mirror of
https://github.com/Ryujinx/Opentk.git
synced 2025-01-10 22:05:28 +00:00
Merge branch 'utf8' into develop
This commit is contained in:
commit
e1ef27d593
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@ -146,6 +146,7 @@
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<SubType>Code</SubType>
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</Compile>
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<Compile Include="OpenGL\1.x\TextRendering.cs" />
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<Compile Include="OpenTK\Test\TestShaderUtf8Support.cs" />
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<Compile Include="SamplesTreeViewSorter.cs">
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<SubType>Code</SubType>
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</Compile>
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237
Source/Examples/OpenTK/Test/TestShaderUtf8Support.cs
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237
Source/Examples/OpenTK/Test/TestShaderUtf8Support.cs
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@ -0,0 +1,237 @@
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// This code was written for the OpenTK library and has been released
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// to the Public Domain.
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// It is provided "as is" without express or implied warranty of any kind.
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using System;
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using System.Diagnostics;
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using System.IO;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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namespace Examples.Tutorial
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{
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[Example("Shader UTF8 support", ExampleCategory.OpenTK, "OpenGL")]
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public class TestShaderUtf8Support : GameWindow
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{
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string vertexShaderSource = @"
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#version 130
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precision highp float;//日本語文字 Japanese Characters
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uniform mat4 projection_matrix;
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uniform mat4 modelview_matrix;
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in vec3 in_position;
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in vec3 in_normal;
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out vec3 normal;
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void main(void)
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{
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//works only for orthogonal modelview
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normal = (modelview_matrix * vec4(in_normal, 0)).xyz;
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gl_Position = projection_matrix * modelview_matrix * vec4(in_position, 1);
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}";
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string fragmentShaderSource = @"
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#version 130
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precision highp float;
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const vec3 ambient = vec3(0.1, 0.1, 0.1);
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const vec3 lightVecNormalized = normalize(vec3(0.5, 0.5, 2.0));
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const vec3 lightColor = vec3(0.9, 0.9, 0.7);
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in vec3 normal;
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out vec4 out_frag_color;
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void main(void)
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{
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float diffuse = clamp(dot(lightVecNormalized, normalize(normal)), 0.0, 1.0);
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out_frag_color = vec4(ambient + diffuse * lightColor, 1.0);
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}";
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int vertexShaderHandle,
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fragmentShaderHandle,
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shaderProgramHandle,
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modelviewMatrixLocation,
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projectionMatrixLocation,
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vaoHandle,
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positionVboHandle,
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normalVboHandle,
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eboHandle;
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Vector3[] positionVboData = new Vector3[]{
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new Vector3(-1.0f, -1.0f, 1.0f),
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new Vector3( 1.0f, -1.0f, 1.0f),
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new Vector3( 1.0f, 1.0f, 1.0f),
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new Vector3(-1.0f, 1.0f, 1.0f),
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new Vector3(-1.0f, -1.0f, -1.0f),
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new Vector3( 1.0f, -1.0f, -1.0f),
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new Vector3( 1.0f, 1.0f, -1.0f),
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new Vector3(-1.0f, 1.0f, -1.0f) };
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int[] indicesVboData = new int[]{
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// front face
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0, 1, 2, 2, 3, 0,
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// top face
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3, 2, 6, 6, 7, 3,
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// back face
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7, 6, 5, 5, 4, 7,
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// left face
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4, 0, 3, 3, 7, 4,
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// bottom face
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0, 1, 5, 5, 4, 0,
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// right face
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1, 5, 6, 6, 2, 1, };
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Matrix4 projectionMatrix, modelviewMatrix;
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public TestShaderUtf8Support()
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: base(640, 480,
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new GraphicsMode(), "OpenGL 3 Example", 0,
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DisplayDevice.Default, 3, 0,
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GraphicsContextFlags.ForwardCompatible | GraphicsContextFlags.Debug)
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{ }
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protected override void OnLoad (System.EventArgs e)
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{
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VSync = VSyncMode.On;
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CreateShaders();
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CreateVBOs();
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CreateVAOs();
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// Other state
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GL.Enable(EnableCap.DepthTest);
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GL.ClearColor(System.Drawing.Color.MidnightBlue);
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}
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void CreateShaders()
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{
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vertexShaderHandle = GL.CreateShader(ShaderType.VertexShader);
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fragmentShaderHandle = GL.CreateShader(ShaderType.FragmentShader);
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GL.ShaderSource(vertexShaderHandle, vertexShaderSource);
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GL.ShaderSource(fragmentShaderHandle, fragmentShaderSource);
