- added StencilBuffer sample
- added new media files and licensing information - some work on GraphicsDeviceManager to solve issue #461 - RenderSystemDX10: implemented DepthStencilBuffer handling - fixed default size of GameWindow and BackBuffer to 800x480
This commit is contained in:
parent
5ddd0955b4
commit
a2baf45eff
@ -103,6 +103,8 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Installer", "Installer", "{
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RenderTarget", "Samples\RenderTarget\RenderTarget.csproj", "{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StencilBuffer", "Samples\StencilBuffer\StencilBuffer.csproj", "{41E6C2CF-51EA-4D8E-96AE-739CA3951766}"
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EndProject
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Global
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GlobalSection(SubversionScc) = preSolution
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Svn-Managed = True
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@ -325,6 +327,16 @@ Global
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{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|Mixed Platforms.Build.0 = Release|x86
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{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|x86.ActiveCfg = Release|x86
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{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|x86.Build.0 = Release|x86
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{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|Any CPU.ActiveCfg = Debug|x86
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{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
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{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|Mixed Platforms.Build.0 = Debug|x86
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{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|x86.ActiveCfg = Debug|x86
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{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|x86.Build.0 = Debug|x86
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{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|Any CPU.ActiveCfg = Release|x86
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{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|Mixed Platforms.ActiveCfg = Release|x86
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{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|Mixed Platforms.Build.0 = Release|x86
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{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|x86.ActiveCfg = Release|x86
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{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|x86.Build.0 = Release|x86
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@ -345,6 +357,7 @@ Global
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{A42413A9-5189-40CB-AACA-D50F24865431} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
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{05233BB1-444F-43F6-A3DF-B82AA924E094} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
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{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
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{41E6C2CF-51EA-4D8E-96AE-739CA3951766} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
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{E5D69E75-D77C-493F-BBDA-6F9E73B82549} = {7AD65E6B-2A48-437F-81D9-4CA9C9A85C64}
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{60D08399-244F-46A3-91F1-4CFD26D961A3} = {7AD65E6B-2A48-437F-81D9-4CA9C9A85C64}
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{6A582788-C4D2-410C-96CD-177F75712D65} = {5725DA44-4F5C-4E93-A957-AC5C85603EE9}
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@ -62,16 +62,18 @@ namespace ANX.Framework
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#region Private Members
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private Game game;
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private GraphicsDevice graphicsDevice;
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private int backBufferWidth = DefaultBackBufferWidth;
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private int backBufferHeight = DefaultBackBufferHeight;
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private SurfaceFormat backBufferFormat = SurfaceFormat.Color;
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private DepthFormat depthStencilFormat = DepthFormat.Depth24;
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private GraphicsProfile graphicsProfile;
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private bool isFullScreen;
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private bool multiSampling;
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#endregion // Private Members
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public static readonly int DefaultBackBufferWidth = 800;
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public static readonly int DefaultBackBufferHeight = 600; //TODO: this is 480 in the original XNA
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private int backBufferWidth = DefaultBackBufferWidth;
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private int backBufferHeight = DefaultBackBufferHeight;
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public static readonly int DefaultBackBufferHeight = 480;
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public event EventHandler<EventArgs> Disposed;
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public event EventHandler<EventArgs> DeviceCreated;
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@ -143,10 +145,6 @@ namespace ANX.Framework
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//TODO: validate graphics device
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//TODO: this should be set somewhere else
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deviceInformation.PresentationParameters.DeviceWindowHandle = game.Window.Handle;
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deviceInformation.PresentationParameters.BackBufferWidth = DefaultBackBufferWidth; //TODO: set real default sizes
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deviceInformation.PresentationParameters.BackBufferHeight = DefaultBackBufferHeight;
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this.graphicsDevice = new GraphicsDevice(deviceInformation.Adapter, deviceInformation.GraphicsProfile, deviceInformation.PresentationParameters);
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//TODO: hookup events
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@ -211,13 +209,23 @@ namespace ANX.Framework
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protected GraphicsDeviceInformation FindBestDevice(bool anySuitableDevice)
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{
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//TODO: implement
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return new GraphicsDeviceInformation();
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//TODO: implement FindBEstDevice
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GraphicsDeviceInformation deviceInformation = new GraphicsDeviceInformation();
