예제 #1
0
		public override void Shutdown()
		{
			//Deleting the GLSL program factory
			if ( this.glslESProgramFactory != null )
			{
				//Remove from manager safely
				if ( HighLevelGpuProgramManager.Instance != null )
				{
					HighLevelGpuProgramManager.Instance.RemoveFactory( this.glslESProgramFactory );
				}
				this.glslESProgramFactory.Dispose();
				this.glslESProgramFactory = null;
			}
			//Deleting the GLSL program factory
			if ( this.glslESCgProgramFactory != null )
			{
				if ( HighLevelGpuProgramManager.Instance != null )
				{
					HighLevelGpuProgramManager.Instance.RemoveFactory( this.glslESCgProgramFactory );
				}
				this.glslESCgProgramFactory.Dispose();
				this.glslESCgProgramFactory = null;
			}

			//Deleting the GPU program manager and hardware buffer manager. Has to be done before the glSupport.Stop()
			if ( null != this.gpuProgramManager )
			{
				this.gpuProgramManager.Dispose();
				this.gpuProgramManager = null;
			}

			this.hardwareBufferManager = null;

			this.rttManager = null;

			if ( null != this.textureManager ) 
			{
				textureManager.Dispose();
				textureManager = null;
			}

			base.Shutdown();

			this.glSupport.Stop();

			this.glInitialized = false;
		}
예제 #2
0
		public GLES2RenderSystem()
		{
			this.depthWrite = true;
			this.stencilMask = 0xFFFFFFFF;
			this.gpuProgramManager = null;
			this.glslESProgramFactory = null;
			this.hardwareBufferManager = null;
			this.rttManager = null;

			int i;

			LogManager.Instance.Write( this.Name + " created." );
			this.renderAttribsBound = new List<int>( 100 );


#if RTSHADER_SYSTEM_BUILD_CORE_SHADERS
			enableFixedPipeline = false;
#endif

			this.CreateGlSupport();

			this.worldMatrix = Matrix4.Identity;
			this.viewMatrix = Matrix4.Identity;

			this.glSupport.AddConfig();

			this.colorWrite[ 0 ] = this.colorWrite[ 1 ] = this.colorWrite[ 2 ] = this.colorWrite[ 3 ] = true;

			for ( i = 0; i < Config.MaxTextureLayers; i++ )
			{
				//Dummy value
				this.textureCoordIndex[ i ] = 99;
				this.textureTypes[ i ] = 0;
			}

			activeRenderTarget = null;
			this.currentContext = null;
			this.mainContext = null;
			this.glInitialized = false;
			this.minFilter = FilterOptions.Linear;
			this.mipFilter = FilterOptions.Point;
			this.currentVertexProgram = null;
			this.currentFragmentProgram = null;
			//todo
			//polygonMode = GL_FILL;
		}
예제 #3
0
		public override void InitializeFromRenderSystemCapabilities( RenderSystemCapabilities caps, RenderTarget primary )
		{
			if ( caps.RendersystemName != this.Name )
			{
				throw new AxiomException( "Trying to initialize GLES2RenderSystem from RenderSystemCapabilities that do not support OpenGL ES" );
			}

			this.gpuProgramManager = new GLES2GpuProgramManager();
			this.glslESProgramFactory = new GLSLES.GLSLESProgramFactory();
			HighLevelGpuProgramManager.Instance.AddFactory( this.glslESProgramFactory );

			//todo: check what can/can't support cg
			this.glslESCgProgramFactory = new GLSLES.GLSLESCgProgramFactory();
			HighLevelGpuProgramManager.Instance.AddFactory( this.glslESCgProgramFactory );

			//Set texture the number of texture units
			this.fixedFunctionTextureUnits = caps.TextureUnitCount;

			//Use VBO's by default
			this.hardwareBufferManager = new GLES2HardwareBufferManager();

			//Create FBO manager
			LogManager.Instance.Write( "GL ES 2: Using FBOs for rendering to textures" );
			this.rttManager = new GLES2FBOManager();
			caps.SetCapability( Graphics.Capabilities.RTTSerperateDepthBuffer );

			Log defaultLog = LogManager.Instance.DefaultLog;
			if ( defaultLog != null )
			{
				caps.Log( defaultLog );
			}

			textureManager = new GLES2TextureManager( this.glSupport );

			this.glInitialized = true;
		}