Extended the ANX ContentPipeline to support OpenGL3 GLSL effect files.
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@ -56,6 +56,7 @@
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<ItemGroup>
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<ItemGroup>
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<Compile Include="DX10_EffectProcessor.cs" />
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<Compile Include="DX10_EffectProcessor.cs" />
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<Compile Include="EffectProcessor.cs" />
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<Compile Include="EffectProcessor.cs" />
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<Compile Include="GL3_EffectProcessor.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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@ -63,6 +64,10 @@
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<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
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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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<Name>ANX.Framework.Windows.DX10</Name>
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</ProjectReference>
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</ProjectReference>
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<ProjectReference Include="..\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="..\ANX.Framework\ANX.Framework.csproj">
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<ProjectReference Include="..\ANX.Framework\ANX.Framework.csproj">
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<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
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<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
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<Name>ANX.Framework</Name>
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<Name>ANX.Framework</Name>
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@ -84,6 +84,9 @@ namespace ANX.Framework.ContentPipeline
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case EffectProcessorOutputFormat.DX10_HLSL:
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case EffectProcessorOutputFormat.DX10_HLSL:
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DX10_EffectProcessor dx10EffectProcessor = new DX10_EffectProcessor();
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DX10_EffectProcessor dx10EffectProcessor = new DX10_EffectProcessor();
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return dx10EffectProcessor.Process(input, context);
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return dx10EffectProcessor.Process(input, context);
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case EffectProcessorOutputFormat.OPEN_GL3_GLSL:
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GL3_EffectProcessor gl3EffectProcessor = new GL3_EffectProcessor();
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return gl3EffectProcessor.Process(input, context);
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default:
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default:
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throw new NotSupportedException("Currently it is not possible to create effect with format '" + outputFormat.ToString() + "'");
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throw new NotSupportedException("Currently it is not possible to create effect with format '" + outputFormat.ToString() + "'");
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}
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}
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101
ANX.Framework.ContentPipeline/GL3_EffectProcessor.cs
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101
ANX.Framework.ContentPipeline/GL3_EffectProcessor.cs
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@ -0,0 +1,101 @@
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#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Content.Pipeline;
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using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
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using Microsoft.Xna.Framework.Content.Pipeline.Processors;
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#endregion // Using Statements
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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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using TInput = Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectContent;
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using TOutput = Microsoft.Xna.Framework.Content.Pipeline.Processors.CompiledEffectContent;
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using ANX.Framework.Windows.GL3;
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namespace ANX.Framework.ContentPipeline
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{
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[ContentProcessor(DisplayName = "OpenGL3 Effect - ANX Framework")]
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public class GL3_EffectProcessor : ContentProcessor<TInput, TOutput>
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{
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public override TOutput Process(TInput input, ContentProcessorContext context)
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{
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byte[] effectByteCode = EffectGL3.CompileShader(input.EffectCode);
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Byte[] byteCode = new Byte[3 + 2 + 1 + 4 + effectByteCode.Length];
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StringToByteArray("ANX").CopyTo(byteCode, 0); // Magic Number to recognize format
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byteCode[3] = 0; // Major Version
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byteCode[4] = 2; // Minor Version
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byteCode[5] = (byte)EffectProcessorOutputFormat.OPEN_GL3_GLSL; // Format of byte array
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int dataStart = 6;
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BitConverter.GetBytes(effectByteCode.Length).CopyTo(byteCode, dataStart); // length of vertexShaderByteCode
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Array.Copy(effectByteCode, 0, byteCode, dataStart + 4, effectByteCode.Length);
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return new TOutput(byteCode);
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}
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private byte[] StringToByteArray(string str)
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{
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System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
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return enc.GetBytes(str);
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}
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private string ByteArrayToString(byte[] arr)
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{
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System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
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return enc.GetString(arr);
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}
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}
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}
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@ -200,5 +200,11 @@ namespace ANX.Framework.Windows.GL3
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}
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}
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}
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}
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#endregion
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#endregion
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}
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public static byte[] CompileShader(string effectCode)
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{
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//TODO: implement to be used by ContentPipeline
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throw new NotImplementedException();
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}
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}
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}
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}
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@ -58,7 +58,7 @@ namespace ANX.Framework.ContentPipeline
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DX10_HLSL = 1,
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DX10_HLSL = 1,
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DX11_HLSL = 2,
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DX11_HLSL = 2,
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DX11_1_HLSL = 3,
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DX11_1_HLSL = 3,
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OPEN_GL_GLSL = 4,
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OPEN_GL3_GLSL = 4,
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MULTIFORMAT = 5,
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MULTIFORMAT = 5,
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}
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}
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}
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}
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