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deviceInformation.PresentationParameters.DeviceWindowHandle = game.Window.Handle;
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deviceInformation.PresentationParameters.BackBufferFormat = backBufferFormat;
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deviceInformation.PresentationParameters.BackBufferWidth = backBufferWidth;
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deviceInformation.PresentationParameters.BackBufferHeight = backBufferHeight;
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deviceInformation.PresentationParameters.DepthStencilFormat = depthStencilFormat;
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return deviceInformation;
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}
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protected virtual bool CanResetDevice(GraphicsDeviceInformation newDeviceInfo)
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{
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throw new NotImplementedException();
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//TODO: implement CanResetDevice
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return false;
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}
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protected virtual void RankDevices(List<GraphicsDeviceInformation> foundDevices)
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@ -293,12 +301,18 @@ namespace ANX.Framework
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{
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return this.depthStencilFormat;
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}
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set { throw new NotImplementedException(); }
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set
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{
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this.depthStencilFormat = value;
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}
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}
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public SurfaceFormat PreferredBackBufferFormat
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{
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get { throw new NotImplementedException(); }
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get
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{
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return this.backBufferFormat;
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}
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set { throw new NotImplementedException(); }
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}
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@ -308,7 +322,10 @@ namespace ANX.Framework
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{
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return this.backBufferWidth;
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}
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set { throw new NotImplementedException(); }
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set
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{
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this.backBufferWidth = value;
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}
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}
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public int PreferredBackBufferHeight
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@ -317,12 +334,18 @@ namespace ANX.Framework
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{
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return this.backBufferHeight;
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}
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set { throw new NotImplementedException(); }
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set
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{
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this.backBufferHeight = value;
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}
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}
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public bool IsFullScreen
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{
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get { throw new NotImplementedException(); }
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get
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{
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return this.isFullScreen;
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}
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set { throw new NotImplementedException(); }
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}
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@ -330,7 +353,12 @@ namespace ANX.Framework
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{
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get
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{
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return graphicsDevice.NativeDevice.VSync;
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if (graphicsDevice != null && graphicsDevice.NativeDevice != null)
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{
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return graphicsDevice.NativeDevice.VSync;
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}
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return true;
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}
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set
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{
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@ -340,7 +368,10 @@ namespace ANX.Framework
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public bool PreferMultiSampling
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{
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get { throw new NotImplementedException(); }
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get
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{
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return this.multiSampling;
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}
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set { throw new NotImplementedException(); }
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}
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@ -102,6 +102,23 @@ namespace ANX.Framework.Windows.DX10
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throw new Exception("can't translate SurfaceFormat: " + surfaceFormat.ToString());
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}
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public static Format Translate(ANX.Framework.Graphics.DepthFormat depthFormat)
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{
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switch (depthFormat)
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{
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case DepthFormat.Depth16:
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return Format.D16_UNorm;
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case DepthFormat.Depth24:
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//TODO: no DirectX10 24Bit depth format???
