- Added GL3 EffectPass which is only dummy
- Fixed the added reference nodes in the converter tool which had the wrong namespace
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dda91e25e5
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@ -54,6 +54,7 @@
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<Compile Include="DepthStencilStateGL3.cs" />
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<Compile Include="EffectGL3.cs" />
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<Compile Include="EffectParameterGL3.cs" />
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<Compile Include="EffectPassGL3.cs" />
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<Compile Include="EffectTechniqueGL3.cs" />
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<Compile Include="ErrorHelper.cs" />
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<Compile Include="GraphicsDeviceWindowsGL3.cs" />
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@ -229,7 +229,8 @@ namespace ANX.Framework.Windows.GL3
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programName + "' because of: " + programError);
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}
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EffectTechniqueGL3 technique = new EffectTechniqueGL3(programName, programHandle);
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EffectTechniqueGL3 technique = new EffectTechniqueGL3(managedEffect, programName,
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programHandle);
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techniques.Add(new EffectTechnique(managedEffect, technique));
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int uniformCount;
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63
RenderSystems/ANX.Framework.Windows.GL3/EffectPassGL3.cs
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63
RenderSystems/ANX.Framework.Windows.GL3/EffectPassGL3.cs
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@ -0,0 +1,63 @@
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using System;
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using ANX.Framework.NonXNA;
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// 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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#endregion // License
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namespace ANX.Framework.Windows.GL3
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{
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public class EffectPassGL3 : INativeEffectPass
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{
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public string Name
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{
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get
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{
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return "p0";
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}
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}
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}
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}
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@ -78,6 +78,13 @@ namespace ANX.Framework.Windows.GL3
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/// The active attributes of this technique.
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/// </summary>
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internal Dictionary<string, ShaderAttribute> activeAttributes;
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/// <summary>
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/// We currently have only one pass per technique.
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/// </summary>
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private EffectPass pass;
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private Effect parentEffect;
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#endregion
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#region Public
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@ -97,8 +104,7 @@ namespace ANX.Framework.Windows.GL3
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{
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get
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{
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//TODO: implement
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yield return null;
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yield return pass;
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}
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}
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#endregion
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@ -107,12 +113,15 @@ namespace ANX.Framework.Windows.GL3
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/// <summary>
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/// Create a ne effect technique object.
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/// </summary>
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internal EffectTechniqueGL3(string setName, int setProgramHandle)
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internal EffectTechniqueGL3(Effect setParentEffect, string setName, int setProgramHandle)
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{
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parentEffect = setParentEffect;
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Name = setName;
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programHandle = setProgramHandle;
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GetAttributes();
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pass = new EffectPass(parentEffect);
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}
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#endregion
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@ -95,6 +95,10 @@
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<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
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<Name>ANX.Framework.Windows.DX10</Name>
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</ProjectReference>
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<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.GL3\ANX.Framework.Windows.GL3.csproj">
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<Project>{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}</Project>
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<Name>ANX.Framework.Windows.GL3</Name>
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</ProjectReference>
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<ProjectReference Include="..\..\SoundSystems\ANX.SoundSystem.Windows.XAudio\ANX.SoundSystem.Windows.XAudio.csproj">
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<Project>{6A582788-C4D2-410C-96CD-177F75712D65}</Project>
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<Name>ANX.SoundSystem.Windows.XAudio</Name>
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@ -98,7 +98,8 @@ namespace XNAToANXConverter
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{
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anxPath = anxPath.Substring(0, anxPath.IndexOf(',')) + ".dll";
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}
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propertyGroup.Add(new XElement("Reference",
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propertyGroup.Add(new XElement(XName.Get("Reference",
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propertyGroup.Name.NamespaceName),
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new XAttribute("Include", anxPath)));
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}
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#endregion
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@ -113,7 +114,8 @@ namespace XNAToANXConverter
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// TODO: FQN of the xna assemby
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string xnaPath = assemblyPath.Replace(AnxBaseName, XnaBaseName);
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propertyGroup.Add(new XElement("Reference",
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propertyGroup.Add(new XElement(XName.Get("Reference",
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propertyGroup.Name.NamespaceName),
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new XAttribute("Include", xnaPath)));
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}
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#endregion
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