created StockShaderCodeGenerator tool (sscg)
removed old shader files included sscg in pre-build events of RenderSystem DX10 and GL3 to generate shader files before compiling
This commit is contained in:
parent
7ad880db18
commit
711d4aa68b
@ -88,6 +88,9 @@
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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<PreBuildEvent>"$(ProjectDir)../Tools/bin/sscg.exe" ../../shader/DX10/build.xml</PreBuildEvent>
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</PropertyGroup>
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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<Target Name="BeforeBuild">
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@ -1,10 +1,8 @@
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#region Using Statements
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#region Using Statements
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using System;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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@ -47,90 +45,123 @@ using System;
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework.Windows.DX10
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{
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internal static class ShaderByteCode
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{
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internal static class ShaderByteCode
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{
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#region SpriteBatchShader
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internal static byte[] SpriteBatchByteCode = new byte[]
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{
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};
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#endregion //SpriteBatchShader
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#region SpriteBatchShader
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internal static byte[] SpriteBatchByteCode = new byte[]
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|
||||
0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0, 92, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 15, 0, 0, 0, 98, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0,
|
||||
0, 2, 0, 0, 0, 3, 12, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0, 67, 79, 76, 79, 82, 0,
|
||||
84, 69, 88, 67, 79, 79, 82, 68, 0, 171, 83, 72, 68, 82, 16, 1, 0, 0, 64, 0, 1, 0, 68, 0, 0, 0,
|
||||
89, 0, 0, 4, 70, 142, 32, 0, 0, 0, 0, 0, 4, 0, 0, 0, 95, 0, 0, 3, 242, 16, 16, 0, 0, 0, 0, 0,
|
||||
95, 0, 0, 3, 242, 16, 16, 0, 1, 0, 0, 0, 95, 0, 0, 3, 50, 16, 16, 0, 2, 0, 0, 0, 103, 0, 0, 4,
|
||||
242, 32, 16, 0, 0, 0, 0, 0, 1, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 1, 0, 0, 0, 101, 0, 0, 3,
|
||||
50, 32, 16, 0, 2, 0, 0, 0, 17, 0, 0, 8, 18, 32, 16, 0, 0, 0, 0, 0, 70, 30, 16, 0, 0, 0, 0, 0, 70,
|
||||
142, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 17, 0, 0, 8, 34, 32, 16, 0, 0, 0, 0, 0, 70, 30, 16, 0, 0, 0, 0,
|
||||
0, 70, 142, 32, 0, 0, 0, 0, 0, 1, 0, 0, 0, 17, 0, 0, 8, 66, 32, 16, 0, 0, 0, 0, 0, 70, 30, 16, 0, 0,
|
||||
0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 2, 0, 0, 0, 17, 0, 0, 8, 130, 32, 16, 0, 0, 0, 0, 0, 70, 30,
|
||||
16, 0, 0, 0, 0, 0, 70, 142, 32, 0, 0, 0, 0, 0, 3, 0, 0, 0, 54, 0, 0, 5, 242, 32, 16, 0, 1, 0, 0, 0,
|
||||
70, 30, 16, 0, 1, 0, 0, 0, 54, 0, 0, 5, 50, 32, 16, 0, 2, 0, 0, 0, 70, 16, 16, 0, 2, 0, 0, 0, 62, 0,
|
||||