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case DepthFormat.Depth24Stencil8:
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return Format.D24_UNorm_S8_UInt;
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case DepthFormat.None:
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return Format.Unknown;
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}
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throw new Exception("can't translate DepthFormat: " + depthFormat.ToString());
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}
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public static SurfaceFormat Translate(SharpDX.DXGI.Format format)
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{
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switch (format)
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@ -101,6 +101,7 @@ namespace ANX.Framework.Windows.DX10
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private RenderTargetView renderView;
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private RenderTargetView renderTargetView;
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private DepthStencilView depthStencilView;
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private SharpDX.Direct3D10.Texture2D depthStencilBuffer;
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private SharpDX.Direct3D10.Texture2D backBuffer;
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internal Effect_DX10 currentEffect;
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private VertexBuffer currentVertexBuffer;
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@ -120,7 +121,7 @@ namespace ANX.Framework.Windows.DX10
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var desc = new SwapChainDescription()
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{
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BufferCount = 1,
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ModeDescription = new ModeDescription(presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight, new Rational(60, 1), Format.R8G8B8A8_UNorm),
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ModeDescription = new ModeDescription(presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight, new Rational(60, 1), FormatConverter.Translate(presentationParameters.BackBufferFormat)),
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IsWindowed = true,
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OutputHandle = presentationParameters.DeviceWindowHandle,
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SampleDescription = new SampleDescription(1, 0),
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@ -145,6 +146,35 @@ namespace ANX.Framework.Windows.DX10
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renderView = new RenderTargetView(device, backBuffer);
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currentViewport = new SharpDX.Direct3D10.Viewport(0, 0, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight);
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//
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// create the depth stencil buffer
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//
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Format depthFormat = FormatConverter.Translate(presentationParameters.DepthStencilFormat);
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if (depthFormat != Format.Unknown)
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{
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DepthStencilViewDescription depthStencilViewDesc = new DepthStencilViewDescription()
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{
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Format = depthFormat,
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};
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Texture2DDescription depthStencilTextureDesc = new Texture2DDescription()
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{
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Width = presentationParameters.BackBufferWidth,
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Height = presentationParameters.BackBufferHeight,
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MipLevels = 1,
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ArraySize = 1,
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Format = depthFormat,
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SampleDescription = new SampleDescription(1, 0),
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Usage = ResourceUsage.Default,
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BindFlags = BindFlags.DepthStencil,
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CpuAccessFlags = CpuAccessFlags.None,
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OptionFlags = ResourceOptionFlags.None
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};
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this.depthStencilBuffer = new SharpDX.Direct3D10.Texture2D(device, depthStencilTextureDesc);
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this.depthStencilView = new DepthStencilView(device, this.depthStencilBuffer);
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}
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}
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#region Clear
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@ -526,6 +556,15 @@ namespace ANX.Framework.Windows.DX10
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swapChain = null;
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}
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if (this.depthStencilView != null)
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{
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this.depthStencilBuffer.Dispose();
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this.depthStencilBuffer = null;
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this.depthStencilView.Dispose();
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this.depthStencilView = null;
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}
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//TODO: dispose everything else
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}
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}
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@ -66,7 +66,10 @@ namespace ANX.Framework
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internal WindowsGameWindow()
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{
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this.gameWindow = new RenderForm("ANX Framework");
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this.gameWindow = new RenderForm("ANX.Framework");
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this.gameWindow.Width = 800;
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this.gameWindow.Height = 480;
