- Translated the AlphaTest shader to GLSL (needs some more testing)
- Added a bunch of Development attributes - Fixed a class file name that was different from the class name itself
This commit is contained in:
parent
663dff347d
commit
73b50ab6c3
@ -1,5 +1,6 @@
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#region Using Statements
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using System;
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using ANX.Framework.NonXNA.RenderSystem;
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using Microsoft.Xna.Framework.Content.Pipeline;
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using ANX.RenderSystem.Windows.DX10;
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@ -3,6 +3,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.ComponentModel;
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using ANX.Framework.NonXNA.RenderSystem;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Content.Pipeline;
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@ -2,6 +2,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using ANX.Framework.NonXNA.RenderSystem;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Content.Pipeline;
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@ -65,7 +65,7 @@
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<Compile Include="ContainmentType.cs" />
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<Compile Include="Content\ContentSerializerAttribute.cs" />
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<Compile Include="Content\ContentSerializerIgnoreAttribute.cs" />
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<Compile Include="Content\ContentSerializerItemNameAttribute.cs" />
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<Compile Include="Content\ContentSerializerCollectionItemNameAttribute.cs" />
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<Compile Include="Content\ContentSerializerRuntimeTypeAttribute.cs" />
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<Compile Include="Content\ContentSerializerTypeVersionAttribute.cs" />
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<Compile Include="Content\Decompressor.cs" />
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@ -65,7 +65,7 @@
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<Compile Include="ContainmentType.cs" />
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<Compile Include="Content\ContentSerializerAttribute.cs" />
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<Compile Include="Content\ContentSerializerIgnoreAttribute.cs" />
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<Compile Include="Content\ContentSerializerItemNameAttribute.cs" />
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<Compile Include="Content\ContentSerializerCollectionItemNameAttribute.cs" />
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<Compile Include="Content\ContentSerializerRuntimeTypeAttribute.cs" />
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<Compile Include="Content\ContentSerializerTypeVersionAttribute.cs" />
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<Compile Include="Content\Decompressor.cs" />
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@ -67,7 +67,7 @@
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<Compile Include="ContainmentType.cs" />
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<Compile Include="Content\ContentSerializerAttribute.cs" />
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<Compile Include="Content\ContentSerializerIgnoreAttribute.cs" />
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<Compile Include="Content\ContentSerializerItemNameAttribute.cs" />
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<Compile Include="Content\ContentSerializerCollectionItemNameAttribute.cs" />
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<Compile Include="Content\ContentSerializerRuntimeTypeAttribute.cs" />
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<Compile Include="Content\ContentSerializerTypeVersionAttribute.cs" />
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<Compile Include="Content\Decompressor.cs" />
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@ -68,7 +68,7 @@
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<Compile Include="ContainmentType.cs" />
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<Compile Include="Content\ContentSerializerAttribute.cs" />
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<Compile Include="Content\ContentSerializerIgnoreAttribute.cs" />
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<Compile Include="Content\ContentSerializerItemNameAttribute.cs" />
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<Compile Include="Content\ContentSerializerCollectionItemNameAttribute.cs" />
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<Compile Include="Content\ContentSerializerRuntimeTypeAttribute.cs" />
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<Compile Include="Content\ContentSerializerTypeVersionAttribute.cs" />
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<Compile Include="Content\Decompressor.cs" />
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@ -14,7 +14,9 @@ namespace ANX.Framework.Content
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#if !WINDOWSMETRO //TODO: search replacement for Win8
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[SerializableAttribute]
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#endif
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[PercentageComplete(95)]
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[Developer("GinieDP")]
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[TestState(TestStateAttribute.TestState.Untested)]
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public class ContentLoadException : Exception
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{
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/// <summary>
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@ -11,6 +11,7 @@ using ANX.Framework.NonXNA.Development;
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namespace ANX.Framework.Content
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{
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[Developer("GinieDP")]
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[TestState(TestStateAttribute.TestState.Untested)]
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public class ContentManager : IDisposable
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{
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#region Constants
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@ -16,6 +16,7 @@ using ANX.Framework.NonXNA.Development;
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namespace ANX.Framework.Content
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{
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[Developer("GinieDP")]
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[TestState(TestStateAttribute.TestState.Untested)]
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public sealed class ContentReader : BinaryReader
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{
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private GraphicsProfile graphicsProfile;
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@ -11,7 +11,9 @@ using ANX.Framework.NonXNA.Development;
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namespace ANX.Framework.Content
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{
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[AttributeUsage(AttributeTargets.Property | AttributeTargets.Field)]
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[PercentageComplete(100)]
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[Developer("GinieDP")]
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[TestState(TestStateAttribute.TestState.Untested)]
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public sealed class ContentSerializerAttribute : Attribute
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{
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public string ElementName { get; set; }
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@ -20,25 +22,22 @@ namespace ANX.Framework.Content
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public bool Optional { get; set; }
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private bool allowNull = true;
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public bool AllowNull
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{
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get { return this.allowNull; }
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set { this.allowNull = value; }
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}
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public bool AllowNull { get; set; }
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public bool SharedResource { get; set; }
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private string collectionItemName;
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public ContentSerializerAttribute()
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{
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AllowNull = true;
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}
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public string CollectionItemName
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{
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get
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{
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if (string.IsNullOrEmpty(this.collectionItemName))
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{
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return "Item";
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}
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return this.collectionItemName;