0, 1, 83, 84, 65, 84, 116, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 4, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 212, 0, 0, 0, 0, 0, 0, 0,
|
||||
160, 2, 0, 0, 68, 88, 66, 67, 29, 76, 118, 93, 197, 15, 41, 178, 119, 144, 245, 77, 96, 29, 105, 32, 1,
|
||||
0, 0, 0, 160, 2, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 224, 0, 0, 0, 84, 1, 0, 0, 136, 1, 0, 0, 36, 2, 0, 0,
|
||||
82, 68, 69, 70, 164, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 28, 0, 0, 0, 0, 4, 255, 255, 0, 1, 0,
|
||||
0, 115, 0, 0, 0, 92, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0,
|
||||
1, 0, 0, 0, 107, 0, 0, 0, 2, 0, 0, 0, 5, 0, 0, 0, 4, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0, 0, 1, 0, 0,
|
||||
0, 13, 0, 0, 0, 84, 101, 120, 116, 117, 114, 101, 83, 97, 109, 112, 108, 101, 114, 0, 84, 101, 120, 116,
|
||||
117, 114, 101, 0, 77, 105, 99, 114, 111, 115, 111, 102, 116, 32, 40, 82, 41, 32, 72, 76, 83, 76, 32, 83,
|
||||
104, 97, 100, 101, 114, 32, 67, 111, 109, 112, 105, 108, 101, 114, 32, 57, 46, 50, 57, 46, 57, 53, 50, 46,
|
||||
51, 49, 49, 49, 0, 73, 83, 71, 78, 108, 0, 0, 0, 3, 0, 0, 0, 8, 0, 0, 0, 80, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
|
||||
0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0, 92, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 15, 15,
|
||||
0, 0, 98, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 2, 0, 0, 0, 3, 3, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84,
|
||||
73, 79, 78, 0, 67, 79, 76, 79, 82, 0, 84, 69, 88, 67, 79, 79, 82, 68, 0, 171, 79, 83, 71, 78, 44, 0, 0, 0, 1, 0,
|
||||
0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 84, 97,
|
||||
114, 103, 101, 116, 0, 171, 171, 83, 72, 68, 82, 148, 0, 0, 0, 64, 0, 0, 0, 37, 0, 0, 0, 90, 0, 0, 3, 0, 96, 16,
|
||||
0, 0, 0, 0, 0, 88, 24, 0, 4, 0, 112, 16, 0, 0, 0, 0, 0, 85, 85, 0, 0, 98, 16, 0, 3, 242, 16, 16, 0, 1, 0, 0, 0, 98,
|
||||
16, 0, 3, 50, 16, 16, 0, 2, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 104, 0, 0, 2, 1, 0, 0, 0, 69, 0, 0, 9,
|
||||
242, 0, 16, 0, 0, 0, 0, 0, 70, 16, 16, 0, 2, 0, 0, 0, 70, 126, 16, 0, 0, 0, 0, 0, 0, 96, 16, 0, 0, 0, 0, 0, 56, 0, 0,
|
||||
7, 242, 32, 16, 0, 0, 0, 0, 0, 70, 14, 16, 0, 0, 0, 0, 0, 70, 30, 16, 0, 1, 0, 0, 0, 62, 0, 0, 1, 83, 84, 65, 84, 116,
|
||||
0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 96,
|
||||
4, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 64, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0, 0, 50, 0, 0, 0, 22, 0,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 104, 0, 0, 0, 76, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255,
|
||||
255, 0, 0, 0, 0, 153, 0, 0, 0, 125, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 168, 0, 0, 0, 1, 0,
|
||||
0, 0, 0, 0, 0, 0, 184, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 200, 0, 0, 0, 6, 0, 0, 0, 0,
|
||||
0, 0, 0, 7, 0, 0, 0, 88, 4, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 4, 7, 0, 0
|
||||
};
|
||||
|
||||
#endregion // SpriteBatchShader
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -53,6 +53,7 @@
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="RasterizerStateGL3.cs" />
|
||||
<Compile Include="SamplerStateGL3.cs" />
|
||||
<Compile Include="ShaderByteCode.cs" />
|
||||
<Compile Include="Texture2DGL3.cs" />
|
||||
<Compile Include="VertexBufferGL3.cs" />
|
||||
<Compile Include="WindowsGameHost.cs" />
|
||||
@ -65,6 +66,9 @@
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<PropertyGroup>
|
||||
<PreBuildEvent>"$(ProjectDir)../Tools/bin/sscg.exe" ../../shader/GL3/build.xml</PreBuildEvent>
|
||||
</PropertyGroup>
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
|
263
ANX.Framework.Windows.GL3/ShaderByteCode.cs