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this.gameWindow.MaximizeBox = false;
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this.gameWindow.FormBorderStyle = FormBorderStyle.Fixed3D;
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@ -123,7 +123,7 @@ namespace ANX.Framework.Windows.GL3
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Text = "ANX Framework",
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MaximizeBox = false,
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FormBorderStyle = FormBorderStyle.Fixed3D,
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ClientSize = new System.Drawing.Size(800, 600),
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ClientSize = new System.Drawing.Size(800, 480),
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};
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}
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#endregion
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@ -8,8 +8,8 @@ using System.Runtime.InteropServices;
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[assembly: AssemblyTitle("KeyboardSample")]
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[assembly: AssemblyProduct("KeyboardSample")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyCopyright("Copyright © 2011")]
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[assembly: AssemblyCompany("ANX.Framework Team")]
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[assembly: AssemblyCopyright("Copyright © ANX.Framework Team 2011")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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@ -31,7 +31,8 @@ namespace RenderTarget
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protected override void Initialize()
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{
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//graphics.PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8;
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//graphics.ApplyChanges();
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base.Initialize();
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}
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@ -83,6 +83,20 @@
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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="Textures\chest.png">
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<Name>chest</Name>
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<Importer>TextureImporter</Importer>
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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="Textures\stone_tile.png">
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<Name>stone_tile</Name>
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<Importer>TextureImporter</Importer>
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<Processor>TextureProcessor</Processor>
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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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BIN
Samples/SampleContent/Textures/chest.png
Normal file
BIN
Samples/SampleContent/Textures/chest.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 37 KiB |
BIN
Samples/SampleContent/Textures/stone_tile.png
Normal file
BIN
Samples/SampleContent/Textures/stone_tile.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 180 KiB |
140
Samples/StencilBuffer/Game1.cs
Normal file
140
Samples/StencilBuffer/Game1.cs
Normal file
@ -0,0 +1,140 @@
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#region Using Statements
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using System;
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using ANX.Framework;
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using ANX.Framework.Graphics;
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#endregion // Using Statements
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namespace StencilBuffer
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{
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public class Game1 : Game
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{
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private readonly GraphicsDeviceManager graphics;
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private SpriteBatch spriteBatch;
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private Texture2D crate;
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private Texture2D ground;
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private SamplerState SamplerState;
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private DepthStencilState RenderObjectsStencilState;
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private DepthStencilState StencilStateRenderShadows;
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//protected static SamplerState SamplerState = new SamplerState
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//{
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// AddressU = TextureAddressMode.Wrap,
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// AddressV = TextureAddressMode.Wrap,
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// AddressW = TextureAddressMode.Wrap,
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// Filter = TextureFilter.Linear,
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//};
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//private static readonly DepthStencilState RenderObjectsStencilState = new DepthStencilState()
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//{
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// DepthBufferEnable = true,
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// DepthBufferWriteEnable = true,
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// DepthBufferFunction = CompareFunction.Always,
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// ReferenceStencil = 2,
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// StencilEnable = true,
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// StencilPass = StencilOperation.Increment,
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//};
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//private static readonly DepthStencilState StencilStateRenderShadows = new DepthStencilState
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//{
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// DepthBufferEnable = true,
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// DepthBufferWriteEnable = true,
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// DepthBufferFunction = CompareFunction.LessEqual,
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// ReferenceStencil = 1,
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// StencilEnable = true,
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// StencilPass = StencilOperation.Keep,