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GL.CompileShader(vertexShaderHandle);
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string log = GL.GetShaderInfoLog(vertexShaderHandle);
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if (log.Length != 0) {
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Debug.Print(log);
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}
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GL.CompileShader(fragmentShaderHandle);
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Debug.WriteLine(GL.GetShaderInfoLog(vertexShaderHandle));
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Debug.WriteLine(GL.GetShaderInfoLog(fragmentShaderHandle));
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// Create program
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shaderProgramHandle = GL.CreateProgram();
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GL.AttachShader(shaderProgramHandle, vertexShaderHandle);
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GL.AttachShader(shaderProgramHandle, fragmentShaderHandle);
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GL.LinkProgram(shaderProgramHandle);
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Debug.WriteLine(GL.GetProgramInfoLog(shaderProgramHandle));
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GL.UseProgram(shaderProgramHandle);
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// Set uniforms
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projectionMatrixLocation = GL.GetUniformLocation(shaderProgramHandle, "projection_matrix");
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modelviewMatrixLocation = GL.GetUniformLocation(shaderProgramHandle, "modelview_matrix");
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float aspectRatio = ClientSize.Width / (float)(ClientSize.Height);
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Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, aspectRatio, 1, 100, out projectionMatrix);
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modelviewMatrix = Matrix4.LookAt(new Vector3(0, 3, 5), new Vector3(0, 0, 0), new Vector3(0, 1, 0));
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GL.UniformMatrix4(projectionMatrixLocation, false, ref projectionMatrix);
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GL.UniformMatrix4(modelviewMatrixLocation, false, ref modelviewMatrix);
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}
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void CreateVBOs()
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{
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GL.GenBuffers(1, out positionVboHandle);
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GL.BindBuffer(BufferTarget.ArrayBuffer, positionVboHandle);
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GL.BufferData<Vector3>(BufferTarget.ArrayBuffer,
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new IntPtr(positionVboData.Length * Vector3.SizeInBytes),
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positionVboData, BufferUsageHint.StaticDraw);
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GL.GenBuffers(1, out normalVboHandle);
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GL.BindBuffer(BufferTarget.ArrayBuffer, normalVboHandle);
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GL.BufferData<Vector3>(BufferTarget.ArrayBuffer,
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new IntPtr(positionVboData.Length * Vector3.SizeInBytes),
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positionVboData, BufferUsageHint.StaticDraw);
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GL.GenBuffers(1, out eboHandle);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, eboHandle);
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GL.BufferData(BufferTarget.ElementArrayBuffer,
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new IntPtr(sizeof(uint) * indicesVboData.Length),
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indicesVboData, BufferUsageHint.StaticDraw);
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GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
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}
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void CreateVAOs()
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{
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// GL3 allows us to store the vertex layout in a "vertex array object" (VAO).
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// This means we do not have to re-issue VertexAttribPointer calls
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// every time we try to use a different vertex layout - these calls are
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// stored in the VAO so we simply need to bind the correct VAO.
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GL.GenVertexArrays(1, out vaoHandle);
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GL.BindVertexArray(vaoHandle);
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GL.EnableVertexAttribArray(0);
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GL.BindBuffer(BufferTarget.ArrayBuffer, positionVboHandle);
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GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, true, Vector3.SizeInBytes, 0);
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GL.BindAttribLocation(shaderProgramHandle, 0, "in_position");
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GL.EnableVertexAttribArray(1);
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GL.BindBuffer(BufferTarget.ArrayBuffer, normalVboHandle);
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GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, true, Vector3.SizeInBytes, 0);
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GL.BindAttribLocation(shaderProgramHandle, 1, "in_normal");
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, eboHandle);
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GL.BindVertexArray(0);
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}
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protected override void OnUpdateFrame(FrameEventArgs e)
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{
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Matrix4 rotation = Matrix4.CreateRotationY((float)e.Time);
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Matrix4.Mult(ref rotation, ref modelviewMatrix, out modelviewMatrix);
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GL.UniformMatrix4(modelviewMatrixLocation, false, ref modelviewMatrix);
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if (Keyboard[OpenTK.Input.Key.Escape])
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Exit();
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}
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protected override void OnRenderFrame(FrameEventArgs e)
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{
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GL.Viewport(0, 0, Width, Height);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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GL.BindVertexArray(vaoHandle);
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GL.DrawElements(BeginMode.Triangles, indicesVboData.Length,
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DrawElementsType.UnsignedInt, IntPtr.Zero);
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SwapBuffers();
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}
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[STAThread]
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public static void Main()
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{
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using (TestShaderUtf8Support example = new TestShaderUtf8Support())
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{
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Utilities.SetWindowTitle(example);
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example.Run(30);
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}
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}
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}
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}
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@ -371,10 +371,10 @@ namespace OpenTK.Rewrite
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static void EmitStringParameter(MethodDefinition wrapper, TypeReference p, MethodBody body, ILProcessor il)
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{
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// string marshaling:
