diff --git a/ANX.Framework.Windows.DX10/ANX.Framework.Windows.DX10.csproj b/ANX.Framework.Windows.DX10/ANX.Framework.Windows.DX10.csproj
index 8df5dec8..0b10fb20 100644
--- a/ANX.Framework.Windows.DX10/ANX.Framework.Windows.DX10.csproj
+++ b/ANX.Framework.Windows.DX10/ANX.Framework.Windows.DX10.csproj
@@ -88,6 +88,9 @@
+
+ "$(ProjectDir)../Tools/bin/sscg.exe" ../../shader/DX10/build.xml
+
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;
+ }
+ }
+}
diff --git a/Tools/StockShaderCodeGenerator/Configuration.cs b/Tools/StockShaderCodeGenerator/Configuration.cs
new file mode 100644
index 00000000..d1addab7
--- /dev/null
+++ b/Tools/StockShaderCodeGenerator/Configuration.cs
@@ -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 Shaders = new List();
+
+ 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();
+
+ 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;
+ }
+ }
+ }
+}
diff --git a/Tools/StockShaderCodeGenerator/Program.cs b/Tools/StockShaderCodeGenerator/Program.cs
index 49bdc14f..1445d907 100644
--- a/Tools/StockShaderCodeGenerator/Program.cs
+++ b/Tools/StockShaderCodeGenerator/Program.cs
@@ -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
}
}
}
diff --git a/Tools/StockShaderCodeGenerator/Properties/AssemblyInfo.cs b/Tools/StockShaderCodeGenerator/Properties/AssemblyInfo.cs
index 6bbf8cf9..0c56655e 100644
--- a/Tools/StockShaderCodeGenerator/Properties/AssemblyInfo.cs
+++ b/Tools/StockShaderCodeGenerator/Properties/AssemblyInfo.cs
@@ -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")]
diff --git a/Samples/SampleContent/Effects/SpriteEffect.fx b/Tools/StockShaderCodeGenerator/Shader.cs
similarity index 75%
rename from Samples/SampleContent/Effects/SpriteEffect.fx
rename to Tools/StockShaderCodeGenerator/Shader.cs
index bb65c2f3..6d41e516 100644
--- a/Samples/SampleContent/Effects/SpriteEffect.fx
+++ b/Tools/StockShaderCodeGenerator/Shader.cs
@@ -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 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;
+ }
}
diff --git a/Tools/StockShaderCodeGenerator/StockShaderCodeGenerator.csproj b/Tools/StockShaderCodeGenerator/StockShaderCodeGenerator.csproj
index 42fa0c91..7c638ba0 100644
--- a/Tools/StockShaderCodeGenerator/StockShaderCodeGenerator.csproj
+++ b/Tools/StockShaderCodeGenerator/StockShaderCodeGenerator.csproj
@@ -43,8 +43,26 @@
+
+
+
+
+
+
+
+ {5BE49183-2F6F-4527-AC90-D816911FCF90}
+ ANX.Framework.Windows.DX10
+
+
+ {EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}
+ ANX.Framework.Windows.GL3
+
+
+ {6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}
+ ANX.Framework
+