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return string.IsNullOrEmpty(this.collectionItemName) ? "Item" : this.collectionItemName;
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}
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set
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{
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@ -65,7 +64,7 @@ namespace ANX.Framework.Content
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ElementName = this.ElementName,
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FlattenContent = this.FlattenContent,
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Optional = this.Optional,
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allowNull = this.allowNull,
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AllowNull = this.AllowNull,
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SharedResource = this.SharedResource,
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collectionItemName = this.collectionItemName
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};
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@ -7,27 +7,21 @@ using ANX.Framework.NonXNA.Development;
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namespace ANX.Framework.Content
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{
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[AttributeUsage(AttributeTargets.Class)]
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[AttributeUsage(AttributeTargets.Class)]
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[PercentageComplete(100)]
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[Developer("GinieDP")]
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[TestState(TestStateAttribute.TestState.Untested)]
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public sealed class ContentSerializerCollectionItemNameAttribute : Attribute
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{
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private string collectionItemName;
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public string CollectionItemName { get; private set; }
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public string CollectionItemName
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{
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get
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{
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return this.collectionItemName;
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}
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}
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public ContentSerializerCollectionItemNameAttribute(string collectionItemName)
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public ContentSerializerCollectionItemNameAttribute(string collectionItemName)
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{
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if (string.IsNullOrEmpty(collectionItemName))
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{
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throw new ArgumentNullException("collectionItemName");
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}
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this.collectionItemName = collectionItemName;
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this.CollectionItemName = collectionItemName;
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}
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}
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}
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@ -10,8 +10,10 @@ using ANX.Framework.NonXNA.Development;
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namespace ANX.Framework.Content
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{
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[AttributeUsage(AttributeTargets.Property | AttributeTargets.Field)]
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[AttributeUsage(AttributeTargets.Property | AttributeTargets.Field)]
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[PercentageComplete(100)]
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[Developer("GinieDP")]
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[TestState(TestStateAttribute.TestState.Untested)]
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public sealed class ContentSerializerIgnoreAttribute : Attribute
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{
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}
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namespace ANX.Framework.Content
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{
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[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct)]
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[PercentageComplete(100)]
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[Developer("GinieDP")]
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[TestState(TestStateAttribute.TestState.Untested)]
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public sealed class ContentSerializerRuntimeTypeAttribute : Attribute
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{
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public string RuntimeType
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{
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get;
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private set;
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}
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public string RuntimeType { get; private set; }
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public ContentSerializerRuntimeTypeAttribute(string runtimeType)
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{
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namespace ANX.Framework.Content
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{
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[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct)]
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[PercentageComplete(100)]
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[Developer("GinieDP")]
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[TestState(TestStateAttribute.TestState.Untested)]
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public sealed class ContentSerializerTypeVersionAttribute : Attribute
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{
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public int TypeVersion
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{
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get;
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private set;
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}
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public int TypeVersion { get; private set; }
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public ContentSerializerTypeVersionAttribute(int typeVersion)
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{
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this.TypeVersion = typeVersion;
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namespace ANX.Framework.Content
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{
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[Developer("GinieDP")]
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[TestState(TestStateAttribute.TestState.Untested)]
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public sealed class ContentTypeReaderManager
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{
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private ContentReader contentReader;
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namespace ANX.Framework.Content
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{
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[PercentageComplete(100)]
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[Developer("GinieDP")]
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[TestState(TestStateAttribute.TestState.Untested)]
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public class EffectMaterialReader : ContentTypeReader<EffectMaterial>
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{
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protected internal override EffectMaterial Read(ContentReader input, EffectMaterial existingInstance)
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@ -1,10 +1,10 @@
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#region Using Statements
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using System;
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using System.IO;
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using ANX.Framework.ContentPipeline;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using ANX.Framework.NonXNA.Development;
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using ANX.Framework.NonXNA.RenderSystem;
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#endregion // Using Statements
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@ -2,7 +2,6 @@
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA.Development;
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#endregion // Using Statements
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// This file is part of the ANX.Framework created by the
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@ -11,7 +10,9 @@ using ANX.Framework.NonXNA.Development;
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namespace ANX.Framework.Content
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{
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[PercentageComplete(100)]
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[Developer("GinieDP")]
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[TestState(TestStateAttribute.TestState.Untested)]
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public class IndexBufferReader : ContentTypeReader<IndexBuffer>