Normal file
263
ANX.Framework.Windows.GL3/ShaderByteCode.cs
Normal file
@ -0,0 +1,263 @@
|
||||
#region Using Statements
|
||||
using System;
|
||||
#endregion // Using Statements
|
||||
|
||||
#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
|
||||
{
|
||||
internal static class ShaderByteCode
|
||||
{
|
||||
#region SpriteBatchShader
|
||||
internal static byte[] SpriteBatchByteCode = new byte[]
|
||||
{
|
||||
047,
|
||||
047, 013, 010, 047, 047, 032, 084, 104, 105, 115, 032, 102, 105, 108, 101, 032, 105, 115, 032, 112,
|
||||
097, 114, 116, 032, 111, 102, 032, 116, 104, 101, 032, 065, 078, 088, 046, 070, 114, 097, 109, 101,
|
||||
119, 111, 114, 107, 032, 099, 114, 101, 097, 116, 101, 100, 032, 098, 121, 032, 116, 104, 101, 032,
|
||||
034, 065, 078, 088, 046, 070, 114, 097, 109, 101, 119, 111, 114, 107, 032, 100, 101, 118, 101, 108,
|
||||
111, 112, 101, 114, 032, 103, 114, 111, 117, 112, 034, 046, 013, 010, 047, 047, 013, 010, 047, 047,
|
||||
032, 084, 104, 105, 115, 032, 102, 105, 108, 101, 032, 105, 115, 032, 114, 101, 108, 101, 097, 115,
|
||||
101, 100, 032, 117, 110, 100, 101, 114, 032, 116, 104, 101, 032, 077, 115, 045, 080, 076, 032, 108,
|
||||
105, 099, 101, 110, 115, 101, 046, 013, 010, 047, 047, 013, 010, 047, 047, 013, 010, 047, 047, 013,
|
||||
010, 047, 047, 032, 077, 105, 099, 114, 111, 115, 111, 102, 116, 032, 080, 117, 098, 108, 105, 099,
|
||||
032, 076, 105, 099, 101, 110, 115, 101, 032, 040, 077, 115, 045, 080, 076, 041, 013, 010, 047, 047,
|
||||
013, 010, 047, 047, 032, 084, 104, 105, 115, 032, 108, 105, 099, 101, 110, 115, 101, 032, 103, 111,
|
||||
118, 101, 114, 110, 115, 032, 117, 115, 101, 032, 111, 102, 032, 116, 104, 101, 032, 097, 099, 099,
|
||||
111, 109, 112, 097, 110, 121, 105, 110, 103, 032, 115, 111, 102, 116, 119, 097, 114, 101, 046, 032,
|
||||
073, 102, 032, 121, 111, 117, 032, 117, 115, 101, 032, 116, 104, 101, 032, 115, 111, 102, 116, 119,
|
||||
097, 114, 101, 044, 032, 121, 111, 117, 032, 097, 099, 099, 101, 112, 116, 032, 116, 104, 105, 115,
|
||||
032, 108, 105, 099, 101, 110, 115, 101, 046, 032, 013, 010, 047, 047, 032, 073, 102, 032, 121, 111,
|
||||
117, 032, 100, 111, 032, 110, 111, 116, 032, 097, 099, 099, 101, 112, 116, 032, 116, 104, 101, 032,
|
||||
108, 105, 099, 101, 110, 115, 101, 044, 032, 100, 111, 032, 110, 111, 116, 032, 117, 115, 101, 032,
|
||||
116, 104, 101, 032, 115, 111, 102, 116, 119, 097, 114, 101, 046, 013, 010, 047, 047, 013, 010, 047,
|
||||
047, 032, 049, 046, 068, 101, 102, 105, 110, 105, 116, 105, 111, 110, 115, 013, 010, 047, 047, 032,
|
||||
032, 032, 084, 104, 101, 032, 116, 101, 114, 109, 115, 032, 034, 114, 101, 112, 114, 111, 100, 117,
|
||||
099, 101, 044, 034, 032, 034, 114, 101, 112, 114, 111, 100, 117, 099, 116, 105, 111, 110, 044, 034,
|
||||
032, 034, 100, 101, 114, 105, 118, 097, 116, 105, 118, 101, 032, 119, 111, 114, 107, 115, 044, 034,
|
||||
032, 097, 110, 100, 032, 034, 100, 105, 115, 116, 114, 105, 098, 117, 116, 105, 111, 110, 034, 032,
|
||||
104, 097, 118, 101, 032, 116, 104, 101, 032, 115, 097, 109, 101, 032, 109, 101, 097, 110, 105, 110,
|
||||
103, 032, 013, 010, 047, 047, 032, 032, 032, 104, 101, 114, 101, 032, 097, 115, 032, 117, 110, 100,
|
||||
101, 114, 032, 085, 046, 083, 046, 032, 099, 111, 112, 121, 114, 105, 103, 104, 116, 032, 108, 097,
|
||||
119, 046, 013, 010, 047, 047, 032, 032, 032, 065, 032, 034, 099, 111, 110, 116, 114, 105, 098, 117,
|
||||
116, 105, 111, 110, 034, 032, 105, 115, 032, 116, 104, 101, 032, 111, 114, 105, 103, 105, 110, 097,
|
||||
108, 032, 115, 111, 102, 116, 119, 097, 114, 101, 044, 032, 111, 114, 032, 097, 110, 121, 032, 097,
