Merge branch 'utf8' into develop

This commit is contained in:
Stefanos A 2014-01-16 14:38:18 +01:00
commit e1ef27d593
4 changed files with 296 additions and 14 deletions

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@ -146,6 +146,7 @@
<SubType>Code</SubType>
</Compile>
<Compile Include="OpenGL\1.x\TextRendering.cs" />
<Compile Include="OpenTK\Test\TestShaderUtf8Support.cs" />
<Compile Include="SamplesTreeViewSorter.cs">
<SubType>Code</SubType>
</Compile>

View file

@ -0,0 +1,237 @@
// This code was written for the OpenTK library and has been released
// to the Public Domain.
// It is provided "as is" without express or implied warranty of any kind.
using System;
using System.Diagnostics;
using System.IO;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
namespace Examples.Tutorial
{
[Example("Shader UTF8 support", ExampleCategory.OpenTK, "OpenGL")]
public class TestShaderUtf8Support : GameWindow
{
string vertexShaderSource = @"
#version 130
precision highp float;//日本語文字 Japanese Characters
uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;
in vec3 in_position;
in vec3 in_normal;
out vec3 normal;
void main(void)
{
//works only for orthogonal modelview
normal = (modelview_matrix * vec4(in_normal, 0)).xyz;
gl_Position = projection_matrix * modelview_matrix * vec4(in_position, 1);
}";
string fragmentShaderSource = @"
#version 130
precision highp float;
const vec3 ambient = vec3(0.1, 0.1, 0.1);
const vec3 lightVecNormalized = normalize(vec3(0.5, 0.5, 2.0));
const vec3 lightColor = vec3(0.9, 0.9, 0.7);
in vec3 normal;
out vec4 out_frag_color;
void main(void)
{
float diffuse = clamp(dot(lightVecNormalized, normalize(normal)), 0.0, 1.0);
out_frag_color = vec4(ambient + diffuse * lightColor, 1.0);
}";
int vertexShaderHandle,
fragmentShaderHandle,
shaderProgramHandle,
modelviewMatrixLocation,
projectionMatrixLocation,
vaoHandle,
positionVboHandle,
normalVboHandle,
eboHandle;
Vector3[] positionVboData = new Vector3[]{
new Vector3(-1.0f, -1.0f, 1.0f),
new Vector3( 1.0f, -1.0f, 1.0f),
new Vector3( 1.0f, 1.0f, 1.0f),
new Vector3(-1.0f, 1.0f, 1.0f),
new Vector3(-1.0f, -1.0f, -1.0f),
new Vector3( 1.0f, -1.0f, -1.0f),
new Vector3( 1.0f, 1.0f, -1.0f),
new Vector3(-1.0f, 1.0f, -1.0f) };
int[] indicesVboData = new int[]{
// front face
0, 1, 2, 2, 3, 0,
// top face
3, 2, 6, 6, 7, 3,
// back face
7, 6, 5, 5, 4, 7,
// left face
4, 0, 3, 3, 7, 4,
// bottom face
0, 1, 5, 5, 4, 0,
// right face
1, 5, 6, 6, 2, 1, };
Matrix4 projectionMatrix, modelviewMatrix;
public TestShaderUtf8Support()
: base(640, 480,
new GraphicsMode(), "OpenGL 3 Example", 0,
DisplayDevice.Default, 3, 0,
GraphicsContextFlags.ForwardCompatible | GraphicsContextFlags.Debug)
{ }
protected override void OnLoad (System.EventArgs e)
{
VSync = VSyncMode.On;
CreateShaders();
CreateVBOs();
CreateVAOs();
// Other state
GL.Enable(EnableCap.DepthTest);
GL.ClearColor(System.Drawing.Color.MidnightBlue);
}
void CreateShaders()
{
vertexShaderHandle = GL.CreateShader(ShaderType.VertexShader);
fragmentShaderHandle = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(vertexShaderHandle, vertexShaderSource);
GL.ShaderSource(fragmentShaderHandle, fragmentShaderSource);
GL.CompileShader(vertexShaderHandle);
string log = GL.GetShaderInfoLog(vertexShaderHandle);
if (log.Length != 0) {
Debug.Print(log);
}
GL.CompileShader(fragmentShaderHandle);