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{
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protected internal override IndexBuffer Read(ContentReader input, IndexBuffer existingInstance)
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#region Using Statements
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using System;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using ANX.Framework.NonXNA.Development;
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#endregion // Using Statements
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@ -12,25 +11,13 @@ using ANX.Framework.NonXNA.Development;
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namespace ANX.Framework.Content
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{
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[PercentageComplete(100)]
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[Developer("GinieDP")]
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[TestState(TestStateAttribute.TestState.Untested)]
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public class ModelReader : ContentTypeReader<Model>
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{
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protected internal override Model Read(ContentReader input, Model existingInstance)
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{
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IServiceProvider service = input.ContentManager.ServiceProvider;
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var rfc = service.GetService(typeof(IRenderSystemCreator)) as IRenderSystemCreator;
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if (rfc == null)
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{
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throw new ContentLoadException("Service not found IRenderFrameworkCreator");
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}
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var gds = service.GetService(typeof(IGraphicsDeviceService)) as IGraphicsDeviceService;
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if (gds == null)
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{
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throw new ContentLoadException("Service not found IGraphicsDeviceService");
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}
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ModelBoneCollection bones = ReadBones(input);
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ModelMeshCollection meshes = ReadMeshes(input, bones);
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ModelBone rootBone = ReadBoneReference(input, bones);
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@ -69,15 +56,7 @@ namespace ANX.Framework.Content
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private int ReadBoneIndex(ContentReader reader, int bones)
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{
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int index = 0;
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if (bones < 255)
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{
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index = (int)reader.ReadByte();
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}
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else
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{
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index = (int)reader.ReadInt32();
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}
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int index = bones < 255 ? reader.ReadByte() : reader.ReadInt32();
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return index - 1;
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}
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|
@ -10,7 +10,9 @@ using ANX.Framework.NonXNA.Development;
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namespace ANX.Framework.Content
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{
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[PercentageComplete(100)]
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[Developer("GinieDP")]
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[TestState(TestStateAttribute.TestState.Untested)]
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public class SkinnedEffectReader : ContentTypeReader<SkinnedEffect>
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{
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protected internal override SkinnedEffect Read(ContentReader input, SkinnedEffect existingInstance)
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@ -13,6 +13,7 @@ namespace ANX.Framework.Content
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#if !WINDOWSMETRO
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[Developer("GinieDP")]
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[TestState(TestStateAttribute.TestState.Untested)]
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public class ReflectiveReader<T> : ContentTypeReader
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{
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private int typeVersion;
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|
@ -9,13 +9,14 @@ using ANX.Framework.NonXNA.Development;
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namespace ANX.Framework.Content
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{
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[PercentageComplete(80)]
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[Developer("GinieDP")]
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[TestState(TestStateAttribute.TestState.Untested)]
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public class ResourceContentManager : ContentManager
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{
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private ResourceManager resource;
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private readonly ResourceManager resource;
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public ResourceContentManager(IServiceProvider servicesProvider,
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ResourceManager resource)
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public ResourceContentManager(IServiceProvider servicesProvider, ResourceManager resource)
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: base(servicesProvider)
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{
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if (resource == null)
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|
@ -10,7 +10,7 @@ using ANX.Framework.NonXNA.Development;
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namespace ANX.Framework.Graphics
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{
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[PercentageComplete(70)]
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[PercentageComplete(100)]
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[TestState(TestStateAttribute.TestState.Untested)]
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public class RenderTarget2D : Texture2D, IDynamicGraphicsResource
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{
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@ -90,18 +90,16 @@ namespace ANX.Framework.Graphics
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}
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#endregion
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protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
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{
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throw new NotImplementedException();
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||||
}
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protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposeManaged)
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||||
{
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base.Dispose(false);
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}
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void IDynamicGraphicsResource.SetContentLost(bool isContentLost)
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void IDynamicGraphicsResource.SetContentLost(bool isContentLost)
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{
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this.IsContentLost = isContentLost;
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if (isContentLost)
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raise_ContentLost(this, EventArgs.Empty);
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|
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throw new NotImplementedException();
|
||||
}
|
||||
|
||||
protected void raise_ContentLost(object sender, EventArgs args)
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||||
|
@ -1,14 +1,12 @@
|
||||
#region Using Statements
|
||||
using System;
|
||||
|
||||
#endregion // Using Statements
|
||||
using ANX.Framework.NonXNA.Development;
|
||||
|
||||
// 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.Framework.ContentPipeline
|
||||
namespace ANX.Framework.NonXNA.RenderSystem
|
||||
{
|
||||
[Developer("Glatzemann")]
|
||||
public enum EffectProcessorOutputFormat : byte
|
||||
{
|
||||
XNA_BYTE_CODE = 0,
|
||||
|
@ -246,7 +246,12 @@ namespace ANX.RenderSystem.GL3
|
||||
#region DrawIndexedPrimitives
|
||||
public void DrawIndexedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices,
|
||||
int startIndex, int primitiveCount, IndexBuffer indexBuffer)
|
||||
{
|
||||
{
|
||||
if (indexBuffer != null)
|
||||
{
|
||||
SetIndexBuffer(indexBuffer);
|
||||
}
|
||||
|
||||
// TODO: baseVertex, minVertexIndex, numVertices, startIndex
|
||||
DrawElementsType elementsType = boundIndexBuffer.elementSize == IndexElementSize.SixteenBits ?