|
||||
100, 100, 105, 116, 105, 111, 110, 115, 032, 111, 114, 032, 099, 104, 097, 110, 103, 101, 115, 032,
|
||||
116, 111, 032, 116, 104, 101, 032, 115, 111, 102, 116, 119, 097, 114, 101, 046, 013, 010, 047, 047,
|
||||
032, 032, 032, 065, 032, 034, 099, 111, 110, 116, 114, 105, 098, 117, 116, 111, 114, 034, 032, 105,
|
||||
115, 032, 097, 110, 121, 032, 112, 101, 114, 115, 111, 110, 032, 116, 104, 097, 116, 032, 100, 105,
|
||||
115, 116, 114, 105, 098, 117, 116, 101, 115, 032, 105, 116, 115, 032, 099, 111, 110, 116, 114, 105,
|
||||
098, 117, 116, 105, 111, 110, 032, 117, 110, 100, 101, 114, 032, 116, 104, 105, 115, 032, 108, 105,
|
||||
099, 101, 110, 115, 101, 046, 013, 010, 047, 047, 032, 032, 032, 034, 076, 105, 099, 101, 110, 115,
|
||||
101, 100, 032, 112, 097, 116, 101, 110, 116, 115, 034, 032, 097, 114, 101, 032, 097, 032, 099, 111,
|
||||
110, 116, 114, 105, 098, 117, 116, 111, 114, 039, 115, 032, 112, 097, 116, 101, 110, 116, 032, 099,
|
||||
108, 097, 105, 109, 115, 032, 116, 104, 097, 116, 032, 114, 101, 097, 100, 032, 100, 105, 114, 101,
|
||||
099, 116, 108, 121, 032, 111, 110, 032, 105, 116, 115, 032, 099, 111, 110, 116, 114, 105, 098, 117,
|
||||
116, 105, 111, 110, 046, 013, 010, 047, 047, 013, 010, 047, 047, 032, 050, 046, 071, 114, 097, 110,
|
||||
116, 032, 111, 102, 032, 082, 105, 103, 104, 116, 115, 013, 010, 047, 047, 032, 032, 032, 040, 065,
|
||||
041, 032, 067, 111, 112, 121, 114, 105, 103, 104, 116, 032, 071, 114, 097, 110, 116, 045, 032, 083,
|
||||
117, 098, 106, 101, 099, 116, 032, 116, 111, 032, 116, 104, 101, 032, 116, 101, 114, 109, 115, 032,
|
||||
111, 102, 032, 116, 104, 105, 115, 032, 108, 105, 099, 101, 110, 115, 101, 044, 032, 105, 110, 099,
|
||||
108, 117, 100, 105, 110, 103, 032, 116, 104, 101, 032, 108, 105, 099, 101, 110, 115, 101, 032, 099,
|
||||
111, 110, 100, 105, 116, 105, 111, 110, 115, 032, 097, 110, 100, 032, 108, 105, 109, 105, 116, 097,
|
||||
116, 105, 111, 110, 115, 032, 013, 010, 047, 047, 032, 032, 032, 032, 032, 032, 032, 105, 110, 032,
|
||||
115, 101, 099, 116, 105, 111, 110, 032, 051, 044, 032, 101, 097, 099, 104, 032, 099, 111, 110, 116,
|
||||
114, 105, 098, 117, 116, 111, 114, 032, 103, 114, 097, 110, 116, 115, 032, 121, 111, 117, 032, 097,
|
||||
032, 110, 111, 110, 045, 101, 120, 099, 108, 117, 115, 105, 118, 101, 044, 032, 119, 111, 114, 108,
|
||||
100, 119, 105, 100, 101, 044, 032, 114, 111, 121, 097, 108, 116, 121, 045, 102, 114, 101, 101, 032,
|
||||
099, 111, 112, 121, 114, 105, 103, 104, 116, 032, 108, 105, 099, 101, 110, 115, 101, 032, 116, 111,
|
||||
032, 013, 010, 047, 047, 032, 032, 032, 032, 032, 032, 032, 114, 101, 112, 114, 111, 100, 117, 099,
|
||||
101, 032, 105, 116, 115, 032, 099, 111, 110, 116, 114, 105, 098, 117, 116, 105, 111, 110, 044, 032,
|
||||
112, 114, 101, 112, 097, 114, 101, 032, 100, 101, 114, 105, 118, 097, 116, 105, 118, 101, 032, 119,
|
||||
111, 114, 107, 115, 032, 111, 102, 032, 105, 116, 115, 032, 099, 111, 110, 116, 114, 105, 098, 117,
|
||||
116, 105, 111, 110, 044, 032, 097, 110, 100, 032, 100, 105, 115, 116, 114, 105, 098, 117, 116, 101,
|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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041, 032, 041, 059, 013, 010, 009, 125, 013, 010, 125, 013, 010
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};
|
||||
#endregion //SpriteBatchShader
|
||||
|
||||
}
|
||||
}
|
@ -58,6 +58,7 @@ EndProject
|
||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "GL3", "GL3", "{E4FFD875-95FC-48F2-8B6D-8483D0B71666}"
|
||||
ProjectSection(SolutionItems) = preProject
|
