Exemple #1
0
        private void SetupMaterial(BatchInfo material, BatchInfo lastMaterial)
        {
            if (material == lastMaterial)
            {
                return;
            }
            DrawTechnique tech     = material.Technique.Res ?? DrawTechnique.Solid.Res;
            DrawTechnique lastTech = lastMaterial != null ? lastMaterial.Technique.Res : null;

            // Setup BlendType
            if (lastTech == null || tech.Blending != lastTech.Blending)
            {
                this.SetupBlendType(tech.Blending, this.currentDevice.DepthWrite);
            }

            // Bind Shader
            ShaderProgram       shader       = tech.Shader.Res ?? ShaderProgram.Minimal.Res;
            NativeShaderProgram nativeShader = shader.Native as NativeShaderProgram;

            NativeShaderProgram.Bind(nativeShader);

            // Setup shader data
            ShaderFieldInfo[] varInfo   = nativeShader.Fields;
            int[]             locations = nativeShader.FieldLocations;

            // Setup sampler bindings automatically
            int curSamplerIndex = this.sharedSamplerBindings;

            for (int i = 0; i < varInfo.Length; i++)
            {
                if (locations[i] == -1)
                {
                    continue;
                }
                if (varInfo[i].Type != ShaderFieldType.Sampler2D)
                {
                    continue;
                }
                if (this.sharedShaderParameters.Contains(varInfo[i].Name))
                {
                    continue;
                }

                ContentRef <Texture> texRef = material.GetInternalTexture(varInfo[i].Name);
                NativeTexture.Bind(texRef, curSamplerIndex);

                GL.Uniform1(locations[i], curSamplerIndex);

                curSamplerIndex++;
            }
            NativeTexture.ResetBinding(curSamplerIndex);

            // Setup uniform data
            for (int i = 0; i < varInfo.Length; i++)
            {
                if (locations[i] == -1)
                {
                    continue;
                }
                if (varInfo[i].Type == ShaderFieldType.Sampler2D)
                {
                    continue;
                }
                if (this.sharedShaderParameters.Contains(varInfo[i].Name))
                {
                    continue;
                }

                float[] data;
                if (varInfo[i].Name == "ModelView")
                {
                    data = modelViewData;
                }
                else if (varInfo[i].Name == "Projection")
                {
                    data = projectionData;
                }
                else
                {
                    data = material.GetInternalData(varInfo[i].Name);
                    if (data == null)
                    {
                        continue;
                    }
                }

                NativeShaderProgram.SetUniform(ref varInfo[i], locations[i], data);
            }
        }
        private void SetupMaterial(BatchInfo material, BatchInfo lastMaterial)
        {
            DrawTechnique tech     = material.Technique.Res ?? DrawTechnique.Solid.Res;
            DrawTechnique lastTech = lastMaterial != null ? lastMaterial.Technique.Res : null;

            // Setup BlendType
            if (lastTech == null || tech.Blending != lastTech.Blending)
            {
                this.SetupBlendState(tech.Blending);
            }

            // Bind Shader
            NativeShaderProgram nativeShader = tech.NativeShader as NativeShaderProgram;

            NativeShaderProgram.Bind(nativeShader);

            // Setup shader data
            ShaderFieldInfo[] varInfo   = nativeShader.Fields;
            int[]             locations = nativeShader.FieldLocations;

            // Setup sampler bindings and uniform data
            int curSamplerIndex = this.sharedSamplerBindings;

            for (int i = 0; i < varInfo.Length; i++)
            {
                ShaderFieldInfo field    = varInfo[i];
                int             location = locations[i];

                if (field.Scope == ShaderFieldScope.Attribute)
                {
                    continue;
                }
                if (this.sharedShaderParameters.Contains(field.Name))
                {
                    continue;
                }

                if (field.Type == ShaderFieldType.Sampler2D)
                {
                    ContentRef <Texture> texRef = material.GetInternalTexture(field.Name);
                    if (texRef == null)
                    {
                        this.internalShaderState.TryGetInternal(field.Name, out texRef);
                    }

                    NativeTexture.Bind(texRef, curSamplerIndex);
                    GL.Uniform1(location, curSamplerIndex);

                    curSamplerIndex++;
                }
                else
                {
                    float[] data = material.GetInternalData(field.Name);
                    if (data == null && !this.internalShaderState.TryGetInternal(field.Name, out data))
                    {
                        continue;
                    }

                    NativeShaderProgram.SetUniform(field, location, data);
                }
            }
            NativeTexture.ResetBinding(curSamplerIndex);
        }