|
||||
DrawElementsType.UnsignedShort :
|
||||
@ -264,7 +269,12 @@ namespace ANX.RenderSystem.GL3
|
||||
public void DrawInstancedPrimitives(PrimitiveType primitiveType,
|
||||
int baseVertex, int minVertexIndex, int numVertices, int startIndex,
|
||||
int primitiveCount, int instanceCount, IndexBuffer indexBuffer)
|
||||
{
|
||||
{
|
||||
if (indexBuffer != null)
|
||||
{
|
||||
SetIndexBuffer(indexBuffer);
|
||||
}
|
||||
|
||||
//GL.DrawArraysInstanced(
|
||||
// DatatypesMapping.PrimitiveTypeToBeginMode(primitiveType),
|
||||
// baseVertex, numVertices, instanceCount);
|
||||
|
@ -60,49 +60,190 @@ namespace ANX.Framework.GL3
|
||||
#region AlphaTestEffectShader
|
||||
internal static byte[] AlphaTestEffectByteCode = new byte[]
|
||||
{
|
||||
187, 004, 118, 101, 114, 116, 101, 120, 115, 104, 097, 100, 101, 114, 115,
|
||||
123, 115, 104, 097, 100, 101, 114, 032, 034, 083, 112, 114, 105, 116, 101,
|
||||
086, 101, 114, 116, 101, 120, 083, 104, 097, 100, 101, 114, 034, 123, 117,
|
||||
110, 105, 102, 111, 114, 109, 032, 109, 097, 116, 052, 032, 077, 097, 116,
|
||||
114, 105, 120, 084, 114, 097, 110, 115, 102, 111, 114, 109, 059, 097, 116,
|
||||
116, 114, 105, 098, 117, 116, 101, 032, 118, 101, 099, 052, 032, 112, 111,
|
||||
115, 059, 097, 116, 116, 114, 105, 098, 117, 116, 101, 032, 118, 101, 099,
|
||||
052, 032, 099, 111, 108, 059, 097, 116, 116, 114, 105, 098, 117, 116, 101,
|
||||
032, 118, 101, 099, 050, 032, 116, 101, 120, 059, 118, 097, 114, 121, 105,
|
||||
110, 103, 032, 118, 101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101,
|
||||
067, 111, 108, 111, 114, 059, 118, 097, 114, 121, 105, 110, 103, 032, 118,
|
||||
101, 099, 050, 032, 100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067,
|
||||
111, 111, 114, 100, 059, 118, 111, 105, 100, 032, 109, 097, 105, 110, 040,
|
||||
032, 041, 123, 103, 108, 095, 080, 111, 115, 105, 116, 105, 111, 110, 061,
|
||||
077, 097, 116, 114, 105, 120, 084, 114, 097, 110, 115, 102, 111, 114, 109,
|
||||
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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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||||
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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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||||
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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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||||
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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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||||
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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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||||
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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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||||
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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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||||
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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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||||
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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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||||
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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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||||
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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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|
||||
114, 046, 097, 044, 115, 112, 101, 099, 117, 108, 097, 114, 046, 119, 041,
|
||||
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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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||||
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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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||||
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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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||||
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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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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
