private void FinishMaterial(BatchInfo material) { //DrawTechnique tech = material.Technique.Res; this.SetupBlendType(BlendMode.Reset); NativeShaderProgram.Bind(null); NativeTexture.ResetBinding(this.sharedSamplerBindings); }
public static void Bind(NativeTexture tex, int texUnit = 0) { if (!texInit) { InitTextureFields(); } if (curBound[texUnit] == tex) { return; } if (activeTexUnit != texUnit) { GL.ActiveTexture(texUnits[texUnit]); } activeTexUnit = texUnit; if (tex == null) { GL.BindTexture(TextureTarget.Texture2D, 0); curBound[texUnit] = null; } else { GL.BindTexture(TextureTarget.Texture2D, tex.Handle); curBound[texUnit] = tex; } }
private void SetupNonMultisampled() { // Generate FBO if (this.handleMainFBO == 0) { GL.GenFramebuffers(1, out this.handleMainFBO); } GL.BindFramebuffer(FramebufferTarget.Framebuffer, this.handleMainFBO); // Attach textures int oglWidth = 0; int oglHeight = 0; for (int i = 0; i < this.targetInfos.Count; i++) { NativeTexture tex = this.targetInfos[i].Target; FramebufferSlot attachment = (FramebufferSlot)((int)FramebufferSlot.ColorAttachment0 + i); GL.FramebufferTexture2D( FramebufferTarget.Framebuffer, attachment, TextureTarget.Texture2D, tex.Handle, 0); oglWidth = tex.Width; oglHeight = tex.Height; } // Generate or delete depth renderbuffer if (this.depthBuffer) { if (this.handleDepthRBO == 0) { GL.GenRenderbuffers(1, out this.handleDepthRBO); } GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, this.handleDepthRBO); GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferInternalFormat.DepthComponent24, oglWidth, oglHeight); GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferSlot.DepthAttachment, RenderbufferTarget.Renderbuffer, this.handleDepthRBO); } else { GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferSlot.DepthAttachment, RenderbufferTarget.Renderbuffer, 0); if (this.handleDepthRBO != 0) { GL.DeleteRenderbuffers(1, ref this.handleDepthRBO); } this.handleDepthRBO = 0; } // Check status FramebufferErrorCode status = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer); if (status != FramebufferErrorCode.FramebufferComplete) { throw new BackendException(string.Format("Incomplete Framebuffer: {0}", status)); } GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, 0); GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0); }
private void FinishSharedParameters() { NativeTexture.ResetBinding(); this.sharedSamplerBindings = 0; this.sharedShaderParameters.Clear(); this.activeShaders.Clear(); }
/// <summary> /// Applies the specified parameter values to all currently active shaders. /// </summary> /// <param name="sharedParams"></param> /// <seealso cref="RetrieveActiveShaders"/> private void SetupSharedParameters(ShaderParameterCollection sharedParams) { this.sharedSamplerBindings = 0; this.sharedShaderParameters.Clear(); if (sharedParams == null) { return; } foreach (NativeShaderProgram shader in this.activeShaders) { NativeShaderProgram.Bind(shader); ShaderFieldInfo[] varInfo = shader.Fields; int[] locations = shader.FieldLocations; // Setup shared sampler bindings and uniform data for (int i = 0; i < varInfo.Length; i++) { ref ShaderFieldInfo field = ref varInfo[i]; if (field.Scope == ShaderFieldScope.Attribute) { continue; } if (field.Type == ShaderFieldType.Sampler2D) { ContentRef <Texture> texRef; if (!sharedParams.TryGetInternal(field.Name, out texRef)) { continue; } NativeTexture.Bind(texRef, this.sharedSamplerBindings); GL.Uniform1(locations[i], this.sharedSamplerBindings); this.sharedSamplerBindings++; } else { float[] data; if (!sharedParams.TryGetInternal(field.Name, out data)) { continue; } NativeShaderProgram.SetUniform(ref field, locations[i], data); } this.sharedShaderParameters.Add(field.Name); } }
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); } }