2012-01-16 13:48:21 +00:00

145 lines
5.2 KiB
C#

using System;
using System.Collections.Generic;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using OpenTK.Graphics.OpenGL;
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.Framework.Windows.GL3
{
/// <summary>
/// Native OpenGL implementation of an effect technique.
/// </summary>
public class EffectTechniqueGL3 : INativeEffectTechnique
{
#region ShaderAttribute (Helper struct)
public struct ShaderAttribute
{
public string Name;
public uint Location;
public int Size;
public ActiveAttribType Type;
}
#endregion
#region Private
/// <summary>
/// The native shader handle.
/// </summary>
internal int programHandle;
/// <summary>
/// The active attributes of this technique.
/// </summary>
internal Dictionary<string, ShaderAttribute> activeAttributes;
#endregion
#region Public
/// <summary>
/// The name of the effect technique.
/// </summary>
public string Name
{
get;
private set;
}
/// <summary>
/// The passes of the technique.
/// </summary>
public IEnumerable<EffectPass> Passes
{
get
{
//TODO: implement
yield return null;
}
}
#endregion
#region Constructor
/// <summary>
/// Create a ne effect technique object.
/// </summary>
internal EffectTechniqueGL3(string setName, int setProgramHandle)
{
Name = setName;
programHandle = setProgramHandle;
GetAttributes();
}
#endregion
#region GetAttributes
private void GetAttributes()
{
activeAttributes = new Dictionary<string, ShaderAttribute>();
int attributeCount;
GL.GetProgram(programHandle, ProgramParameter.ActiveAttributes,
out attributeCount);
for (int index = 0; index < attributeCount; index++)
{
int attributeSize;
ActiveAttribType attributeType;
string name = GL.GetActiveAttrib(programHandle, index,
out attributeSize, out attributeType);
uint attributeIndex = (uint)GL.GetAttribLocation(programHandle, name);
activeAttributes.Add(name, new ShaderAttribute
{
Name = name,
Location = attributeIndex,
Size = attributeSize,
Type = attributeType,
});
}
}
#endregion
}
}