diff --git a/ANX.Framework.ContentPipeline/ANX.Framework.ContentPipeline.csproj b/ANX.Framework.ContentPipeline/ANX.Framework.ContentPipeline.csproj
index 8fa2c667..fa0014bb 100644
--- a/ANX.Framework.ContentPipeline/ANX.Framework.ContentPipeline.csproj
+++ b/ANX.Framework.ContentPipeline/ANX.Framework.ContentPipeline.csproj
@@ -56,6 +56,7 @@
+
@@ -63,6 +64,10 @@
{5BE49183-2F6F-4527-AC90-D816911FCF90}
ANX.Framework.Windows.DX10
+
+ {EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}
+ ANX.Framework.Windows.GL3
+
{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}
ANX.Framework
diff --git a/ANX.Framework.ContentPipeline/EffectProcessor.cs b/ANX.Framework.ContentPipeline/EffectProcessor.cs
index 6df4ad95..2dcac83b 100644
--- a/ANX.Framework.ContentPipeline/EffectProcessor.cs
+++ b/ANX.Framework.ContentPipeline/EffectProcessor.cs
@@ -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() + "'");
}
diff --git a/ANX.Framework.ContentPipeline/GL3_EffectProcessor.cs b/ANX.Framework.ContentPipeline/GL3_EffectProcessor.cs
new file mode 100644
index 00000000..f0a130ff
--- /dev/null
+++ b/ANX.Framework.ContentPipeline/GL3_EffectProcessor.cs
@@ -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
+ {
+ 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);
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/ANX.Framework.Windows.GL3/EffectGL3.cs b/ANX.Framework.Windows.GL3/EffectGL3.cs
index b822145a..2fcca6e7 100644
--- a/ANX.Framework.Windows.GL3/EffectGL3.cs
+++ b/ANX.Framework.Windows.GL3/EffectGL3.cs
@@ -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();
+ }
+ }
}
diff --git a/ANX.Framework/NonXNA/RenderSystem/EffectProcessorOutputFormat.cs b/ANX.Framework/NonXNA/RenderSystem/EffectProcessorOutputFormat.cs
index 86580f28..b279d159 100644
--- a/ANX.Framework/NonXNA/RenderSystem/EffectProcessorOutputFormat.cs
+++ b/ANX.Framework/NonXNA/RenderSystem/EffectProcessorOutputFormat.cs
@@ -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,
}
}