Beispiel #1
0
        internal void ReleasePrograms(Graphics.Pass pass, TargetRenderState renderState)
        {
            ProgramSet programSet = renderState.ProgramSet;

            pass.SetVertexProgram(string.Empty);
            pass.SetFragmentProgram(string.Empty);

            renderState.DestroyProgramSet();

            foreach (var key in this.vertexShaderMap.Keys)
            {
                if (true)                   //TODO
                {
                    DestroyGpuProgram(this.vertexShaderMap[key]);
                    this.vertexShaderMap.Remove(key);
                    break;
                }
            }

            foreach (var key in this.fragmentShaderMap.Keys)
            {
                if (true)
                {
                    DestroyGpuProgram(this.fragmentShaderMap[key]);
                    this.fragmentShaderMap.Remove(key);
                    break;
                }
            }
        }
Beispiel #2
0
        internal void AcquirePrograms(Graphics.Pass pass, TargetRenderState renderState)
        {
            //Create the CPU programs
            if (!renderState.CreateCpuPrograms())
            {
                throw new Core.AxiomException("Could not apply render state ");
            }

            ProgramSet programSet = renderState.ProgramSet;

            //Create the GPU programs
            if (!CreateGpuPrograms(programSet))
            {
                throw new Core.AxiomException("Could not create gpu program from render state ");
            }

            //bind the created gpu programs to the target pass
            pass.SetVertexProgram(programSet.GpuVertexProgram.Name);
            pass.SetFragmentProgram(programSet.GpuFragmentProgram.Name);

            //Bind uniform parameters to pass parameters
            BindUniformParameters(programSet.CpuVertexProgram, pass.VertexProgramParameters);
            BindUniformParameters(programSet.CpuFragmentProgram, pass.FragmentProgramParameters);
        }