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// IntPtr ptr = Marshal.StringToHGlobalAnsi(str);
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// IntPtr ptr = MarshalStringToPtr(str);
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// try { calli }
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// finally { Marshal.FreeHGlobal(ptr); }
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var marshal_str_to_ptr = wrapper.Module.Import(TypeMarshal.Methods.First(m => m.Name == "StringToHGlobalAnsi"));
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var marshal_str_to_ptr = wrapper.Module.Import(TypeBindingsBase.Methods.First(m => m.Name == "MarshalStringToPtr"));
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// IntPtr ptr;
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var variable_name = p.Name + "_string_ptr";
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var p = wrapper.Parameters[i].ParameterType;
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if (p.Name == "String" && !p.IsArray)
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{
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var free = wrapper.Module.Import(TypeMarshal.Methods.First(m => m.Name == "FreeHGlobal"));
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var free = wrapper.Module.Import(TypeBindingsBase.Methods.First(m => m.Name == "FreeStringPtr"));
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// Marshal.FreeHGlobal(ptr)
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// FreeStringPtr(ptr)
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var variable_name = p.Name + "_string_ptr";
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var v = body.Variables.First(m => m.Name == variable_name);
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il.Emit(OpCodes.Ldloc, v.Index);
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@ -145,7 +145,57 @@ namespace OpenTK
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}
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/// <summary>
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/// Marshals a string array to unmanaged memory by calling
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/// Marshal a <c>System.String</c> to unmanaged memory.
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/// The resulting string is encoded in ASCII and must be freed
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/// with <c>FreeStringPtr</c>.
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/// </summary>
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/// <param name="str">The <c>System.String</c> to marshal.</param>
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/// <returns>
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/// An unmanaged pointer containing the marshalled string.
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/// This pointer must be freed with <c>FreeStringPtr</c>
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/// </returns>
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protected static IntPtr MarshalStringToPtr(string str)
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{
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if (String.IsNullOrEmpty(str))
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{
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return IntPtr.Zero;
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}
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// Allocate a buffer big enough to hold the marshalled string.
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// GetMaxByteCount() appears to allocate space for the final NUL
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// character, but allocate an extra one just in case (who knows
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// what old Mono version would do here.)
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int max_count = Encoding.ASCII.GetMaxByteCount(str.Length) + 1;
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IntPtr ptr = Marshal.AllocHGlobal(max_count);
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if (ptr == IntPtr.Zero)
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{
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throw new OutOfMemoryException();
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}
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// Pin the managed string and convert it to ASCII using
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// the pointer overload of System.Encoding.ASCII.GetBytes().
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unsafe
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{
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fixed (char* pstr = str)
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{
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int actual_count = Encoding.ASCII.GetBytes(pstr, str.Length, (byte*)ptr, max_count);
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Marshal.WriteByte(ptr, actual_count, 0); // Append '\0' at the end of the string
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return ptr;
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}
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}
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}
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/// <summary>
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/// Frees a marshalled string that allocated by <c>MarshalStringToPtr</c>.
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/// </summary>
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/// <param name="ptr">An unmanaged pointer allocated with <c>MarshalStringToPtr</param>
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protected static void FreeStringPtr(IntPtr ptr)
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{
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Marshal.FreeHGlobal(ptr);
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}
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/// <summary>
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/// Marshals a <c>System.String</c> array to unmanaged memory by calling
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/// Marshal.AllocHGlobal for each element.
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/// </summary>
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/// <returns>An unmanaged pointer to an array of null-terminated strings</returns>
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|
@ -163,12 +213,7 @@ namespace OpenTK
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for (int i = 0; i < str_array.Length; i++)
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{
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IntPtr str = Marshal.StringToHGlobalAnsi(str_array[i]);
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if (str == IntPtr.Zero)
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{
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throw new OutOfMemoryException();
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}
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IntPtr str = MarshalStringToPtr(str_array[i]);
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Marshal.WriteIntPtr(ptr, i * IntPtr.Size, str);
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}
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}
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|
@ -176,10 +221,9 @@ namespace OpenTK
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}
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/// <summary>
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/// Frees a string array that has previously been
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/// marshalled by <c>MarshalStringArrayToPtr</c>.
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/// Frees a marshalled string that allocated by <c>MarshalStringArrayToPtr</c>.
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/// </summary>
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/// <param name="ptr">An unmanaged pointer allocated by <c>MarshalStringArrayToPtr</c></param>
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/// <param name="ptr">An unmanaged pointer allocated with <c>MarshalStringArrayToPtr</c></param>
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/// <param name="length">The length of the string array.</param>
|
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protected static void FreeStringArrayPtr(IntPtr ptr, int length)
|
||||
{
|
||||
|
|
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