||||
shader\GL3\build.xml = shader\GL3\build.xml
|
||||
shader\GL3\SpriteBatch_GLSL.fx = shader\GL3\SpriteBatch_GLSL.fx
|
||||
EndProjectSection
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StockShaderCodeGenerator", "Tools\StockShaderCodeGenerator\StockShaderCodeGenerator.csproj", "{D73E5FF4-AE88-4637-8159-120FBDA564BF}"
|
||||
|
@ -46,14 +46,6 @@
|
||||
<ProcessorParameters_OutputFormat>DX10_HLSL</ProcessorParameters_OutputFormat>
|
||||
</Compile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Effects\SpriteEffect.fx">
|
||||
<Name>SpriteEffect</Name>
|
||||
<Importer>EffectImporter</Importer>
|
||||
<Processor>AnxEffectProcessor</Processor>
|
||||
<ProcessorParameters_OutputFormat>DX10_HLSL</ProcessorParameters_OutputFormat>
|
||||
</Compile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Textures\DotWhiteTopLeft5x5.png">
|
||||
<Name>DotWhiteTopLeft5x5</Name>
|
||||
@ -84,14 +76,6 @@
|
||||
<Processor>TextureProcessor</Processor>
|
||||
</Compile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Effects\SpriteEffect_GLSL.fx">
|
||||
<Name>SpriteEffect_GLSL</Name>
|
||||
<Importer>EffectImporter</Importer>
|
||||
<Processor>AnxEffectProcessor</Processor>
|
||||
<ProcessorParameters_OutputFormat>OPEN_GL3_GLSL</ProcessorParameters_OutputFormat>
|
||||
</Compile>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
|
126
Tools/StockShaderCodeGenerator/CodeGenerator.cs
Normal file
126
Tools/StockShaderCodeGenerator/CodeGenerator.cs
Normal file
@ -0,0 +1,126 @@
|
||||
#region Using Statements
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using ANX.Framework.Windows.DX10;
|
||||
using System.IO;
|
||||
|
||||
#endregion // Using Statements
|
||||
|
||||
#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 StockShaderCodeGenerator
|
||||
{
|
||||
public static class CodeGenerator
|
||||
{
|
||||
public static void Generate()
|
||||
{
|
||||
Console.WriteLine("generating output...");
|
||||
|
||||
using (StreamWriter target = new StreamWriter(Configuration.Target, false))
|
||||
{
|
||||
//
|
||||
// write header
|
||||
//
|
||||
target.WriteLine("#region Using Statements");
|
||||
target.WriteLine("using System;");
|
||||
target.WriteLine("#endregion // Using Statements");
|
||||
target.WriteLine();
|
||||
target.WriteLine("#region License");
|
||||
|
||||
foreach (string line in System.IO.File.ReadAllLines(Configuration.LicenseFile))
|
||||
{
|
||||
target.WriteLine(line);
|
||||
}
|
||||
|
||||
target.WriteLine("#endregion // License");
|
||||
target.WriteLine();
|
||||
target.WriteLine("namespace {0}", Configuration.Namespace);
|
||||
target.WriteLine("{");
|
||||
target.WriteLine("\tinternal static class ShaderByteCode");
|
||||
target.WriteLine("\t{");
|
||||
|
||||
for (int i = 0; i < Configuration.Shaders.Count; i++)
|
||||
{
|
||||
Shader s = Configuration.Shaders[i];
|
||||
|
||||
target.WriteLine("\t\t#region {0}Shader", s.Type);
|
||||
target.WriteLine("\t\tinternal static byte[] {0}ByteCode = new byte[]", s.Type);
|
||||
target.WriteLine("\t\t{");
|
||||
|
||||
target.Write("\t\t\t");
|
||||
for (int j = 0; j < s.ByteCode.Length; j++)
|
||||
{
|
||||
target.Write(s.ByteCode[j].ToString("D3"));
|
||||
if (j < s.ByteCode.Length - 1)
|
||||
{
|
||||
target.Write(", ");
|
||||
}
|
||||
|
||||
if (j % 20 == 0)
|
||||
{
|
||||
target.WriteLine();
|
||||
target.Write("\t\t\t");
|
||||
}
|
||||
}
|
||||
|
||||
target.WriteLine();
|
||||
target.WriteLine("\t\t};");
|
||||
target.WriteLine("\t\t#endregion //{0}Shader", s.Type);
|
||||
target.WriteLine();
|
||||
}
|
||||
|
||||
target.WriteLine("\t}");
|
||||
target.WriteLine("}");