113, 117, 101, 032, 034, 065, 108, 112, 104, 097, 084, 101, 115, 116, 078,
|
||||
111, 070, 111, 103, 069, 113, 078, 101, 034, 123, 118, 101, 114, 116, 101,
|
||||
120, 032, 034, 086, 083, 065, 108, 112, 104, 097, 084, 101, 115, 116, 078,
|
||||
111, 070, 111, 103, 034, 102, 114, 097, 103, 109, 101, 110, 116, 032, 034,
|
||||
080, 083, 065, 108, 112, 104, 097, 084, 101, 115, 116, 069, 113, 078, 101,
|
||||
078, 111, 070, 111, 103, 034, 125, 116, 101, 099, 104, 110, 105, 113, 117,
|
||||
101, 032, 034, 065, 108, 112, 104, 097, 084, 101, 115, 116, 086, 101, 114,
|
||||
116, 101, 120, 067, 111, 108, 111, 114, 069, 113, 078, 101, 034, 123, 118,
|
||||
101, 114, 116, 101, 120, 032, 034, 086, 083, 065, 108, 112, 104, 097, 084,
|
||||
101, 115, 116, 086, 101, 114, 116, 101, 120, 067, 111, 108, 111, 114, 034,
|
||||
102, 114, 097, 103, 109, 101, 110, 116, 032, 034, 080, 083, 065, 108, 112,
|
||||
104, 097, 084, 101, 115, 116, 069, 113, 078, 101, 034, 125, 116, 101, 099,
|
||||
104, 110, 105, 113, 117, 101, 032, 034, 065, 108, 112, 104, 097, 084, 101,
|
||||
115, 116, 086, 101, 114, 116, 101, 120, 067, 111, 108, 111, 114, 078, 111,
|
||||
070, 111, 103, 069, 113, 078, 101, 034, 123, 118, 101, 114, 116, 101, 120,
|
||||
032, 034, 086, 083, 065, 108, 112, 104, 097, 084, 101, 115, 116, 086, 101,
|
||||
114, 116, 101, 120, 067, 111, 108, 111, 114, 078, 111, 070, 111, 103, 034,
|
||||
102, 114, 097, 103, 109, 101, 110, 116, 032, 034, 080, 083, 065, 108, 112,
|
||||
104, 097, 084, 101, 115, 116, 069, 113, 078, 101, 078, 111, 070, 111, 103,
|
||||
034, 125, 125, 193, 056, 059, 035, 234, 141, 192, 107, 211, 052, 014, 143,
|
||||
102, 144, 054, 000, 204, 207, 103, 231, 232, 152, 090, 168, 195, 202, 210,
|
||||
162, 091, 102, 172, 085, 224, 057, 027, 090, 158, 206, 009, 220, 150, 105,
|
||||
239, 222, 004, 062, 068, 220, 123, 245, 186, 062, 221, 115, 080, 144, 004,
|
||||
124, 076, 234, 063, 132, 204, 155
|
||||
};
|
||||
#endregion //AlphaTestEffectShader
|
||||
|
||||
|
@ -105,6 +105,10 @@
|
||||
<Project>{068EB2E9-963C-4E1B-8831-E25011F11FFE}</Project>
|
||||
<Name>ANX.PlatformSystem.Windows</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.GL3\ANX.RenderSystem.GL3.csproj">
|
||||
<Project>{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}</Project>
|
||||
<Name>ANX.RenderSystem.GL3</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\RenderSystems\ANX.RenderSystem.Windows.DX10\ANX.RenderSystem.Windows.DX10.csproj">
|
||||
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
||||
<Name>ANX.RenderSystem.Windows.DX10</Name>
|
||||
|
@ -103,6 +103,10 @@
|
||||
<Project>{068EB2E9-963C-4E1B-8831-E25011F11FFE}</Project>
|
||||
<Name>ANX.PlatformSystem.Windows</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.GL3\ANX.RenderSystem.GL3_Linux.csproj">
|
||||
<Project>{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}</Project>
|
||||
<Name>ANX.RenderSystem.GL3</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\RenderSystems\ANX.RenderSystem.Windows.DX10\ANX.RenderSystem.Windows.DX10_Linux.csproj">
|
||||
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
||||
<Name>ANX.RenderSystem.Windows.DX10</Name>
|
||||
|
@ -103,6 +103,10 @@
|
||||
<Project>{068EB2E9-963C-4E1B-8831-E25011F11FFE}</Project>
|
||||
<Name>ANX.PlatformSystem.Windows</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.GL3\ANX.RenderSystem.GL3_PSVita.csproj">
|
||||
<Project>{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}</Project>
|
||||
<Name>ANX.RenderSystem.GL3</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\RenderSystems\ANX.RenderSystem.Windows.DX10\ANX.RenderSystem.Windows.DX10_PSVita.csproj">
|
||||
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
||||
<Name>ANX.RenderSystem.Windows.DX10</Name>
|
||||
|
@ -11,9 +11,9 @@ namespace AlphaTestEffectSample
|
||||
{
|
||||
static void Main(string[] args)
|
||||
{
|
||||
AddInSystemFactory.Instance.SetPreferredSystem(AddInType.RenderSystem, "DirectX10");
|
||||
AddInSystemFactory.Instance.SetPreferredSystem(AddInType.RenderSystem, "DirectX10");
|
||||
//AddInSystemFactory.Instance.SetPreferredSystem(AddInType.RenderSystem, "DirectX11");
|
||||
//AddInSystemFactory.Instance.SetPreferredSystem(AddInType.RenderSystem, "OpenGL3");
|
||||
//AddInSystemFactory.Instance.SetPreferredSystem(AddInType.RenderSystem, "OpenGL3");
|
||||
|
||||
using (Game1 game = new Game1())
|
||||
{
|
||||
|
@ -1,6 +1,5 @@
|
||||
using System;
|
||||
using System.Reflection;
|
||||
using System.Diagnostics;
|
||||
|
||||
// This file is part of the ANX.Framework created by the
|
||||
// "ANX.Framework developer group" and released under the Ms-PL license.