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//};
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public Game1()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "SampleContent";
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}
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protected override void Initialize()
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{
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//graphics.PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8;
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//graphics.ApplyChanges();
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base.Initialize();
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}
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protected override void LoadContent()
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{
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spriteBatch = new SpriteBatch(GraphicsDevice);
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crate = Content.Load<Texture2D>(@"Textures/chest");
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ground = Content.Load<Texture2D>(@"Textures/stone_tile");
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this.SamplerState = new SamplerState()
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{
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AddressU = TextureAddressMode.Wrap,
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AddressV = TextureAddressMode.Wrap,
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AddressW = TextureAddressMode.Wrap,
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Filter = TextureFilter.Linear,
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};
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this.RenderObjectsStencilState = new DepthStencilState()
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{
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DepthBufferEnable = true,
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DepthBufferWriteEnable = true,
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DepthBufferFunction = CompareFunction.Always,
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ReferenceStencil = 2,
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StencilEnable = false,
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StencilPass = StencilOperation.Increment,
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};
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this.StencilStateRenderShadows = new DepthStencilState
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{
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DepthBufferEnable = true,
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DepthBufferWriteEnable = true,
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DepthBufferFunction = CompareFunction.LessEqual,
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ReferenceStencil = 1,
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StencilEnable = false,
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StencilPass = StencilOperation.Keep,
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};
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}
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private void RenderObjects()
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{
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spriteBatch.Begin(SpriteSortMode.Texture, null, SamplerState, RenderObjectsStencilState, null);
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spriteBatch.Draw(crate, new Vector2(100, 100), Color.White);
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spriteBatch.Draw(crate, new Vector2(-15, -15), Color.White);
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spriteBatch.End();
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}
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private void RenderGround()
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{
|
||||
spriteBatch.Begin(SpriteSortMode.Texture, null, SamplerState, RenderObjectsStencilState, null);
|
||||
for (int y = 0; y < 2; y++)
|
||||
{
|
||||
for (int x = 0; x < 4; x++)
|
||||
{
|
||||
spriteBatch.Draw(ground, new Vector2(x * 255, y * 255), Color.White);
|
||||
}
|
||||
}
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
private void RenderShadows()
|
||||
{
|
||||
spriteBatch.Begin(SpriteSortMode.Texture, null, SamplerState, StencilStateRenderShadows, null);
|
||||
spriteBatch.Draw(crate, new Vector2(125, 125), new Color(0, 0, 0, 0.5f));
|
||||
spriteBatch.Draw(crate, new Vector2(10, 10), new Color(0, 0, 0, 0.5f));
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
protected override void Draw(GameTime gameTime)
|
||||
{
|
||||
GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.Stencil, Color.CornflowerBlue, 1.0f, 2);
|
||||
|
||||
RenderGround();
|
||||
RenderShadows();
|
||||
RenderObjects();
|
||||
|
||||
base.Draw(gameTime);
|
||||
}
|
||||
}
|
||||
}
|
BIN
Samples/StencilBuffer/GameThumbnail.png
Normal file
BIN
Samples/StencilBuffer/GameThumbnail.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.2 KiB |
21
Samples/StencilBuffer/Program.cs
Normal file
21
Samples/StencilBuffer/Program.cs
Normal file
@ -0,0 +1,21 @@
|
||||
using System;
|
||||
|
||||
namespace StencilBuffer
|
||||
{
|
||||
#if WINDOWS || XBOX
|
||||
static class Program
|
||||
{
|
||||
/// <summary>
|
||||
/// The main entry point for the application.
|
||||
/// </summary>
|
||||
static void Main(string[] args)
|
||||
{
|
||||
using (Game1 game = new Game1())
|
||||
{
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
34
Samples/StencilBuffer/Properties/AssemblyInfo.cs
Normal file
34
Samples/StencilBuffer/Properties/AssemblyInfo.cs
Normal file
@ -0,0 +1,34 @@
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// General Information about an assembly is controlled through the following
|
||||
// set of attributes. Change these attribute values to modify the information
|
||||
// associated with an assembly.
|
||||
[assembly: AssemblyTitle("StencilBuffer")]
|
||||
[assembly: AssemblyProduct("StencilBuffer")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyCompany("ANX.Framework Team")]
|
||||
[assembly: AssemblyCopyright("Copyright © ANX.Framework Team 2011")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// Setting ComVisible to false makes the types in this assembly not visible
|
||||
// to COM components. If you need to access a type in this assembly from
|
||||
// COM, set the ComVisible attribute to true on that type. Only Windows
|
||||
// assemblies support COM.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// On Windows, the following GUID is for the ID of the typelib if this
|
||||
// project is exposed to COM. On other platforms, it unique identifies the
|
||||
// title storage container when deploying this assembly to the device.
