private void FinishMaterial(BatchInfo material) { DrawTechnique tech = material.Technique.Res; this.SetupBlendType(BlendMode.Reset); NativeShaderProgram.Bind(null as NativeShaderProgram); NativeTexture.ResetBinding(); }
private void FinishSharedParameters() { NativeTexture.ResetBinding(); this.sharedSamplerBindings = 0; this.sharedShaderParameters.Clear(); this.activeShaders.Clear(); }
private void FinishMaterial(BatchInfo material) { DrawTechnique tech = material.Technique.Res; this.FinishBlendState(); NativeShaderProgram.Bind(null); NativeTexture.ResetBinding(this.sharedSamplerBindings); }
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; // Prepare Rendering if (tech.NeedsPreparation) { material = new BatchInfo(material); tech.PrepareRendering(this.currentDevice, material); } // Setup BlendType if (lastTech == null || tech.Blending != lastTech.Blending) { this.SetupBlendType(tech.Blending, this.currentDevice.DepthWrite); } // Bind Shader NativeShaderProgram shader = (tech.Shader.Res != null ? tech.Shader.Res.Native : null) as NativeShaderProgram; NativeShaderProgram.Bind(shader); // Setup shader data if (shader != null) { ShaderFieldInfo[] varInfo = shader.Fields; int[] locations = shader.FieldLocations; int[] builtinIndices = shader.BuiltinVariableIndex; // Setup sampler bindings automatically int curSamplerIndex = 0; if (material.Textures != null) { for (int i = 0; i < varInfo.Length; i++) { if (locations[i] == -1) { continue; } if (varInfo[i].Type != ShaderFieldType.Sampler2D) { continue; } // Bind Texture ContentRef <Texture> texRef = material.GetTexture(varInfo[i].Name); NativeTexture.Bind(texRef, curSamplerIndex); GL.Uniform1(locations[i], curSamplerIndex); curSamplerIndex++; } } NativeTexture.ResetBinding(curSamplerIndex); // Transfer uniform data from material to actual shader if (material.Uniforms != null) { for (int i = 0; i < varInfo.Length; i++) { if (locations[i] == -1) { continue; } float[] data = material.GetUniform(varInfo[i].Name); if (data == null) { continue; } NativeShaderProgram.SetUniform(ref varInfo[i], locations[i], data); } } // Specify builtin shader variables, if requested float[] fieldValue = null; for (int i = 0; i < builtinIndices.Length; i++) { if (BuiltinShaderFields.TryGetValue(this.currentDevice, builtinIndices[i], ref fieldValue)) { NativeShaderProgram.SetUniform(ref varInfo[i], locations[i], fieldValue); } } } // Setup fixed function data else { // Fixed function texture binding if (material.Textures != null) { int samplerIndex = 0; foreach (var pair in material.Textures) { NativeTexture.Bind(pair.Value, samplerIndex); samplerIndex++; } NativeTexture.ResetBinding(samplerIndex); } else { NativeTexture.ResetBinding(); } } }
private void SetupMaterial(BatchInfo material, BatchInfo lastMaterial) { 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.SetupBlendState(tech.Blending); } // Bind Shader NativeShaderProgram nativeShader = tech.NativeShader as NativeShaderProgram; NativeShaderProgram.Bind(nativeShader); // Setup shader data ShaderFieldInfo[] varInfo = nativeShader.Fields; int[] locations = nativeShader.FieldLocations; // Setup sampler bindings and uniform data int curSamplerIndex = this.sharedSamplerBindings; for (int i = 0; i < varInfo.Length; i++) { ShaderFieldInfo field = varInfo[i]; int location = locations[i]; if (field.Scope == ShaderFieldScope.Attribute) { continue; } if (this.sharedShaderParameters.Contains(field.Name)) { continue; } if (field.Type == ShaderFieldType.Sampler2D) { ContentRef <Texture> texRef = material.GetInternalTexture(field.Name); if (texRef == null) { this.internalShaderState.TryGetInternal(field.Name, out texRef); } NativeTexture.Bind(texRef, curSamplerIndex); GL.Uniform1(location, curSamplerIndex); curSamplerIndex++; } else { float[] data = material.GetInternalData(field.Name); if (data == null && !this.internalShaderState.TryGetInternal(field.Name, out data)) { continue; } NativeShaderProgram.SetUniform(field, location, data); } } NativeTexture.ResetBinding(curSamplerIndex); }