Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
56
OpenRA.Game/Graphics/ShaderBindings.cs
Normal file
56
OpenRA.Game/Graphics/ShaderBindings.cs
Normal file
@@ -0,0 +1,56 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright (c) The OpenRA Developers and Contributors
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation, either version 3 of
|
||||
* the License, or (at your option) any later version. For more
|
||||
* information, see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
|
||||
namespace OpenRA.Graphics
|
||||
{
|
||||
public enum ShaderVertexAttributeType
|
||||
{
|
||||
// Assign the underlying OpenGL type values
|
||||
// to simplify enum use in the shader
|
||||
Float = 0x1406, // GL_FLOAT
|
||||
Int = 0x1404, // GL_INT
|
||||
UInt = 0x1405 // GL_UNSIGNED_INT
|
||||
}
|
||||
|
||||
public readonly record struct ShaderVertexAttribute(string Name, ShaderVertexAttributeType Type, int Components, int Offset);
|
||||
|
||||
public abstract class ShaderBindings : IShaderBindings
|
||||
{
|
||||
public string VertexShaderName { get; }
|
||||
public string VertexShaderCode { get; }
|
||||
public string FragmentShaderName { get; }
|
||||
public string FragmentShaderCode { get; }
|
||||
public int Stride { get; }
|
||||
|
||||
public abstract ShaderVertexAttribute[] Attributes { get; }
|
||||
|
||||
protected ShaderBindings(string name)
|
||||
: this(name, name) { }
|
||||
|
||||
protected ShaderBindings(string vertexName, string fragmentName)
|
||||
{
|
||||
Stride = Attributes.Sum(a => a.Components * 4);
|
||||
VertexShaderName = vertexName;
|
||||
VertexShaderCode = GetShaderCode(VertexShaderName + ".vert");
|
||||
FragmentShaderName = fragmentName;
|
||||
FragmentShaderCode = GetShaderCode(FragmentShaderName + ".frag");
|
||||
}
|
||||
|
||||
public static string GetShaderCode(string filename)
|
||||
{
|
||||
var filepath = Path.Combine(Platform.EngineDir, "glsl", filename);
|
||||
return File.ReadAllText(filepath);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user