public static Bind ( ContentRef |
||
prog | ContentRef |
The ShaderProgram to be bound. |
Результат | void |
/// <summary> /// Sets up the appropriate OpenGL rendering state for this DrawTechnique. /// </summary> /// <param name="lastTechnique">The last DrawTechnique that has been set up. This parameter is optional, but /// specifying it will increase performance by reducing redundant state changes.</param> /// <param name="textures">A set of <see cref="Duality.Resources.Texture">Textures</see> to use.</param> /// <param name="uniforms">A set of <see cref="Duality.Resources.ShaderVarInfo">uniform values</see> to apply.</param> public void SetupForRendering(IDrawDevice device, BatchInfo material, DrawTechnique lastTechnique) { // Prepare Rendering if (this.NeedsPreparation) { // Clone the material, if not done yet due to vertex preprocessing if (!this.NeedsPreprocess) { material = new BatchInfo(material); } this.PrepareRendering(device, material); } // Setup BlendType if (lastTechnique == null || this.blendType != lastTechnique.blendType) { this.SetupBlendType(this.blendType, device.DepthWrite); } // Bind Shader ContentRef <ShaderProgram> selShader = this.SelectShader(); if (lastTechnique == null || selShader.Res != lastTechnique.shader.Res) { ShaderProgram.Bind(selShader); } // Setup shader data if (selShader.IsAvailable) { ShaderVarInfo[] varInfo = selShader.Res.VarInfo; // Setup sampler bindings automatically int curSamplerIndex = 0; if (material.Textures != null) { for (int i = 0; i < varInfo.Length; i++) { if (varInfo[i].glVarLoc == -1) { continue; } if (varInfo[i].type != ShaderVarType.Sampler2D) { continue; } // Bind Texture ContentRef <Texture> texRef = material.GetTexture(varInfo[i].name); Texture.Bind(texRef, curSamplerIndex); GL.Uniform1(varInfo[i].glVarLoc, curSamplerIndex); curSamplerIndex++; } } Texture.ResetBinding(curSamplerIndex); // Transfer uniform data from material to actual shader if (material.Uniforms != null) { for (int i = 0; i < varInfo.Length; i++) { if (varInfo[i].glVarLoc == -1) { continue; } float[] data = material.GetUniform(varInfo[i].name); if (data == null) { continue; } varInfo[i].SetupUniform(data); } } } // Setup fixed function data else { // Fixed function texture binding if (material.Textures != null) { int samplerIndex = 0; foreach (var pair in material.Textures) { Texture.Bind(pair.Value, samplerIndex); samplerIndex++; } Texture.ResetBinding(samplerIndex); } else { Texture.ResetBinding(); } } }
/// <summary> /// Resets the OpenGL rendering state after finishing DrawTechnique-Setups. Only call this when there are no more /// DrawTechniques to follow directly. /// </summary> public void FinishRendering() { this.SetupBlendType(BlendMode.Reset); ShaderProgram.Bind(ContentRef <ShaderProgram> .Null); Texture.ResetBinding(); }