File: EffectPass.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenTK.Graphics.OpenGL;
/*using OpenTK.Graphics.ES20;
using OpenTK.Graphics.ES11;
using GL11 = OpenTK.Graphics.ES11.GL;
using GL20 = OpenTK.Graphics.ES20.GL;
using All11 = OpenTK.Graphics.ES11.All;
using All20 = OpenTK.Graphics.ES20.All;
 */


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.Apply();

        }

        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);

        }

        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);

        }
    }
}