|
||||
@ -22,13 +21,14 @@ namespace StockShaderCodeGenerator
|
||||
}
|
||||
}
|
||||
|
||||
Program.TraceListener.WriteLine("ANX.Framework StockShaderCodeGenerator (sscg) Version " + Assembly.GetExecutingAssembly().GetName().Version);
|
||||
TraceListener.WriteLine("ANX.Framework StockShaderCodeGenerator (sscg) Version " +
|
||||
Assembly.GetExecutingAssembly().GetName().Version);
|
||||
|
||||
string buildFile;
|
||||
|
||||
if (args.Length < 1)
|
||||
{
|
||||
Program.TraceListener.WriteLine("No command line arguments provided. Trying to load build.xml from current directory.");
|
||||
TraceListener.WriteLine("No command line arguments provided. Trying to load build.xml from current directory.");
|
||||
buildFile = "build.xml";
|
||||
}
|
||||
else
|
||||
@ -36,7 +36,7 @@ namespace StockShaderCodeGenerator
|
||||
buildFile = args[0];
|
||||
}
|
||||
|
||||
Program.TraceListener.WriteLine("Creating configuration using '{0}' configuration file.", buildFile);
|
||||
TraceListener.WriteLine("Creating configuration using '{0}' configuration file.", buildFile);
|
||||
|
||||
Configuration.LoadConfiguration(buildFile);
|
||||
|
||||
@ -48,7 +48,7 @@ namespace StockShaderCodeGenerator
|
||||
}
|
||||
else
|
||||
{
|
||||
Program.TraceListener.WriteLine("error while compiling shaders. Code generation skipped...");
|
||||
TraceListener.WriteLine("error while compiling shaders. Code generation skipped...");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2,49 +2,173 @@
|
||||
// "ANX.Framework developer group" and released under the Ms-PL license.
|
||||
// For details see: http://anxframework.codeplex.com/license
|
||||
|
||||
//TODO: dummy implementation / placeholder
|
||||
vertexglobal
|
||||
{
|
||||
uniform vec4 DiffuseColor;
|
||||
uniform mat4 WorldViewProj;
|
||||
uniform vec4 FogVector;
|
||||
|
||||
attribute vec4 pos;
|
||||
attribute vec4 col;
|
||||
attribute vec2 tex;
|
||||
|
||||
varying vec2 diffuseTexCoord;
|
||||
varying vec4 diffuseColor;
|
||||
varying vec4 specular;
|
||||
}
|
||||
|
||||
vertexshaders
|
||||
{
|
||||
shader "SpriteVertexShader"
|
||||
shader "VSAlphaTest"
|
||||
{
|
||||
uniform mat4 MatrixTransform;
|
||||
|
||||
attribute vec4 pos;
|
||||
attribute vec4 col;
|
||||
attribute vec2 tex;
|
||||
|
||||
varying vec4 diffuseColor;
|
||||
varying vec2 diffuseTexCoord;
|
||||
void main( )
|
||||
{
|
||||
gl_Position = MatrixTransform * pos;
|
||||
gl_Position = WorldViewProj * pos;
|
||||
diffuseTexCoord = tex;
|
||||
diffuseColor = col;
|
||||
diffuseColor = DiffuseColor;
|
||||
specular = vec4(0, 0, 0, saturate(dot(pos, FogVector)));
|
||||
}
|
||||
}
|
||||
|
||||
shader "VSAlphaTestNoFog"
|
||||
{
|
||||
void main( )
|
||||
{
|
||||
gl_Position = WorldViewProj * pos;
|
||||
diffuseTexCoord = tex;
|
||||
diffuseColor = DiffuseColor;
|
||||
}
|
||||
}
|
||||
|
||||
shader "VSAlphaTestVertexColor"
|
||||
{
|
||||
void main( )
|
||||
{
|
||||
gl_Position = WorldViewProj * pos;
|
||||
diffuseTexCoord = tex;
|
||||