|
||||
}
|
||||
|
||||
Console.WriteLine("finished generating output...");
|
||||
}
|
||||
}
|
||||
}
|
115
Tools/StockShaderCodeGenerator/Compiler.cs
Normal file
115
Tools/StockShaderCodeGenerator/Compiler.cs
Normal file
@ -0,0 +1,115 @@
|
||||
#region Using Statements
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using ANX.Framework.Windows.DX10;
|
||||
using ANX.Framework.Windows.GL3;
|
||||
|
||||
#endregion // Using Statements
|
||||
|
||||
#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 StockShaderCodeGenerator
|
||||
{
|
||||
public static class Compiler
|
||||
{
|
||||
public static void GenerateShaders()
|
||||
{
|
||||
Console.WriteLine("generating shaders...");
|
||||
|
||||
for (int i = 0; i < Configuration.Shaders.Count; i++)
|
||||
{
|
||||
Shader s = Configuration.Shaders[i];
|
||||
|
||||
Console.WriteLine("-> loading shader for type '{0}' (file: '{1}')", s.Type, s.Source);
|
||||
String source = String.Empty;
|
||||
if (System.IO.File.Exists(s.Source))
|
||||
{
|
||||
source = System.IO.File.ReadAllText(s.Source);
|
||||
}
|
||||
|
||||
Console.Write("--> compiling shader... ");
|
||||
try
|
||||
{
|
||||
s.ByteCode = CompileShader(s.RenderSystem, source);
|
||||
Console.WriteLine("{0} bytes compiled size", s.ByteCode.Length);
|
||||
s.ShaderCompiled = true;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
s.ShaderCompiled = false;
|
||||
Console.WriteLine("--> error occured while compiling shader: {0}", ex.Message);
|
||||
}
|
||||
|
||||
Configuration.Shaders[i] = s;
|
||||
}
|
||||
|
||||
Console.WriteLine("finished generating shaders...");
|
||||
}
|
||||
|
||||
private static Byte[] CompileShader(string RenderSystem, string sourceCode)
|
||||
{
|
||||
byte[] byteCode;
|
||||
|
||||
switch (RenderSystem)
|
||||
{
|
||||
case "ANX.Framework.Windows.DX10":
|
||||
byteCode = Effect_DX10.CompileFXShader(sourceCode);
|
||||
break;
|
||||
case "ANX.Framework.Windows.GL3":
|
||||
byteCode = EffectGL3.CompileShader(sourceCode);
|
||||
break;
|
||||
default:
|
||||
throw new NotImplementedException("compiling shaders for " + RenderSystem + " not yet implemented...");
|
||||
}
|
||||
|
||||
return byteCode;
|
||||
}
|
||||
}
|
||||
}
|
165
Tools/StockShaderCodeGenerator/Configuration.cs
Normal file
165
Tools/StockShaderCodeGenerator/Configuration.cs
Normal file
@ -0,0 +1,165 @@
|
||||
#region Using Statements
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
#endregion // Using Statements
|
||||
|
||||
#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 StockShaderCodeGenerator
|
||||
{
|
||||
public static class Configuration
|
||||
{
|
||||
private static string buildFileName;
|
||||
private static bool configurationValid;
|
||||
private static string licenseFile;
|
||||
private static string target;
|
||||
private static string outputNamespace;
|
||||
public readonly static List<Shader> Shaders = new List<Shader>();
|
||||
|
||||
public static void LoadConfiguration(String file)
|
||||
{
|
||||
buildFileName = file;
|
||||
|
||||
if (!System.IO.File.Exists(file))
|
||||
{
|
||||
Console.WriteLine("Could not find build file...");
|
||||
return;
|
||||
}
|
||||
|
||||
XDocument doc = XDocument.Load(buildFileName);
|
||||
if (doc.Root.Name.LocalName != "Build")
|
||||
{
|
||||
Console.WriteLine("Failed to load configuration because the build file has no Build-Node as the root element!");
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (doc.Root.HasAttributes)
|
||||
{
|
||||
licenseFile = doc.Root.Attribute("License").Value;
|
||||
if (System.IO.File.Exists(licenseFile))
|
||||
{
|
||||
