- Added GL3 EffectPass which is only dummy

- Fixed the added reference nodes in the converter tool which had the wrong namespace
This commit is contained in:
SND\AstrorEnales_cp 2012-01-21 20:55:40 +00:00
parent dda91e25e5
commit bb32753f59
6 changed files with 86 additions and 6 deletions

View File

@ -54,6 +54,7 @@
<Compile Include="DepthStencilStateGL3.cs" />
<Compile Include="EffectGL3.cs" />
<Compile Include="EffectParameterGL3.cs" />
<Compile Include="EffectPassGL3.cs" />
<Compile Include="EffectTechniqueGL3.cs" />
<Compile Include="ErrorHelper.cs" />
<Compile Include="GraphicsDeviceWindowsGL3.cs" />

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@ -229,7 +229,8 @@ namespace ANX.Framework.Windows.GL3
programName + "' because of: " + programError);
}
EffectTechniqueGL3 technique = new EffectTechniqueGL3(programName, programHandle);
EffectTechniqueGL3 technique = new EffectTechniqueGL3(managedEffect, programName,
programHandle);
techniques.Add(new EffectTechnique(managedEffect, technique));
int uniformCount;

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@ -0,0 +1,63 @@
using System;
using ANX.Framework.NonXNA;
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.Framework.Windows.GL3
{
public class EffectPassGL3 : INativeEffectPass
{
public string Name
{
get
{
return "p0";
}
}
}
}

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@ -78,6 +78,13 @@ namespace ANX.Framework.Windows.GL3
/// The active attributes of this technique.
/// </summary>
internal Dictionary<string, ShaderAttribute> activeAttributes;
/// <summary>
/// We currently have only one pass per technique.
/// </summary>
private EffectPass pass;
private Effect parentEffect;
#endregion
#region Public
@ -97,8 +104,7 @@ namespace ANX.Framework.Windows.GL3
{
get
{
//TODO: implement
yield return null;
yield return pass;
}
}
#endregion
@ -107,12 +113,15 @@ namespace ANX.Framework.Windows.GL3
/// <summary>
/// Create a ne effect technique object.
/// </summary>
internal EffectTechniqueGL3(string setName, int setProgramHandle)
internal EffectTechniqueGL3(Effect setParentEffect, string setName, int setProgramHandle)
{
parentEffect = setParentEffect;
Name = setName;
programHandle = setProgramHandle;
GetAttributes();
pass = new EffectPass(parentEffect);
}
#endregion

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@ -95,6 +95,10 @@
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
<Name>ANX.Framework.Windows.DX10</Name>
</ProjectReference>
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.GL3\ANX.Framework.Windows.GL3.csproj">
<Project>{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}</Project>
<Name>ANX.Framework.Windows.GL3</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>

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@ -98,7 +98,8 @@ namespace XNAToANXConverter
{
anxPath = anxPath.Substring(0, anxPath.IndexOf(',')) + ".dll";
}
propertyGroup.Add(new XElement("Reference",
propertyGroup.Add(new XElement(XName.Get("Reference",
propertyGroup.Name.NamespaceName),
new XAttribute("Include", anxPath)));
}
#endregion
@ -113,7 +114,8 @@ namespace XNAToANXConverter
// TODO: FQN of the xna assemby
string xnaPath = assemblyPath.Replace(AnxBaseName, XnaBaseName);
propertyGroup.Add(new XElement("Reference",
propertyGroup.Add(new XElement(XName.Get("Reference",
propertyGroup.Name.NamespaceName),
new XAttribute("Include", xnaPath)));
}
#endregion