Debug.WriteLine(GL.GetShaderInfoLog(vertexShaderHandle));
Debug.WriteLine(GL.GetShaderInfoLog(fragmentShaderHandle));
// Create program
shaderProgramHandle = GL.CreateProgram();
GL.AttachShader(shaderProgramHandle, vertexShaderHandle);
GL.AttachShader(shaderProgramHandle, fragmentShaderHandle);
GL.LinkProgram(shaderProgramHandle);
Debug.WriteLine(GL.GetProgramInfoLog(shaderProgramHandle));
GL.UseProgram(shaderProgramHandle);
// Set uniforms
projectionMatrixLocation = GL.GetUniformLocation(shaderProgramHandle, "projection_matrix");
modelviewMatrixLocation = GL.GetUniformLocation(shaderProgramHandle, "modelview_matrix");
float aspectRatio = ClientSize.Width / (float)(ClientSize.Height);
Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, aspectRatio, 1, 100, out projectionMatrix);
modelviewMatrix = Matrix4.LookAt(new Vector3(0, 3, 5), new Vector3(0, 0, 0), new Vector3(0, 1, 0));
GL.UniformMatrix4(projectionMatrixLocation, false, ref projectionMatrix);
GL.UniformMatrix4(modelviewMatrixLocation, false, ref modelviewMatrix);
}
void CreateVBOs()
{
GL.GenBuffers(1, out positionVboHandle);
GL.BindBuffer(BufferTarget.ArrayBuffer, positionVboHandle);
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer,
new IntPtr(positionVboData.Length * Vector3.SizeInBytes),
positionVboData, BufferUsageHint.StaticDraw);
GL.GenBuffers(1, out normalVboHandle);
GL.BindBuffer(BufferTarget.ArrayBuffer, normalVboHandle);
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer,
new IntPtr(positionVboData.Length * Vector3.SizeInBytes),
positionVboData, BufferUsageHint.StaticDraw);
GL.GenBuffers(1, out eboHandle);
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()
{
// GL3 allows us to store the vertex layout in a "vertex array object" (VAO).
// This means we do not have to re-issue VertexAttribPointer calls
// every time we try to use a different vertex layout - these calls are
// stored in the VAO so we simply need to bind the correct VAO.
GL.GenVertexArrays(1, out vaoHandle);
GL.BindVertexArray(vaoHandle);
GL.EnableVertexAttribArray(0);
GL.BindBuffer(BufferTarget.ArrayBuffer, positionVboHandle);
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, true, Vector3.SizeInBytes, 0);
GL.BindAttribLocation(shaderProgramHandle, 0, "in_position");
GL.EnableVertexAttribArray(1);
GL.BindBuffer(BufferTarget.ArrayBuffer, normalVboHandle);
GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, true, Vector3.SizeInBytes, 0);
GL.BindAttribLocation(shaderProgramHandle, 1, "in_normal");
GL.BindBuffer(BufferTarget.ElementArrayBuffer, eboHandle);
GL.BindVertexArray(0);
}
protected override void OnUpdateFrame(FrameEventArgs e)
{
Matrix4 rotation = Matrix4.CreateRotationY((float)e.Time);
Matrix4.Mult(ref rotation, ref modelviewMatrix, out modelviewMatrix);
GL.UniformMatrix4(modelviewMatrixLocation, false, ref modelviewMatrix);
if (Keyboard[OpenTK.Input.Key.Escape])
Exit();
}
protected override void OnRenderFrame(FrameEventArgs e)
{
GL.Viewport(0, 0, Width, Height);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.BindVertexArray(vaoHandle);
GL.DrawElements(BeginMode.Triangles, indicesVboData.Length,
DrawElementsType.UnsignedInt, IntPtr.Zero);
SwapBuffers();
}
[STAThread]
public static void Main()
{
using (TestShaderUtf8Support example = new TestShaderUtf8Support())
{
Utilities.SetWindowTitle(example);
example.Run(30);
}
}
}
}

