Extended the ANX ContentPipeline to support OpenGL3 GLSL effect files.

This commit is contained in:
Glatzemann 2011-10-31 08:42:57 +00:00
parent e6a3178238
commit c0377daab0
5 changed files with 117 additions and 2 deletions

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@ -56,6 +56,7 @@
<ItemGroup>
<Compile Include="DX10_EffectProcessor.cs" />
<Compile Include="EffectProcessor.cs" />
<Compile Include="GL3_EffectProcessor.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
@ -63,6 +64,10 @@
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
<Name>ANX.Framework.Windows.DX10</Name>
</ProjectReference>
<ProjectReference Include="..\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="..\ANX.Framework\ANX.Framework.csproj">
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
<Name>ANX.Framework</Name>

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@ -84,6 +84,9 @@ namespace ANX.Framework.ContentPipeline
case EffectProcessorOutputFormat.DX10_HLSL:
DX10_EffectProcessor dx10EffectProcessor = new DX10_EffectProcessor();
return dx10EffectProcessor.Process(input, context);
case EffectProcessorOutputFormat.OPEN_GL3_GLSL:
GL3_EffectProcessor gl3EffectProcessor = new GL3_EffectProcessor();
return gl3EffectProcessor.Process(input, context);
default:
throw new NotSupportedException("Currently it is not possible to create effect with format '" + outputFormat.ToString() + "'");
}

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@ -0,0 +1,101 @@
#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
using Microsoft.Xna.Framework.Content.Pipeline.Processors;
#endregion // Using Statements
#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
using TInput = Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectContent;
using TOutput = Microsoft.Xna.Framework.Content.Pipeline.Processors.CompiledEffectContent;
using ANX.Framework.Windows.GL3;
namespace ANX.Framework.ContentPipeline
{
[ContentProcessor(DisplayName = "OpenGL3 Effect - ANX Framework")]
public class GL3_EffectProcessor : ContentProcessor<TInput, TOutput>
{
public override TOutput Process(TInput input, ContentProcessorContext context)
{
byte[] effectByteCode = EffectGL3.CompileShader(input.EffectCode);
Byte[] byteCode = new Byte[3 + 2 + 1 + 4 + effectByteCode.Length];
StringToByteArray("ANX").CopyTo(byteCode, 0); // Magic Number to recognize format
byteCode[3] = 0; // Major Version
byteCode[4] = 2; // Minor Version
byteCode[5] = (byte)EffectProcessorOutputFormat.OPEN_GL3_GLSL; // Format of byte array
int dataStart = 6;
BitConverter.GetBytes(effectByteCode.Length).CopyTo(byteCode, dataStart); // length of vertexShaderByteCode
Array.Copy(effectByteCode, 0, byteCode, dataStart + 4, effectByteCode.Length);
return new TOutput(byteCode);
}
private byte[] StringToByteArray(string str)
{
System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
return enc.GetBytes(str);
}
private string ByteArrayToString(byte[] arr)
{
System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
return enc.GetString(arr);
}
}
}

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@ -200,5 +200,11 @@ namespace ANX.Framework.Windows.GL3
}
}
#endregion
}
public static byte[] CompileShader(string effectCode)
{
//TODO: implement to be used by ContentPipeline
throw new NotImplementedException();
}
}
}

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@ -58,7 +58,7 @@ namespace ANX.Framework.ContentPipeline
DX10_HLSL = 1,
DX11_HLSL = 2,
DX11_1_HLSL = 3,
OPEN_GL_GLSL = 4,
OPEN_GL3_GLSL = 4,
MULTIFORMAT = 5,
}
}