diffuseColor = DiffuseColor * col;
|
||||
specular = vec4(0, 0, 0, saturate(dot(pos, FogVector)));
|
||||
}
|
||||
}
|
||||
|
||||
shader "VSAlphaTestVertexColorNoFog"
|
||||
{
|
||||
void main( )
|
||||
{
|
||||
gl_Position = WorldViewProj * pos;
|
||||
diffuseTexCoord = tex;
|
||||
diffuseColor = DiffuseColor * col;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fragmentglobal
|
||||
{
|
||||
uniform sampler2D Texture;
|
||||
uniform vec4 AlphaTest;
|
||||
uniform vec3 FogColor;
|
||||
|
||||
varying vec2 diffuseTexCoord;
|
||||
varying vec4 diffuseColor;
|
||||
varying vec4 specular;
|
||||
}
|
||||
|
||||
fragmentshaders
|
||||
{
|
||||
shader "SpriteFragmentShader"
|
||||
shader "PSAlphaTestLtGt"
|
||||
{
|
||||
uniform sampler2D Texture;
|
||||
|
||||
varying vec4 diffuseColor;
|
||||
varying vec2 diffuseTexCoord;
|
||||
void main( )
|
||||
{
|
||||
gl_FragColor = texture2D(Texture, diffuseTexCoord) * diffuseColor;
|
||||
vec4 color = texture2D(Texture, diffuseTexCoord) * diffuseColor;
|
||||
if(((abs(color.a - AlphaTest.x) < AlphaTest.y) ? AlphaTest.z : AlphaTest.w) < 0)
|
||||
discard;
|
||||
color.rgb = mix(color.rgb, FogColor * color.a, specular.w);
|
||||
gl_FragColor = color;
|
||||
}
|
||||
}
|
||||
|
||||
shader "PSAlphaTestLtGtNoFog"
|
||||
{
|
||||
void main( )
|
||||
{
|
||||
vec4 color = texture2D(Texture, diffuseTexCoord) * diffuseColor;
|
||||
if(((abs(color.a - AlphaTest.x) < AlphaTest.y) ? AlphaTest.z : AlphaTest.w) < 0)
|
||||
discard;
|
||||
gl_FragColor = color;
|
||||
}
|
||||
}
|
||||
|
||||
shader "PSAlphaTestEqNe"
|
||||
{
|
||||
void main( )
|
||||
{
|
||||
vec4 color = texture2D(Texture, diffuseTexCoord) * diffuseColor;
|
||||
if(((abs(color.a - AlphaTest.x) < AlphaTest.y) ? AlphaTest.z : AlphaTest.w) < 0)
|
||||
discard;
|
||||
color.rgb = mix(color.rgb, FogColor * color.a, specular.w);
|
||||
gl_FragColor = color;
|
||||
}
|
||||
}
|
||||
|
||||
shader "PSAlphaTestEqNeNoFog"
|
||||
{
|
||||
void main( )
|
||||
{
|
||||
vec4 color = texture2D(Texture, diffuseTexCoord) * diffuseColor;
|
||||
if(((abs(color.a - AlphaTest.x) < AlphaTest.y) ? AlphaTest.z : AlphaTest.w) < 0)
|
||||
discard;
|
||||
gl_FragColor = color;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
techniques
|
||||
{
|
||||
technique "SpriteTechnique"
|
||||
technique "AlphaTestLtGt"
|
||||
{
|
||||
vertex "SpriteVertexShader"
|
||||
fragment "SpriteFragmentShader"
|
||||
vertex "VSAlphaTest";
|
||||
fragment "PSAlphaTestLtGt";
|
||||
}
|
||||
|
||||
technique "AlphaTestNoFogLtGt"
|
||||
{
|
||||
vertex "VSAlphaTestNoFog"
|
||||
fragment "PSAlphaTestLtGtNoFog"
|
||||
}
|
||||
|
||||
technique "AlphaTestVertexColorLtGt"
|
||||
{
|
||||
vertex "VSAlphaTestVertexColor"
|
||||
fragment "PSAlphaTestLtGt"
|
||||
}
|
||||
|
||||
technique "AlphaTestVertexColorNoFogLtGt"
|
||||
{
|
||||
vertex "VSAlphaTestVertexColorNoFog"
|
||||
fragment "PSAlphaTestLtGtNoFog"
|
||||
}
|
||||
|
||||
technique "AlphaTestEqNe"
|
||||
{
|
||||
vertex "VSAlphaTest"