View file

@ -371,10 +371,10 @@ namespace OpenTK.Rewrite
static void EmitStringParameter(MethodDefinition wrapper, TypeReference p, MethodBody body, ILProcessor il)
{
// string marshaling:
// IntPtr ptr = Marshal.StringToHGlobalAnsi(str);
// IntPtr ptr = MarshalStringToPtr(str);
// try { calli }
// finally { Marshal.FreeHGlobal(ptr); }
var marshal_str_to_ptr = wrapper.Module.Import(TypeMarshal.Methods.First(m => m.Name == "StringToHGlobalAnsi"));
var marshal_str_to_ptr = wrapper.Module.Import(TypeBindingsBase.Methods.First(m => m.Name == "MarshalStringToPtr"));
// IntPtr ptr;
var variable_name = p.Name + "_string_ptr";
@ -396,9 +396,9 @@ namespace OpenTK.Rewrite
var p = wrapper.Parameters[i].ParameterType;
if (p.Name == "String" && !p.IsArray)
{
var free = wrapper.Module.Import(TypeMarshal.Methods.First(m => m.Name == "FreeHGlobal"));
var free = wrapper.Module.Import(TypeBindingsBase.Methods.First(m => m.Name == "FreeStringPtr"));
// Marshal.FreeHGlobal(ptr)
// FreeStringPtr(ptr)
var variable_name = p.Name + "_string_ptr";
var v = body.Variables.First(m => m.Name == variable_name);
il.Emit(OpCodes.Ldloc, v.Index);

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@ -145,7 +145,57 @@ namespace OpenTK
}
/// <summary>
/// Marshals a string array to unmanaged memory by calling
/// Marshal a <c>System.String</c> to unmanaged memory.
/// The resulting string is encoded in ASCII and must be freed
/// with <c>FreeStringPtr</c>.
/// </summary>
/// <param name="str">The <c>System.String</c> to marshal.</param>
/// <returns>
/// An unmanaged pointer containing the marshalled string.
/// This pointer must be freed with <c>FreeStringPtr</c>
/// </returns>
protected static IntPtr MarshalStringToPtr(string str)
{
if (String.IsNullOrEmpty(str))
{
return IntPtr.Zero;
}
// Allocate a buffer big enough to hold the marshalled string.
// GetMaxByteCount() appears to allocate space for the final NUL
// character, but allocate an extra one just in case (who knows
// what old Mono version would do here.)
int max_count = Encoding.ASCII.GetMaxByteCount(str.Length) + 1;
IntPtr ptr = Marshal.AllocHGlobal(max_count);
if (ptr == IntPtr.Zero)
{
throw new OutOfMemoryException();
}
// Pin the managed string and convert it to ASCII using
// the pointer overload of System.Encoding.ASCII.GetBytes().
unsafe
{
fixed (char* pstr = str)
{
int actual_count = Encoding.ASCII.GetBytes(pstr, str.Length, (byte*)ptr, max_count);
Marshal.WriteByte(ptr, actual_count, 0); // Append '\0' at the end of the string
return ptr;
}
}
}
/// <summary>
/// Frees a marshalled string that allocated by <c>MarshalStringToPtr</c>.
/// </summary>
/// <param name="ptr">An unmanaged pointer allocated with <c>MarshalStringToPtr</param>
protected static void FreeStringPtr(IntPtr ptr)
{
Marshal.FreeHGlobal(ptr);
}
/// <summary>
/// Marshals a <c>System.String</c> array to unmanaged memory by calling
/// Marshal.AllocHGlobal for each element.
/// </summary>
/// <returns>An unmanaged pointer to an array of null-terminated strings</returns>
@ -163,12 +213,7 @@ namespace OpenTK
for (int i = 0; i < str_array.Length; i++)
{
IntPtr str = Marshal.StringToHGlobalAnsi(str_array[i]);
if (str == IntPtr.Zero)
{
throw new OutOfMemoryException();
}
IntPtr str = MarshalStringToPtr(str_array[i]);
Marshal.WriteIntPtr(ptr, i * IntPtr.Size, str);
}
}
@ -176,10 +221,9 @@ namespace OpenTK
}
/// <summary>
/// Frees a string array that has previously been
/// marshalled by <c>MarshalStringArrayToPtr</c>.
/// Frees a marshalled string that allocated by <c>MarshalStringArrayToPtr</c>.
/// </summary>
/// <param name="ptr">An unmanaged pointer allocated by <c>MarshalStringArrayToPtr</c></param>
/// <param name="ptr">An unmanaged pointer allocated with <c>MarshalStringArrayToPtr</c></param>
/// <param name="length">The length of the string array.</param>
protected static void FreeStringArrayPtr(IntPtr ptr, int length)
{