From d8693b50231ea37e330bacc6d9caa69ecf02c08e Mon Sep 17 00:00:00 2001 From: Glatzemann Date: Wed, 23 Nov 2011 10:13:38 +0000 Subject: [PATCH] fixed issue #453 (bad exception for unimplemented BasicEffect) completed GetShaderByteCode in DX10 and GL3 RenderSystems added dummy effect files for all shader types --- ANX.Framework.sln | 10 + ANX.Framework/Graphics/AlphaTestEffect.cs | 7 +- ANX.Framework/Graphics/BasicEffect.cs | 2 +- ANX.Framework/Graphics/DualTextureEffect.cs | 3 +- .../Graphics/EnvironmentMapEffect.cs | 3 +- ANX.Framework/Graphics/SkinnedEffect.cs | 2 +- .../NonXNA/RenderSystem/PreDefinedShader.cs | 5 + ANX.Framework/Properties/AssemblyInfo.cs | 4 +- .../ANX.Framework.Windows.DX10/Creator.cs | 20 + .../Properties/AssemblyInfo.cs | 4 +- .../ShaderByteCode.cs | 560 ++++++++++++++++++ .../ANX.Framework.Windows.GL3/Creator.cs | 35 +- .../Properties/AssemblyInfo.cs | 4 +- .../ShaderByteCode.cs | 160 +++++ .../Properties/AssemblyInfo.cs | 4 +- shader/DX10/AlphaTest.fx | 90 +++ shader/DX10/BasicEffect.fx | 89 +++ shader/DX10/DualTexture.fx | 89 +++ shader/DX10/EnvironmentMap.fx | 89 +++ shader/DX10/Skinned.fx | 89 +++ shader/DX10/build.xml | 20 + shader/GL3/AlphaTest.fx | 78 +++ shader/GL3/BasicEffect.fx | 78 +++ shader/GL3/DualTexture.fx | 78 +++ shader/GL3/EnvironmentMap.fx | 78 +++ shader/GL3/Skinned.fx | 78 +++ shader/GL3/build.xml | 20 + 27 files changed, 1674 insertions(+), 25 deletions(-) create mode 100644 shader/DX10/AlphaTest.fx create mode 100644 shader/DX10/BasicEffect.fx create mode 100644 shader/DX10/DualTexture.fx create mode 100644 shader/DX10/EnvironmentMap.fx create mode 100644 shader/DX10/Skinned.fx create mode 100644 shader/GL3/AlphaTest.fx create mode 100644 shader/GL3/BasicEffect.fx create mode 100644 shader/GL3/DualTexture.fx create mode 100644 shader/GL3/EnvironmentMap.fx create mode 100644 shader/GL3/Skinned.fx diff --git a/ANX.Framework.sln b/ANX.Framework.sln index f59c5e80..0b791390 100644 --- a/ANX.Framework.sln +++ b/ANX.Framework.sln @@ -41,13 +41,23 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Stock Shaders", "Stock Shad EndProject Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "DX10", "DX10", "{CCB4679D-11AF-4EC6-AAA4-36619FCE70FA}" ProjectSection(SolutionItems) = preProject + shader\DX10\AlphaTest.fx = shader\DX10\AlphaTest.fx + shader\DX10\BasicEffect.fx = shader\DX10\BasicEffect.fx shader\DX10\build.xml = shader\DX10\build.xml + shader\DX10\DualTexture.fx = shader\DX10\DualTexture.fx + shader\DX10\EnvironmentMap.fx = shader\DX10\EnvironmentMap.fx + shader\DX10\Skinned.fx = shader\DX10\Skinned.fx shader\DX10\SpriteBatch.fx = shader\DX10\SpriteBatch.fx EndProjectSection EndProject Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "GL3", "GL3", "{E4FFD875-95FC-48F2-8B6D-8483D0B71666}" ProjectSection(SolutionItems) = preProject + shader\GL3\AlphaTest.fx = shader\GL3\AlphaTest.fx + shader\GL3\BasicEffect.fx = shader\GL3\BasicEffect.fx shader\GL3\build.xml = shader\GL3\build.xml + shader\GL3\DualTexture.fx = shader\GL3\DualTexture.fx + shader\GL3\EnvironmentMap.fx = shader\GL3\EnvironmentMap.fx + shader\GL3\Skinned.fx = shader\GL3\Skinned.fx shader\GL3\SpriteBatch_GLSL.fx = shader\GL3\SpriteBatch_GLSL.fx EndProjectSection EndProject diff --git a/ANX.Framework/Graphics/AlphaTestEffect.cs b/ANX.Framework/Graphics/AlphaTestEffect.cs index c25b8864..22bb960f 100644 --- a/ANX.Framework/Graphics/AlphaTestEffect.cs +++ b/ANX.Framework/Graphics/AlphaTestEffect.cs @@ -3,6 +3,7 @@ using System; using System.Collections.Generic; using System.Linq; using System.Text; +using ANX.Framework.NonXNA; #endregion // Using Statements @@ -57,16 +58,14 @@ namespace ANX.Framework.Graphics { public class AlphaTestEffect : Effect, IEffectMatrices, IEffectFog, IGraphicsResource { - private static byte[] EFFECT_CODE; - public AlphaTestEffect(GraphicsDevice device) - : base(device, EFFECT_CODE) + : base(device, AddInSystemFactory.Instance.GetDefaultCreator().GetShaderByteCode(NonXNA.PreDefinedShader.AlphaTestEffect)) { throw new NotImplementedException(); } protected AlphaTestEffect(AlphaTestEffect cloneSource) - : base(cloneSource.GraphicsDevice, EFFECT_CODE) + : base(cloneSource) { throw new NotImplementedException(); } diff --git a/ANX.Framework/Graphics/BasicEffect.cs