|
||||
[assembly: Guid("f35b9f5e-6e40-4411-b041-f7f449eb3df3")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
||||
// Major Version
|
||||
// Minor Version
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
151
Samples/StencilBuffer/StencilBuffer.csproj
Normal file
151
Samples/StencilBuffer/StencilBuffer.csproj
Normal file
@ -0,0 +1,151 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<ProjectGuid>{41E6C2CF-51EA-4D8E-96AE-739CA3951766}</ProjectGuid>
|
||||
<ProjectTypeGuids>{6D335F3A-9D43-41b4-9D22-F6F17C4BE596};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>StencilBuffer</RootNamespace>
|
||||
<AssemblyName>StencilBuffer</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
|
||||
<TargetFrameworkProfile>Client</TargetFrameworkProfile>
|
||||
<XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
|
||||
<XnaPlatform>Windows</XnaPlatform>
|
||||
<XnaProfile>HiDef</XnaProfile>
|
||||
<XnaCrossPlatformGroupID>8d206378-4698-42f2-a96f-90f1ce3daa81</XnaCrossPlatformGroupID>
|
||||
<XnaOutputType>Game</XnaOutputType>
|
||||
<ApplicationIcon>anx.ico</ApplicationIcon>
|
||||
<Thumbnail>GameThumbnail.png</Thumbnail>
|
||||
<PublishUrl>publish\</PublishUrl>
|
||||
<Install>true</Install>
|
||||
<InstallFrom>Disk</InstallFrom>
|
||||
<UpdateEnabled>false</UpdateEnabled>
|
||||
<UpdateMode>Foreground</UpdateMode>
|
||||
<UpdateInterval>7</UpdateInterval>
|
||||
<UpdateIntervalUnits>Days</UpdateIntervalUnits>
|
||||
<UpdatePeriodically>false</UpdatePeriodically>
|
||||
<UpdateRequired>false</UpdateRequired>
|
||||
<MapFileExtensions>true</MapFileExtensions>
|
||||
<ApplicationRevision>0</ApplicationRevision>
|
||||
<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
|
||||
<IsWebBootstrapper>false</IsWebBootstrapper>
|
||||
<UseApplicationTrust>false</UseApplicationTrust>
|
||||
<BootstrapperEnabled>true</BootstrapperEnabled>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\x86\Debug</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE;WINDOWS</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<NoStdLib>true</NoStdLib>
|
||||
<UseVSHostingProcess>false</UseVSHostingProcess>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<XnaCompressContent>false</XnaCompressContent>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\x86\Release</OutputPath>
|
||||
<DefineConstants>TRACE;WINDOWS</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<NoStdLib>true</NoStdLib>
|
||||
<UseVSHostingProcess>false</UseVSHostingProcess>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<XnaCompressContent>true</XnaCompressContent>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="mscorlib">
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="System">
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml">
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="System.Core">
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.Linq">
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="System.Net">
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="Program.cs" />
|
||||
<Compile Include="Game1.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="anx.ico" />
|
||||
<Content Include="GameThumbnail.png" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<BootstrapperPackage Include=".NETFramework,Version=v4.0,Profile=Client">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>Microsoft .NET Framework 4 Client Profile %28x86 and x64%29</ProductName>
|
||||
<Install>true</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Net.Client.3.5">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>.NET Framework 3.5 SP1 Client Profile</ProductName>
|
||||
<Install>false</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Net.Framework.3.5.SP1">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>.NET Framework 3.5 SP1</ProductName>
|
||||
<Install>false</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Windows.Installer.3.1">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>Windows Installer 3.1</ProductName>
|
||||
<Install>true</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Xna.Framework.4.0">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>Microsoft XNA Framework Redistributable 4.0</ProductName>
|
||||
<Install>true</Install>
|
||||
</BootstrapperPackage>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\ANX.Framework\ANX.Framework.csproj">
|
||||
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
||||
<Name>ANX.Framework</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputSystem.Windows.XInput.csproj">
|
||||
<Project>{60D08399-244F-46A3-91F1-4CFD26D961A3}</Project>
|
||||
<Name>ANX.InputSystem.Windows.XInput</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
|
||||
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
||||
<Name>ANX.Framework.Windows.DX10</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\SoundSystems\ANX.SoundSystem.Windows.XAudio\ANX.SoundSystem.Windows.XAudio.csproj">
|
||||
<Project>{6A582788-C4D2-410C-96CD-177F75712D65}</Project>
|
||||
<Name>ANX.SoundSystem.Windows.XAudio</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\SampleContent\SampleContent.contentproj">
|
||||
<Project>{FA6E229D-4504-47B1-8A23-2D3FCC13F778}</Project>
|
||||
<Name>SampleContent</Name>
|
||||
<XnaReferenceType>Content</XnaReferenceType>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
|
||||
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
|
||||
<!--
|
||||
To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
BIN
Samples/StencilBuffer/anx.ico
Normal file
BIN
Samples/StencilBuffer/anx.ico
Normal file
Binary file not shown.
After Width: | Height: | Size: 4.2 KiB |
Loading…
x
Reference in New Issue
Block a user