DisappearEffect.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. #if !LINUX
  7. using MonoMac.Foundation;
  8. using MonoMac.AppKit;
  9. #endif
  10. namespace SpriteEffects
  11. {
  12. public class DisappearEffect : Effect
  13. {
  14. public DisappearEffect (GraphicsDevice graphicsDevice) : base (graphicsDevice)
  15. {
  16. // We do not need this but here for test
  17. // CreateVertexShaderFromSource("void main(void) { " +
  18. // "gl_FrontColor = gl_Color; " +
  19. // "gl_TexCoord[0] = gl_MultiTexCoord0;" +
  20. // "gl_TexCoord[1] = gl_MultiTexCoord1;" +
  21. // "gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;" +
  22. // "}");
  23. LoadShaderFromFile ("disappear.fsh");
  24. DefineTechnique ("Disappear", "Pass1", 0, 0);
  25. CurrentTechnique = Techniques ["Disappear"];
  26. }
  27. protected void LoadShaderFromFile (string sourceFile)
  28. {
  29. string path;
  30. #if !LINUX
  31. path = Path.Combine (NSBundle.MainBundle.ResourcePath, "Content");
  32. #else
  33. path = "Content";
  34. #endif
  35. sourceFile = Path.Combine (path, sourceFile);
  36. // Load the source into a string
  37. string shaderSource = LoadShaderSource (sourceFile);
  38. CreateFragmentShaderFromSource (shaderSource);
  39. }
  40. // Load the source code of a GLSL program from the content
  41. private string LoadShaderSource (string name)
  42. {
  43. StreamReader streamReader = new StreamReader (name);
  44. string text = streamReader.ReadToEnd ();
  45. streamReader.Close ();
  46. return text;
  47. }
  48. //void main(void){
  49. // gl_TexCoord[0] = gl_MultiTexCoord0;
  50. // gl_TexCoord[1] = gl_MultiTexCoord1;
  51. // gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
  52. //}
  53. //
  54. //uniform sampler2D keke;
  55. //uniform sampler2D smee;
  56. //
  57. //void main (void){
  58. //vec2 src = vec2(gl_TexCoord[0]);
  59. //vec4 dest = texture2D(keke, src);
  60. //vec2 src2 = vec2(gl_TexCoord[1]);
  61. //vec4 dest2 = texture2D(smee, src2);
  62. //gl_FragColor = 0.5 * (dest + dest2);
  63. //}
  64. //
  65. //ARBShaderObjects.glUseProgramObjectARB(shader.getProgramID());
  66. //int location = shader.getUniformLocation(shader.getProgramID(), "keke");
  67. //int location2 = shader.getUniformLocation(shader.getProgramID(), "smee");
  68. //ARBMultitexture.glActiveTextureARB(ARBMultitexture.GL_TEXTURE0_ARB);
  69. //GL11.glBindTexture(GL11.GL_TEXTURE_2D, TestEngine.cID);
  70. //GL11.glEnable(GL11.GL_TEXTURE_2D);
  71. //ARBShaderObjects.glUniform1iARB(location, 0);
  72. //ARBMultitexture.glActiveTextureARB(ARBMultitexture.GL_TEXTURE1_ARB);
  73. //GL11.glBindTexture(GL11.GL_TEXTURE_2D, sprite.getTextureID());
  74. //GL11.glEnable(GL11.GL_TEXTURE_2D);
  75. //ARBShaderObjects.glUniform1iARB(location2, 1);
  76. //EngineFunc.translate(origin.x, origin.y);
  77. //EngineFunc.drawQuads(sprite.getPoints());
  78. //ARBShaderObjects.glUseProgramObjectARB(0);
  79. //ARBMultitexture.glActiveTextureARB(ARBMultitexture.GL_TEXTURE1_ARB);
  80. //GL11.glDisable(GL11.GL_TEXTURE_2D);
  81. //ARBMultitexture.glActiveTextureARB(ARBMultitexture.GL_TEXTURE0_ARB);
  82. //GL11.glDisable(GL11.GL_TEXTURE_2D);
  83. }
  84. }