type = extensions[ext];
return FromFile(path, type);
}
#endregion
}
} }

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@@ -8,7 +8,7 @@ namespace Diamond.Textures
/// <summary> /// <summary>
/// Wrapper class for gl Textures. /// Wrapper class for gl Textures.
/// </summary> /// </summary>
public class Texture : GLObject public class Texture : GLWrapper
{ {
public TextureTarget Target; public TextureTarget Target;