ParticleEffect.cs 2.9 KB

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  1. using System;
  2. using System.IO;
  3. using System.Text;
  4. using Microsoft.Xna.Framework.Graphics;
  5. using Microsoft.Xna.Framework;
  6. using MonoMac.Foundation;
  7. using MonoMac.AppKit;
  8. namespace Particle3DSample
  9. {
  10. public class ParticleEffect : Effect
  11. {
  12. public ParticleEffect (GraphicsDevice graphicsDevice) : base (graphicsDevice)
  13. {
  14. // We do not need this but here for test
  15. LoadVertexShaderFromFile ("ParticlePixelShader.vsh");
  16. LoadFragmentShaderFromFile ("ParticlePixelShader.fsh");
  17. DefineTechnique ("Particles", "P0", 0, 0);
  18. CurrentTechnique = Techniques ["Particles"];
  19. }
  20. protected void LoadVertexShaderFromFile (string sourceFile)
  21. {
  22. var path = Path.Combine (NSBundle.MainBundle.ResourcePath, "Content");
  23. sourceFile = Path.Combine (path, sourceFile);
  24. // Load the source into a string
  25. string shaderSource = LoadShaderSource (sourceFile);
  26. CreateVertexShaderFromSource (shaderSource);
  27. }
  28. protected void LoadFragmentShaderFromFile (string sourceFile)
  29. {
  30. var path = Path.Combine (NSBundle.MainBundle.ResourcePath, "Content");
  31. sourceFile = Path.Combine (path, sourceFile);
  32. // Load the source into a string
  33. string shaderSource = LoadShaderSource (sourceFile);
  34. CreateFragmentShaderFromSource (shaderSource);
  35. }
  36. // Load the source code of a GLSL program from the content
  37. private string LoadShaderSource (string name)
  38. {
  39. StreamReader streamReader = new StreamReader (name);
  40. string text = streamReader.ReadToEnd ();
  41. streamReader.Close ();
  42. return text;
  43. }
  44. //void main(void){
  45. // gl_TexCoord[0] = gl_MultiTexCoord0;
  46. // gl_TexCoord[1] = gl_MultiTexCoord1;
  47. // gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
  48. //}
  49. //
  50. //uniform sampler2D keke;
  51. //uniform sampler2D smee;
  52. //
  53. //void main (void){
  54. //vec2 src = vec2(gl_TexCoord[0]);
  55. //vec4 dest = texture2D(keke, src);
  56. //vec2 src2 = vec2(gl_TexCoord[1]);
  57. //vec4 dest2 = texture2D(smee, src2);
  58. //gl_FragColor = 0.5 * (dest + dest2);
  59. //}
  60. //
  61. //ARBShaderObjects.glUseProgramObjectARB(shader.getProgramID());
  62. //int location = shader.getUniformLocation(shader.getProgramID(), "keke");
  63. //int location2 = shader.getUniformLocation(shader.getProgramID(), "smee");
  64. //ARBMultitexture.glActiveTextureARB(ARBMultitexture.GL_TEXTURE0_ARB);
  65. //GL11.glBindTexture(GL11.GL_TEXTURE_2D, TestEngine.cID);
  66. //GL11.glEnable(GL11.GL_TEXTURE_2D);
  67. //ARBShaderObjects.glUniform1iARB(location, 0);
  68. //ARBMultitexture.glActiveTextureARB(ARBMultitexture.GL_TEXTURE1_ARB);
  69. //GL11.glBindTexture(GL11.GL_TEXTURE_2D, sprite.getTextureID());
  70. //GL11.glEnable(GL11.GL_TEXTURE_2D);
  71. //ARBShaderObjects.glUniform1iARB(location2, 1);
  72. //EngineFunc.translate(origin.x, origin.y);
  73. //EngineFunc.drawQuads(sprite.getPoints());
  74. //ARBShaderObjects.glUseProgramObjectARB(0);
  75. //ARBMultitexture.glActiveTextureARB(ARBMultitexture.GL_TEXTURE1_ARB);
  76. //GL11.glDisable(GL11.GL_TEXTURE_2D);
  77. //ARBMultitexture.glActiveTextureARB(ARBMultitexture.GL_TEXTURE0_ARB);
  78. //GL11.glDisable(GL11.GL_TEXTURE_2D);
  79. }
  80. }