FS#25 - Change sf::PostFx to a more general purpose pixel shader class (sf::Shader)
Updated the PostFx sample, renamed to Shader Renamed all the static X::CanUseX() functions to X::IsAvailable() to make the API more consistent Moved .def files from /build/VC200X to /src in CSFML Minors fixes in CSFML git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1258 4e206d99-4929-0410-ac5d-dfc041789085
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125 changed files with 1606 additions and 2348 deletions
238
dotnet/src/Graphics/Shader.cs
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238
dotnet/src/Graphics/Shader.cs
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using System;
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using System.Runtime.InteropServices;
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using System.Security;
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using System.Collections.Generic;
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namespace SFML
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{
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namespace Graphics
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{
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Wrapper for pixel shaders
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/// </summary>
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////////////////////////////////////////////////////////////
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public class Shader : ObjectBase
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{
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Default constructor (invalid shader)
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/// </summary>
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/// <exception cref="LoadingFailedException" />
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////////////////////////////////////////////////////////////
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public Shader() :
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base(sfShader_Create())
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{
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if (This == IntPtr.Zero)
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throw new LoadingFailedException("shader");
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Load the shader from a file
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/// </summary>
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/// <param name="filename">Path of the shader file to load</param>
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/// <exception cref="LoadingFailedException" />
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////////////////////////////////////////////////////////////
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public Shader(string filename) :
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base(sfShader_CreateFromFile(filename))
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{
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if (This == IntPtr.Zero)
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throw new LoadingFailedException("shader", filename);
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Load the shader from a text in memory
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/// </summary>
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/// <param name="shader">String containing the shader code</param>
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/// <exception cref="LoadingFailedException" />
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////////////////////////////////////////////////////////////
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void LoadFromString(string shader)
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{
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SetThis(sfShader_CreateFromMemory(shader));
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if (This == IntPtr.Zero)
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throw new LoadingFailedException("shader");
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Change a vector2 parameter of the shader
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/// </summary>
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/// <param name="name">Name of the parameter in the shader</param>
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/// <param name="v">Value of the parameter</param>
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////////////////////////////////////////////////////////////
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public void SetParameter(string name, Vector2 v)
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{
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SetParameter(name, v.X, v.Y);
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Change a 1-component parameter of the shader
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/// </summary>
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/// <param name="name">Name of the parameter in the shader</param>
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/// <param name="x">Value of the parameter</param>
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////////////////////////////////////////////////////////////
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public void SetParameter(string name, float x)
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{
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sfShader_SetParameter1(This, name, x);
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Change a 2-component parameter of the shader
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/// </summary>
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/// <param name="name">Name of the parameter in the shader</param>
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/// <param name="x">X component of the value</param>
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/// <param name="y">Y component of the value</param>
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////////////////////////////////////////////////////////////
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public void SetParameter(string name, float x, float y)
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{
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sfShader_SetParameter2(This, name, x, y);
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Change a 3-component parameter of the shader
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/// </summary>
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/// <param name="name">Name of the parameter in the shader</param>
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/// <param name="x">X component of the value</param>
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/// <param name="y">Y component of the value</param>
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/// <param name="z">Z component of the value</param>
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////////////////////////////////////////////////////////////
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public void SetParameter(string name, float x, float y, float z)
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{
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sfShader_SetParameter3(This, name, x, y, z);
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Change a 4-component parameter of the shader
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/// </summary>
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/// <param name="name">Name of the parameter in the shader</param>
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/// <param name="x">X component of the value</param>
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/// <param name="y">Y component of the value</param>
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/// <param name="z">Z component of the value</param>
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/// <param name="w">W component of the value</param>
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////////////////////////////////////////////////////////////
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public void SetParameter(string name, float x, float y, float z, float w)
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{
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sfShader_SetParameter4(This, name, x, y, z, w);
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Set a texture parameter
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/// </summary>
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/// <param name="name">Name of the texture in the shader</param>
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/// <param name="texture">Image to set (pass null to use the texture of the object being drawn)</param>
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////////////////////////////////////////////////////////////
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public void SetTexture(string name, Image texture)
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{
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myTextures[name] = texture;
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sfShader_SetTexture(This, name, texture != null ? texture.This : IntPtr.Zero);
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Bind the shader for rendering
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/// </summary>
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////////////////////////////////////////////////////////////
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public void Bind()
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{
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sfShader_Bind(This);
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Unbind the shader
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/// </summary>
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////////////////////////////////////////////////////////////
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public void Unbind()
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{
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sfShader_Unbind(This);
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Tell whether or not the system supports shaders
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/// </summary>
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////////////////////////////////////////////////////////////
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public static bool IsAvailable
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{
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get {return sfShader_IsAvailable();}
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Special image representing the texture used by the object being drawn
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/// </summary>
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////////////////////////////////////////////////////////////
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public static Image CurrentTexture
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{
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get {return null;}
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Handle the destruction of the object
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/// </summary>
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/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
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////////////////////////////////////////////////////////////
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protected override void Destroy(bool disposing)
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{
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if (!disposing)
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Context.Global.SetActive(true);
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myTextures.Clear();
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sfShader_Destroy(This);
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if (!disposing)
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Context.Global.SetActive(false);
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}
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Dictionary<string, Image> myTextures = new Dictionary<string, Image>();
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#region Imports
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern IntPtr sfShader_Create();
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern IntPtr sfShader_CreateFromFile(string Filename);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern IntPtr sfShader_CreateFromMemory(string Shader);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfShader_Destroy(IntPtr Shader);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfShader_SetParameter1(IntPtr Shader, string Name, float X);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfShader_SetParameter2(IntPtr Shader, string Name, float X, float Y);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfShader_SetParameter3(IntPtr Shader, string Name, float X, float Y, float Z);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfShader_SetParameter4(IntPtr Shader, string Name, float X, float Y, float Z, float W);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfShader_SetTexture(IntPtr Shader, string Name, IntPtr Texture);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfShader_Bind(IntPtr Shader);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfShader_Unbind(IntPtr Shader);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern bool sfShader_IsAvailable();
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#endregion
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}
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}
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}
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