Console.WriteLine("using license file '{0}' to include", licenseFile);
|
||||
}
|
||||
else
|
||||
{
|
||||
Console.WriteLine("license file '{0}' does not exist", licenseFile);
|
||||
return;
|
||||
}
|
||||
|
||||
target = doc.Root.Attribute("Target").Value;
|
||||
Console.WriteLine("writing output to '{0}'", target);
|
||||
|
||||
outputNamespace = doc.Root.Attribute("Namespace").Value;
|
||||
Console.WriteLine("using namespace '{0}'", outputNamespace);
|
||||
}
|
||||
|
||||
if (doc.Root.HasElements)
|
||||
{
|
||||
XElement[] shaderElements = doc.Root.Elements("Shader").ToArray<XElement>();
|
||||
|
||||
if (shaderElements.Length > 0)
|
||||
{
|
||||
foreach (XElement shaderElement in shaderElements)
|
||||
{
|
||||
Shader shader = new Shader();
|
||||
shader.Type = shaderElement.Attribute("Type").Value;
|
||||
shader.RenderSystem = shaderElement.Attribute("RenderSystem").Value;
|
||||
shader.Source = shaderElement.Attribute("Source").Value;
|
||||
|
||||
Shaders.Add(shader);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Console.WriteLine("no shader tags found in configuration file...");
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
configurationValid = true;
|
||||
}
|
||||
|
||||
public static bool ConfigurationValid
|
||||
{
|
||||
get
|
||||
{
|
||||
return configurationValid;
|
||||
}
|
||||
}
|
||||
|
||||
public static string Target
|
||||
{
|
||||
get
|
||||
{
|
||||
return target;
|
||||
}
|
||||
}
|
||||
|
||||
public static string LicenseFile
|
||||
{
|
||||
get
|
||||
{
|
||||
return licenseFile;
|
||||
}
|
||||
}
|
||||
|
||||
public static string Namespace
|
||||
{
|
||||
get
|
||||
{
|
||||
return outputNamespace;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -3,6 +3,7 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Reflection;
|
||||
|
||||
#endregion // Private Members
|
||||
|
||||
@ -59,8 +60,36 @@ namespace StockShaderCodeGenerator
|
||||
{
|
||||
static void Main(string[] args)
|
||||
{
|
||||
Console.WriteLine(System.IO.Path.GetFullPath("/"));
|
||||
Console.ReadLine();
|
||||
Console.WriteLine("ANX.Framework StockShaderCodeGenerator (sscg) Version " + Assembly.GetExecutingAssembly().GetName().Version);
|
||||
|
||||
string buildFile;
|
||||
|
||||
if (args.Length < 1)
|
||||
{
|
||||
Console.WriteLine("No command line arguments provided. Trying to load build.xml from current directory.");
|
||||
|
||||
buildFile = "build.xml";
|
||||
}
|
||||
else
|
||||
{
|
||||
buildFile = args[0];
|
||||
}
|
||||
|
||||
Console.WriteLine("Creating configuration using '{0}' configuration file.", buildFile);
|
||||
|
||||
Configuration.LoadConfiguration(buildFile);
|
||||
|
||||
if (Configuration.ConfigurationValid)
|
||||
{
|
||||
Compiler.GenerateShaders();
|
||||
}
|
||||
|
||||
CodeGenerator.Generate();
|
||||
|
||||
//#if DEBUG
|
||||
// Console.WriteLine("Press enter to exit.");
|
||||
// Console.ReadLine();
|
||||
//#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -32,5 +32,5 @@ using System.Runtime.InteropServices;
|
||||
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
|
||||
// übernehmen, indem Sie "*" eingeben:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
||||
[assembly: AssemblyVersion("0.7.1.*")]
|
||||
[assembly: AssemblyFileVersion("0.7.1.0")]
|
||||
|
@ -1,3 +1,10 @@
|
||||
#region Using Statements
|
||||
using System;
|
||||
|
||||
#endregion // Using Statements
|
||||
|
||||
#region License
|
||||
|
||||
//
|
||||
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
|
||||
//
|
||||
@ -41,47 +48,16 @@
|
||||
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
|
||||
// particular purpose and non-infringement.
