Esempio n. 1
0
        private void PrepareShaderProgram()
        {
            if (program != null)
            {
                return;
            }

            // TODO: We need to tweak shadow quality settings
            var lightSourceAvailable = lightSource != null;
            var spec = new CommonMaterialProgramSpec {
                SkinEnabled           = skinEnabled,
                DiffuseTextureEnabled = diffuseTexture != null,
                FogMode                  = FogMode,
                ProcessLightning         = ProcessLightning,
                RecieveShadows           = RecieveShadows,
                ShadowMapSize            = lightSourceAvailable ? lightSource.ShadowMapSize : IntVector2.Zero,
                SmoothShadows            = true,
                HighQualitySmoothShadows = lightSourceAvailable && lightSource.ShadowMapQuality > ShadowMapTextureQuality.Medium
            };

            if (programCache.TryGetValue(spec, out program))
            {
                return;
            }
            program            = new CommonMaterialProgram(spec);
            programCache[spec] = program;
        }
Esempio n. 2
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 private static Sampler[] GetSamplers(CommonMaterialProgramSpec spec)
 {
     return(new[] {
         new Sampler {
             Name = "u_DiffuseTexture", Stage = DiffuseTextureStage
         }
     });
 }
Esempio n. 3
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        private static Shader[] GetShaders(CommonMaterialProgramSpec spec)
        {
            var preamble = BuildPreamble(spec);

            return(new Shader[] {
                new VertexShader(preamble + VertexShader),
                new FragmentShader(preamble + FragmentShader)
            });
        }
Esempio n. 4
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        private static string BuildPreamble(CommonMaterialProgramSpec spec)
        {
            var preamble = "";

            if (spec.ShadowRenderingMode)
            {
                preamble += "#define SHADOWS_RENDERING_MODE\n";
            }
            if (spec.SkinEnabled)
            {
                preamble += "#define SKIN_ENABLED\n";
            }
            if (spec.DiffuseTextureEnabled)
            {
                preamble += "#define DIFFUSE_TEXTURE_ENABLED\n";
            }
            switch (spec.SkinningMode)
            {
            case SkinningMode.Linear:
                preamble += "#define LINEAR_SKINNING\n";
                break;

            case SkinningMode.DualQuaternion:
                preamble += "#define DUAL_QUATERNION_SKINNING\n";
                break;
            }
            if (spec.FogMode != FogMode.None)
            {
                preamble += "#define FOG_ENABLED\n";
                if (spec.FogMode == FogMode.Linear)
                {
                    preamble += "#define FOG_LINEAR\n";
                }
                else if (spec.FogMode == FogMode.Exp)
                {
                    preamble += "#define FOG_EXP\n";
                }
                else if (spec.FogMode == FogMode.ExpSquared)
                {
                    preamble += "#define FOG_EXP_SQUARED\n";
                }
            }
            return(preamble);
        }
Esempio n. 5
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        private void PrepareShaderProgram()
        {
            if (program != null)
            {
                return;
            }
            var spec = new CommonMaterialProgramSpec {
                SkinEnabled           = skinEnabled,
                DiffuseTextureEnabled = diffuseTexture != null,
                FogMode = FogMode
            };

            if (programCache.TryGetValue(spec, out program))
            {
                return;
            }
            program            = new CommonMaterialProgram(spec);
            programCache[spec] = program;
        }
Esempio n. 6
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 public CommonMaterialProgram(CommonMaterialProgramSpec spec)
     : base(GetShaders(spec), GetAttribLocations(), GetSamplers(spec))
 {
 }