- static CompileShader method of GL3 render system now returns simply the shader source provided by the ContentImporter. This should be enough to compile a shader during runtime.
- added a SpriteEffect_GLSL effect file, but it still contains HLSL code - started translate function for Keys in ANX.InputSystem.Windows.XInput. Still many keys to do - fixed issue #449 ("debug GetCurrentState of Keyboard"). Keyboard input now working (see WindowsGame sample, Escape to exit)
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@ -115,108 +115,6 @@ namespace ANX.Framework.Windows.DX10
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//return texture;
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}
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/*
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public Texture2D CreateTexture(GraphicsDevice graphics, SurfaceFormat surfaceFormat, int width, int height, int mipCount, byte[] colorData)
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{
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if (mipCount > 1)
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{
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throw new Exception("creating textures with mip map not yet implemented");
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}
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GraphicsDeviceWindowsDX10 graphicsDX10 = graphics.NativeDevice as GraphicsDeviceWindowsDX10;
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SharpDX.Direct3D10.Device device = graphicsDX10.NativeDevice;
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Texture2D_DX10 texture = new Texture2D_DX10(graphics, width, height);
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SharpDX.Direct3D10.Texture2DDescription description = new SharpDX.Direct3D10.Texture2DDescription()
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{
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Width = width,
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Height = height,
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MipLevels = mipCount,
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ArraySize = mipCount,
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Format = FormatConverter.Translate(surfaceFormat),
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SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
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Usage = SharpDX.Direct3D10.ResourceUsage.Dynamic,
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BindFlags = SharpDX.Direct3D10.BindFlags.ShaderResource,
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CpuAccessFlags = SharpDX.Direct3D10.CpuAccessFlags.Write,
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OptionFlags = SharpDX.Direct3D10.ResourceOptionFlags.None,
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};
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texture.NativeTexture = new SharpDX.Direct3D10.Texture2D(graphicsDX10.NativeDevice, description);
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texture.NativeShaderResourceView = new SharpDX.Direct3D10.ShaderResourceView(graphicsDX10.NativeDevice, texture.NativeTexture);
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// description of texture formats of DX10: http://msdn.microsoft.com/en-us/library/bb694531(v=VS.85).aspx
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// more helpfull information on DX10 textures: http://msdn.microsoft.com/en-us/library/windows/desktop/bb205131(v=vs.85).aspx
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int formatSize = FormatConverter.FormatSize(surfaceFormat);
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if (surfaceFormat == SurfaceFormat.Color)
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{
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int subresource = SharpDX.Direct3D10.Texture2D.CalculateSubresourceIndex(0, 0, 1);
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SharpDX.DataRectangle rectangle = texture.NativeTexture.Map(subresource, SharpDX.Direct3D10.MapMode.WriteDiscard, SharpDX.Direct3D10.MapFlags.None);
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int rowPitch = rectangle.Pitch;
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unsafe
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{
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byte* pTexels = (byte*)rectangle.DataPointer;
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int srcIndex = 0;
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for (int row = 0; row < height; row++)
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{
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int rowStart = row * rowPitch;
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for (int col = 0; col < width; col++)
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{
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int colStart = col * formatSize;
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pTexels[rowStart + colStart + 0] = colorData[srcIndex++];
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pTexels[rowStart + colStart + 1] = colorData[srcIndex++];
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pTexels[rowStart + colStart + 2] = colorData[srcIndex++];
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pTexels[rowStart + colStart + 3] = colorData[srcIndex++];
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}
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}
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}
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texture.NativeTexture.Unmap(subresource);
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}
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else if (surfaceFormat == SurfaceFormat.Dxt5 || surfaceFormat == SurfaceFormat.Dxt3 || surfaceFormat == SurfaceFormat.Dxt1)
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{
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int w = (width + 3) >> 2;
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int h = (height + 3) >> 2;
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formatSize = (surfaceFormat == SurfaceFormat.Dxt1) ? 8 : 16;
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int subresource = SharpDX.Direct3D10.Texture2D.CalculateSubresourceIndex(0, 0, 1);
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SharpDX.DataRectangle rectangle = texture.NativeTexture.Map(subresource, SharpDX.Direct3D10.MapMode.WriteDiscard, SharpDX.Direct3D10.MapFlags.None);
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SharpDX.DataStream ds = new SharpDX.DataStream(rectangle.DataPointer, width * height * 4 * 2, true, true);
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int pitch = rectangle.Pitch;
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int col = 0;
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int index = 0; // startIndex
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int count = colorData.Length; // elementCount
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int actWidth = w * formatSize;
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for (int i = 0; i < h; i++)
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{
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ds.Position = (i * pitch) + (col * formatSize);
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if (count <= 0)
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{
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break;
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}
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else if (count < actWidth)
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{
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ds.WriteRange<byte>(colorData, index, count);
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break;
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}
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ds.WriteRange<byte>(colorData, index, actWidth);
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index += actWidth;
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count -= actWidth;
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}
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texture.NativeTexture.Unmap(subresource);
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}
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else
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{
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throw new Exception(string.Format("creating textures of format {0} not yet implemented...", surfaceFormat.ToString()));
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}
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return texture;
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}
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*/
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public INativeBlendState CreateBlendState()
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{
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return new BlendState_DX10();
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@ -34,3 +34,5 @@ using System.Runtime.InteropServices;
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.7.3.0")]
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[assembly: AssemblyFileVersion("0.7.3.0")]
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[assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")]
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@ -144,6 +144,15 @@ namespace ANX.Framework.Windows.GL3
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return null;
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}
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public static byte[] CompileShader(string effectCode)
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{
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//TODO: pre-compiled shaders are supported in GL 4.1 and newer only ?!?
