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C#
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using System;
using ANX.Framework;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using Dx10 = SharpDX.Direct3D10;
using ANX.Framework.NonXNA.Development;
using SharpDX.Direct3D10;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.RenderSystem.Windows.DX10
{
[PercentageComplete(80)]
[TestState(TestStateAttribute.TestState.Untested)]
[Developer("Glatzemann, KorsarNek")]
public class EffectParameter_DX10 : DxEffectAnnotation, INativeEffectParameter
{
#region Public
public Dx10.EffectVariable NativeParameter { get; private set; }
public EffectParameter_DX10(Dx10.EffectVariable nativeParameter)
: base(nativeParameter)
{
this.NativeParameter = nativeParameter;
var description = nativeParameter.Description;
var typeDescription = nativeParameter.TypeInfo.Description;
var annotations = new EffectAnnotation[description.AnnotationCount];
for (int i = 0; i < annotations.Length; i++)
annotations[i] = new EffectAnnotation(new DxEffectAnnotation(nativeParameter.GetAnnotationByIndex(i)));
this.Annotations = new EffectAnnotationCollection(annotations);
var elements = new EffectParameter[typeDescription.Elements];
for (int i = 0; i < elements.Length; i++)
elements[i] = new EffectParameter(new EffectParameter_DX10(nativeParameter.GetElement(i)));
this.Elements = new EffectParameterCollection(elements);
var members = new EffectParameter[typeDescription.Members];
for (int i = 0; i < members.Length; i++)
members[i] = new EffectParameter(new EffectParameter_DX10(nativeParameter.GetMemberByIndex(i)));
this.StructureMembers = new EffectParameterCollection(members);
this.ShaderResource = nativeParameter.AsShaderResource();
}
public EffectAnnotationCollection Annotations
{
get;
private set;
}
public EffectParameterCollection Elements
{
get;
private set;
}
public EffectParameterCollection StructureMembers
{
get;
private set;
}
#endregion
protected EffectShaderResourceVariable ShaderResource
{
get;
private set;
}
#region SetValue (TODO)
public void SetValue(bool value)
{
Scalar.Set(value);
}
public void SetValue(bool[] value)
{
Scalar.Set(value);
}
public void SetValue(int value)
{
Scalar.Set(value);
}
public void SetValue(int[] value)
{
Scalar.Set(value);
}
public void SetValue(Matrix value, bool transpose)
{
if (transpose)
Matrix.SetMatrixTranspose(value);
else
Matrix.SetMatrix(value);
}
public void SetValue(Matrix[] value, bool transpose)
{
if (transpose)
Matrix.SetMatrixTranspose(value);
else
Matrix.SetMatrix(value);
}
public void SetValue(Quaternion value)
{
Vector.Set(value);
}
public void SetValue(Quaternion[] value)
{
Vector.Set(value);
}
public void SetValue(float value)
{
Vector.Set(value);
}
public void SetValue(float[] value)
{
Scalar.Set(value);
}
public void SetValue(Vector2 value)
{
Vector.Set(value);
}
public void SetValue(Vector2[] value)
{
Vector.Set(value);
}
public void SetValue(Vector3 value)
{
Vector.Set(value);
}
public void SetValue(Vector3[] value)
{
Vector.Set(value);
}
public void SetValue(Vector4 value)
{
Vector.Set(value);
}
public void SetValue(Vector4[] value)
{
Vector.Set(value);
}
public void SetValue(Texture value)
{
if (value == null)
throw new ArgumentNullException("value");
ShaderResource.SetResource(((DxTexture2D)value.NativeTexture).NativeShaderResourceView);
}
public void SetValue(string value)
{
throw new NotImplementedException();
}
#endregion
#region Get (TODO)
public bool[] GetValueBooleanArray(int count)
{
return Scalar.GetBoolArray(0, count);
}
public int[] GetValueInt32Array(int count)
{
return Scalar.GetIntArray(count);
}
public Matrix[] GetValueMatrixArray(int count)
{
return Matrix.GetMatrixArray<Matrix>(count);
}
public Matrix GetValueMatrixTranspose()
{
return Matrix.GetMatrixTranspose<Matrix>();
}
public Matrix[] GetValueMatrixTransposeArray(int count)
{
return Matrix.GetMatrixTransposeArray<Matrix>(count);
}
public Quaternion GetValueQuaternion()
{
return Vector.GetVector<Quaternion>();
}
public Quaternion[] GetValueQuaternionArray(int count)
{
return Vector.GetVectorArray<Quaternion>(count);
}
public float[] GetValueSingleArray(int count)
{
return Scalar.GetFloatArray(count);
}
public ANX.Framework.Graphics.Texture2D GetValueTexture2D()
{
throw new NotImplementedException();
}
public ANX.Framework.Graphics.Texture3D GetValueTexture3D()
{
throw new NotImplementedException();
}
public TextureCube GetValueTextureCube()
{
throw new NotImplementedException();
}
public Vector2[] GetValueVector2Array(int count)
{
return Vector.GetVectorArray<Vector2>(count);
}
public Vector3[] GetValueVector3Array(int count)
{
return Vector.GetVectorArray<Vector3>(count);
}
public Vector4[] GetValueVector4Array(int count)
{
return Vector.GetVectorArray<Vector4>(count);
}
#endregion
protected override void Dispose(bool disposeManaged)
{
if (disposeManaged)
{
ShaderResource.Dispose();
foreach (var annotation in this.Annotations)
annotation.NativeAnnotation.Dispose();
foreach (var element in this.Elements)
element.NativeParameter.Dispose();
foreach (var member in this.StructureMembers)
member.NativeParameter.Dispose();
}
base.Dispose(disposeManaged);
}
}
}