|
||||
|
||||
uniform extern float4x4 MatrixTransform;
|
||||
#endregion // License
|
||||
|
||||
Texture2D<float4> Texture : register(t0);
|
||||
sampler TextureSampler : register(s0);
|
||||
|
||||
struct VertexShaderInput
|
||||
namespace StockShaderCodeGenerator
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float4 col : COLOR;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PixelShaderInput
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float4 col : COLOR;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
PixelShaderInput SpriteVertexShader( VertexShaderInput input )
|
||||
{
|
||||
PixelShaderInput output = (PixelShaderInput)0;
|
||||
|
||||
output.pos = mul(input.pos, MatrixTransform);
|
||||
output.col = input.col;
|
||||
output.tex = input.tex;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 SpritePixelShader( PixelShaderInput input ) : SV_Target
|
||||
{
|
||||
return Texture.Sample(TextureSampler, input.tex) * input.col;
|
||||
}
|
||||
|
||||
technique10 SpriteTechnique
|
||||
{
|
||||
pass SpriteColorPass
|
||||
{
|
||||
SetGeometryShader( 0 );
|
||||
SetVertexShader( CompileShader( vs_4_0, SpriteVertexShader() ) );
|
||||
SetPixelShader( CompileShader( ps_4_0, SpritePixelShader() ) );
|
||||
}
|
||||
public struct Shader
|
||||
{
|
||||
public string Type;
|
||||
public string Source;
|
||||
public string RenderSystem;
|
||||
public bool ShaderCompiled;
|
||||
public byte[] ByteCode;
|
||||
}
|
||||
}
|
@ -43,8 +43,26 @@
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Configuration.cs" />
|
||||
<Compile Include="Compiler.cs" />
|
||||
<Compile Include="CodeGenerator.cs" />
|
||||
<Compile Include="Program.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="Shader.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
|
||||
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
||||
<Name>ANX.Framework.Windows.DX10</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\ANX.Framework.Windows.GL3\ANX.Framework.Windows.GL3.csproj">
|
||||
<Project>{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}</Project>
|
||||
<Name>ANX.Framework.Windows.GL3</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\ANX.Framework\ANX.Framework.csproj">
|
||||
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
||||
<Name>ANX.Framework</Name>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
|
@ -0,0 +1,87 @@
|
||||
//
|
||||
// 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.
|
||||
|
||||
uniform extern float4x4 MatrixTransform;
|
||||
|
||||
Texture2D<float4> Texture : register(t0);
|
||||
sampler TextureSampler : register(s0);
|
||||
|
||||
struct VertexShaderInput
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float4 col : COLOR;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PixelShaderInput
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float4 col : COLOR;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
PixelShaderInput SpriteVertexShader( VertexShaderInput input )
|
||||
{
|
||||
PixelShaderInput output = (PixelShaderInput)0;
|
||||
|
||||
output.pos = mul(input.pos, MatrixTransform);
|
||||
output.col = input.col;
|
||||
output.tex = input.tex;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 SpritePixelShader( PixelShaderInput input ) : SV_Target
|
||||
{
|
||||
return Texture.Sample(TextureSampler, input.tex) * input.col;
|
||||
}
|
||||
|
||||
technique10 SpriteTechnique
|
||||
{
|
||||
pass SpriteColorPass
|
||||
{
|
||||
SetGeometryShader( 0 );
|
||||
SetVertexShader( CompileShader( vs_4_0, SpriteVertexShader() ) );
|
||||
SetPixelShader( CompileShader( ps_4_0, SpritePixelShader() ) );
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<Build License="../../doc/license.txt"
|
||||
Target="../../ANX.Framework.Windows.DX10/ShaderByteCode.cs"
|
||||
Namespace="ANX.Framework.Windows.DX10">
|
||||
<Shader Type="SpriteBatch"
|
||||
Source="../../Shader/DX10/SpriteBatch.fx"
|
||||
RenderSystem="ANX.Framework.Windows.DX10"
|
||||
/>
|
||||
</Build>
|
@ -43,6 +43,7 @@
|
||||
|
||||
uniform mat4 MatrixTransform;
|
||||
|
||||
//TODO: rewrite to GLSL from here on
|
||||
Texture2D<float4> Texture : register(t0);
|
||||
sampler TextureSampler : register(s0);
|
||||
|
@ -0,0 +1,9 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<Build License="../../doc/license.txt"
|
||||
Target="../../ANX.Framework.Windows.GL3/ShaderByteCode.cs"
|
||||
Namespace="ANX.Framework.Windows.GL3">
|
||||
<Shader Type="SpriteBatch"
|
||||
Source="../../Shader/GL3/SpriteBatch_GLSL.fx"
|
||||
RenderSystem="ANX.Framework.Windows.GL3"
|
||||
/>
|
||||
</Build>
|
Loading…
x
Reference in New Issue
Block a user