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//TODO: encode string somehow to protect shader source
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System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
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return enc.GetBytes(effectCode);
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}
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#endregion
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#region INativeEffect Member
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@ -200,11 +209,5 @@ namespace ANX.Framework.Windows.GL3
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}
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}
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#endregion
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public static byte[] CompileShader(string effectCode)
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{
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//TODO: implement to be used by ContentPipeline
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throw new NotImplementedException();
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}
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}
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}
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@ -34,3 +34,5 @@ using System.Runtime.InteropServices;
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.5.1.0")]
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[assembly: AssemblyFileVersion("0.5.1.0")]
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[assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")]
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@ -56,6 +56,22 @@ namespace ANX.InputSystem.Windows.XInput
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{
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internal class FormatConverter
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{
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public static ANX.Framework.Input.Keys Translate(SharpDX.DirectInput.Key key)
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{
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//TODO: implement all keys
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//TODO: test if a array with the mapping which is constructed once is faster
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switch (key)
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{
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case SharpDX.DirectInput.Key.A:
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return Keys.A;
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case SharpDX.DirectInput.Key.Escape:
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return Keys.Escape;
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}
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throw new NotImplementedException();
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}
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public static KeyboardState Translate(SharpDX.DirectInput.KeyboardState keyboardState)
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{
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int keyCount = keyboardState.PressedKeys.Count;
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@ -63,7 +79,7 @@ namespace ANX.InputSystem.Windows.XInput
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for (int i = 0; i < keyCount; i++)
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{
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keys[i] = (ANX.Framework.Input.Keys)((int)keyboardState.PressedKeys[i]);
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keys[i] = Translate(keyboardState.PressedKeys[i]);
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}
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KeyboardState ks = new KeyboardState(keys);
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@ -78,12 +78,15 @@ namespace ANX.InputSystem.Windows.XInput
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this.nativeState = new KeyboardState();
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}
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public Framework.Input.KeyboardState GetState()
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public Framework.Input.KeyboardState GetState(Framework.PlayerIndex playerIndex)
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{
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return GetState(Framework.PlayerIndex.One);
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//TODO: prevent new
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// only available on XBox, behaviour regarding MSDN: empty keystate
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return new Framework.Input.KeyboardState();
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}
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public Framework.Input.KeyboardState GetState(Framework.PlayerIndex playerIndex)
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public Framework.Input.KeyboardState GetState()
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{
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if (this.nativeKeyboard == null && this.WindowHandle != null && this.WindowHandle != IntPtr.Zero)
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{
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87
Samples/SampleContent/Effects/SpriteEffect_GLSL.fx
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87
Samples/SampleContent/Effects/SpriteEffect_GLSL.fx
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@ -0,0 +1,87 @@
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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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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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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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uniform extern float4x4 MatrixTransform;
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Texture2D<float4> Texture : register(t0);
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sampler TextureSampler : register(s0);
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struct VertexShaderInput
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{
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float4 pos : POSITION;
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float4 col : COLOR;
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float2 tex : TEXCOORD0;
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};
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float4 col : COLOR;
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float2 tex : TEXCOORD0;
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};
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PixelShaderInput SpriteVertexShader( VertexShaderInput input )
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{
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PixelShaderInput output = (PixelShaderInput)0;
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output.pos = mul(input.pos, MatrixTransform);
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output.col = input.col;
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output.tex = input.tex;
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return output;
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}
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float4 SpritePixelShader( PixelShaderInput input ) : SV_Target
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{
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return Texture.Sample(TextureSampler, input.tex) * input.col;
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}
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technique10 SpriteTechnique
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{
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pass SpriteColorPass
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{
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SetGeometryShader( 0 );
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SetVertexShader( CompileShader( vs_4_0, SpriteVertexShader() ) );
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SetPixelShader( CompileShader( ps_4_0, SpritePixelShader() ) );
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}
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}
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<Processor>TextureProcessor</Processor>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Effects\SpriteEffect_GLSL.fx">
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<Name>SpriteEffect_GLSL</Name>
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<Importer>EffectImporter</Importer>
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<Processor>AnxEffectProcessor</Processor>
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<ProcessorParameters_OutputFormat>OPEN_GL3_GLSL</ProcessorParameters_OutputFormat>
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</Compile>
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</ItemGroup>
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<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" />
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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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