|
||||
fragment "PSAlphaTestEqNe"
|
||||
}
|
||||
|
||||
technique "AlphaTestNoFogEqNe"
|
||||
{
|
||||
vertex "VSAlphaTestNoFog"
|
||||
fragment "PSAlphaTestEqNeNoFog"
|
||||
}
|
||||
|
||||
technique "AlphaTestVertexColorEqNe"
|
||||
{
|
||||
vertex "VSAlphaTestVertexColor"
|
||||
fragment "PSAlphaTestEqNe"
|
||||
}
|
||||
|
||||
technique "AlphaTestVertexColorNoFogEqNe"
|
||||
{
|
||||
vertex "VSAlphaTestVertexColorNoFog"
|
||||
fragment "PSAlphaTestEqNeNoFog"
|
||||
}
|
||||
}
|
@ -6,7 +6,7 @@ vertexglobal
|
||||
{
|
||||
uniform vec4 DiffuseColor;
|
||||
uniform vec4 FogVector;
|
||||
uniform mat4 WorldViewProj;
|
||||
uniform mat4 WorldViewProj;
|
||||
}
|
||||
|
||||
vertexshaders
|
||||
@ -24,7 +24,7 @@ vertexshaders
|
||||
void main( )
|
||||
{
|
||||
gl_Position = WorldViewProj * pos;
|
||||
diffuse = DiffuseColor;
|
||||
diffuse = DiffuseColor;
|
||||
specular = vec4(0, 0, 0, saturate(dot(pos, FogVector)));
|
||||
diffuseTexCoord = tex;
|
||||
diffuseTexCoord2 = tex2;
|
||||
@ -43,7 +43,7 @@ vertexshaders
|
||||
void main( )
|
||||
{
|
||||
gl_Position = WorldViewProj * pos;
|
||||
diffuse = DiffuseColor;
|
||||
diffuse = DiffuseColor;
|
||||
diffuseTexCoord = tex;
|
||||
diffuseTexCoord2 = tex2;
|
||||
}
|
||||
@ -63,7 +63,7 @@ vertexshaders
|
||||
void main( )
|
||||
{
|
||||
gl_Position = WorldViewProj * pos;
|
||||
diffuse = DiffuseColor * col;
|
||||
diffuse = DiffuseColor * col;
|
||||
specular = vec4(0, 0, 0, saturate(dot(pos, FogVector)));
|
||||
diffuseTexCoord = tex;
|
||||
diffuseTexCoord2 = tex2;
|
||||
@ -83,7 +83,7 @@ vertexshaders
|
||||
void main( )
|
||||
{
|
||||
gl_Position = WorldViewProj * pos;
|
||||
diffuse = DiffuseColor * col;
|
||||
diffuse = DiffuseColor * col;
|
||||
diffuseTexCoord = tex;
|
||||
diffuseTexCoord2 = tex2;
|
||||
}
|
||||
@ -107,11 +107,11 @@ fragmentshaders
|
||||
varying vec2 diffuseTexCoord2;
|
||||
void main( )
|
||||
{
|
||||
vec4 color = texture2D(Texture, diffuseTexCoord);
|
||||
vec4 overlay = texture2D(Texture2, diffuseTexCoord2);
|
||||
color.rgb *= 2;
|
||||
color *= overlay * diffuse;
|
||||
color.rgb = lerp(color.rgb, FogColor * color.a, specular.w);
|
||||
vec4 color = texture2D(Texture, diffuseTexCoord);
|
||||
vec4 overlay = texture2D(Texture2, diffuseTexCoord2);
|
||||
color.rgb *= 2;
|
||||
color *= overlay * diffuse;
|
||||
color.rgb = lerp(color.rgb, FogColor * color.a, specular.w);
|
||||
gl_FragColor = color;
|
||||
}
|
||||
}
|
||||
@ -123,10 +123,10 @@ fragmentshaders
|
||||
varying vec2 diffuseTexCoord2;
|
||||
void main( )
|
||||
{
|
||||
vec4 color = texture2D(Texture, diffuseTexCoord);
|
||||
vec4 overlay = texture2D(Texture2, diffuseTexCoord2);
|
||||
color.rgb *= 2;
|
||||
color *= overlay * diffuse;
|
||||
vec4 color = texture2D(Texture, diffuseTexCoord);
|
||||
vec4 overlay = texture2D(Texture2, diffuseTexCoord2);
|
||||
color.rgb *= 2;
|
||||
color *= overlay * diffuse;
|
||||
gl_FragColor = color;
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user