Пример #1
0
        /// <summary>
        /// Initializes a new <see cref="ProgramAttribute"/>.
        /// </summary>
        /// <param name="program">The <see cref="ShaderProgram"/> the <see cref="ProgramAttribute"/> belongs to.</param>
        /// <param name="index">The uniform index as per GL.GetProgramInterface.</param>
        public ProgramAttribute(ShaderProgram program, int index)
        {
            Contract.Requires<ArgumentNullException>(program != null);
            Contract.Requires<ArgumentOutOfRangeException>(index >= 0);

            this.Program = program;

            ActiveAttribType aat;
            int size;
            base.Name = GL.GetActiveAttrib(program, index, out size, out aat);
            this.Location = GL.GetAttribLocation(program, this.Name);
            this.Type = aat;
        }
Пример #2
0
        /// <summary>
        /// Initializes a new <see cref="ProgramUniform"/>.
        /// </summary>
        /// <param name="program">The <see cref="ShaderProgram"/> the <see cref="ProgramUniform"/> belongs to.</param>
        /// <param name="index">The uniform index as per GL.GetProgramInterface.</param>
        public ProgramUniform(ShaderProgram program, int index)
        {
            Contract.Requires<ArgumentNullException>(program != null);
            Contract.Requires<ArgumentOutOfRangeException>(index >= 0);

            this.Program = program;

            int size;
            ActiveUniformType uniformType;
            base.Name = GL.GetActiveUniform(this.Program, index, out size, out uniformType);
            this.Location = GL.GetUniformLocation(program, this.Name);

            this.Type = uniformType; // Set indirectly to fire event
        }
Пример #3
0
        public EffectPass(ShaderProgram program, bool ownsProgram)
        {
            Contract.Requires<ArgumentNullException>(program != null);

            this.ownsProgram = ownsProgram;
            this.ShaderProgram = program;
            this.Uniforms = this.ShaderProgram.Uniforms.Select((Func<KeyValuePair<string, ProgramUniform>, EffectUniform>)(kvp =>
            {
                if (kvp.Value.Type.IsSampler())
                {
                    return new SamplerEffectUniform(this, kvp.Value, 0);
                }
                else if (kvp.Value.Type.IsPrimitiveValue() || kvp.Value.Type.IsVector() || kvp.Value.Type.IsMatrix())
                {
                    return new DataEffectUniform(this, kvp.Value);
                }
                else
                {
                    throw new NotSupportedException("Unknown uniform type {0}!".FormatWith(kvp.Value.Type));
                }
            })).ToImmutableDictionary(eu => eu.Name);
        }
Пример #4
0
 public EffectPass(ShaderProgram program)
     : this(program, false)
 {
     Contract.Requires<ArgumentNullException>(program != null);
 }
Пример #5
0
        /// <summary>
        /// Detaches the <see cref="Shader"/> from the specified <see cref="ShaderProgram"/>.
        /// </summary>
        /// <remarks>Triggers initialization.</remarks>
        /// <param name="program">The <see cref="ShaderProgram"/> to detach from.</param>
        public void DetachFrom(ShaderProgram program)
        {
            Contract.Requires<ArgumentNullException>(program != null);

            this.VerifyAccess();
            GL.DetachShader(program, this);
        }