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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using MonoMac.OpenGL;
namespace Microsoft.Xna.Framework.Graphics
{
public class EffectPass
{
EffectTechnique _technique = null;
internal int shaderProgram;
public void Apply ()
{
// Tell the GL Context to use the program
GL.UseProgram (shaderProgram);
_technique._effect.OnApply();
}
public EffectPass(EffectTechnique technique)
{
_technique = technique;
}
internal void ApplyPass ()
{
// Create a Program object
shaderProgram = GL.CreateProgram ();
// Attach our compiled shaders
if ( VertexIndex < _technique._effect.vertexShaders.Count)
GL.AttachShader (shaderProgram, _technique._effect.vertexShaders[VertexIndex]);
if ( FragmentIndex < _technique._effect.fragmentShaders.Count)
GL.AttachShader (shaderProgram, _technique._effect.fragmentShaders[FragmentIndex]);
// Set the parameters
GL.ProgramParameter (shaderProgram, AssemblyProgramParameterArb.GeometryInputType, (int)All.Lines);
GL.ProgramParameter (shaderProgram, AssemblyProgramParameterArb.GeometryOutputType, (int)All.Line);
// Set the max vertices
int maxVertices;
GL.GetInteger (GetPName.MaxGeometryOutputVertices, out maxVertices);
GL.ProgramParameter (shaderProgram, AssemblyProgramParameterArb.GeometryVerticesOut, maxVertices);
// Link the program
GL.LinkProgram (shaderProgram);
string name = String.Format("Technique {0} - Pass {1}: ",_technique.Name, Name);
ShaderLog(name,shaderProgram);
}
internal void UpdatePass(int shader, int fragment)
{
int count = 0;
//int[] objs = new int[10];
int obj = 0;
int max = 10;
// Detach all the shaders
GL.GetAttachedShaders(shaderProgram,max, out count, out obj);
while (count > 0) {
GL.DetachShader(shaderProgram, obj);
GL.GetAttachedShaders(shaderProgram,max, out count, out obj);
}
// for (int x = 0; x < count; x++) {
// GL.DetachShader(shaderProgram, obj);
// }
// Attach our compiled shaders
if ( shader > 0)
GL.AttachShader (shaderProgram, shader);
if ( fragment > 0)
GL.AttachShader (shaderProgram, fragment);
// Set the parameters
GL.ProgramParameter (shaderProgram, AssemblyProgramParameterArb.GeometryInputType, (int)All.Lines);
GL.ProgramParameter (shaderProgram, AssemblyProgramParameterArb.GeometryOutputType, (int)All.Line);
// Set the max vertices
int maxVertices;
GL.GetInteger (GetPName.MaxGeometryOutputVertices, out maxVertices);
GL.ProgramParameter (shaderProgram, AssemblyProgramParameterArb.GeometryVerticesOut, maxVertices);
// Link the program
GL.LinkProgram (shaderProgram);
string name = String.Format("Technique {0} - Pass {1}: ",_technique.Name, Name);
ShaderLog(name,shaderProgram);
GL.UseProgram(shaderProgram);
}
public string Name { get; set; }
// internal for now until I figure out what I can do with this mess
internal int VertexIndex { get; set; }
internal int FragmentIndex { get; set; }
// Output the log of an object
private void ShaderLog (string whichObj, int obj)
{
int infoLogLen = 0;
var infoLog = "Is good to go.";
GL.GetProgram (obj, ProgramParameter.InfoLogLength, out infoLogLen);
if (infoLogLen > 0)
infoLog = GL.GetProgramInfoLog (obj);
Console.WriteLine ("{0} {1}", whichObj, infoLog);
}
}
}
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