b/ANX.Framework/Graphics/BasicEffect.cs index e76fbd04..78559194 100644 --- a/ANX.Framework/Graphics/BasicEffect.cs +++ b/ANX.Framework/Graphics/BasicEffect.cs @@ -61,7 +61,7 @@ namespace ANX.Framework.Graphics public class BasicEffect : Effect, IEffectMatrices, IEffectLights, IEffectFog { public BasicEffect(GraphicsDevice graphics) - : base(graphics, null) + : base(graphics, AddInSystemFactory.Instance.GetDefaultCreator().GetShaderByteCode(NonXNA.PreDefinedShader.BasicEffect)) { throw new NotImplementedException(); } diff --git a/ANX.Framework/Graphics/DualTextureEffect.cs b/ANX.Framework/Graphics/DualTextureEffect.cs index 45d5a9d1..cb7b7d1b 100644 --- a/ANX.Framework/Graphics/DualTextureEffect.cs +++ b/ANX.Framework/Graphics/DualTextureEffect.cs @@ -3,6 +3,7 @@ using System; using System.Collections.Generic; using System.Linq; using System.Text; +using ANX.Framework.NonXNA; #endregion // Using Statements @@ -58,7 +59,7 @@ namespace ANX.Framework.Graphics public class DualTextureEffect : Effect, IEffectMatrices, IEffectFog { public DualTextureEffect(GraphicsDevice graphics) - : base(graphics, null) + : base(graphics, AddInSystemFactory.Instance.GetDefaultCreator().GetShaderByteCode(NonXNA.PreDefinedShader.DualTextureEffect)) { throw new NotImplementedException(); } diff --git a/ANX.Framework/Graphics/EnvironmentMapEffect.cs b/ANX.Framework/Graphics/EnvironmentMapEffect.cs index 1f9d8737..1e55f5d3 100644 --- a/ANX.Framework/Graphics/EnvironmentMapEffect.cs +++ b/ANX.Framework/Graphics/EnvironmentMapEffect.cs @@ -3,6 +3,7 @@ using System; using System.Collections.Generic; using System.Linq; using System.Text; +using ANX.Framework.NonXNA; #endregion // Using Statements @@ -58,7 +59,7 @@ namespace ANX.Framework.Graphics public class EnvironmentMapEffect : Effect, IEffectMatrices, IEffectLights, IEffectFog { public EnvironmentMapEffect(GraphicsDevice graphics) - : base(graphics, null) + : base(graphics, AddInSystemFactory.Instance.GetDefaultCreator().GetShaderByteCode(NonXNA.PreDefinedShader.EnvironmentMapEffect)) { throw new NotImplementedException(); } diff --git a/ANX.Framework/Graphics/SkinnedEffect.cs b/ANX.Framework/Graphics/SkinnedEffect.cs index b32f9006..43abf1e6 100644 --- a/ANX.Framework/Graphics/SkinnedEffect.cs +++ b/ANX.Framework/Graphics/SkinnedEffect.cs @@ -62,7 +62,7 @@ namespace ANX.Framework.Graphics public class SkinnedEffect : Effect, IEffectMatrices, IEffectLights, IEffectFog { public SkinnedEffect(GraphicsDevice graphics) - : base(graphics, null) + : base(graphics, AddInSystemFactory.Instance.GetDefaultCreator().GetShaderByteCode(NonXNA.PreDefinedShader.SkinnedEffect)) { throw new NotImplementedException(); } diff --git a/ANX.Framework/NonXNA/RenderSystem/PreDefinedShader.cs b/ANX.Framework/NonXNA/RenderSystem/PreDefinedShader.cs index 498b94be..7ce7cc87 100644 --- a/ANX.Framework/NonXNA/RenderSystem/PreDefinedShader.cs +++ b/ANX.Framework/NonXNA/RenderSystem/PreDefinedShader.cs @@ -55,5 +55,10 @@ namespace ANX.Framework.NonXNA public enum PreDefinedShader { SpriteBatch, + BasicEffect, + SkinnedEffect, + DualTextureEffect, + AlphaTestEffect, + EnvironmentMapEffect, } } diff --git a/ANX.Framework/Properties/AssemblyInfo.cs b/ANX.Framework/Properties/AssemblyInfo.cs index 28ab9c0c..851e6763 100644 --- a/ANX.Framework/Properties/AssemblyInfo.cs +++ b/ANX.Framework/Properties/AssemblyInfo.cs @@ -31,8 +31,8 @@ using System.Runtime.InteropServices; // // Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern // übernehmen, indem Sie "*" eingeben: -[assembly: AssemblyVersion("0.4.25.*")] -[assembly: AssemblyFileVersion("0.4.25.0")] +[assembly: AssemblyVersion("0.4.26.*")] +[assembly: AssemblyFileVersion("0.4.26.0")] [assembly:InternalsVisibleTo("ANX.Framework.Windows.DX10")] [assembly:InternalsVisibleTo("ANX.RenderSystem.Windows.DX11")] diff --git a/RenderSystems/ANX.Framework.Windows.DX10/Creator.cs b/RenderSystems/ANX.Framework.Windows.DX10/Creator.cs index f4858267..d3b7b326 100644 --- a/RenderSystems/ANX.Framework.Windows.DX10/Creator.cs +++ b/RenderSystems/ANX.Framework.Windows.DX10/Creator.cs @@ -141,6 +141,26 @@ namespace ANX.Framework.Windows.DX10 { return ShaderByteCode.SpriteBatchByteCode; } + else if (type == PreDefinedShader.AlphaTestEffect) + { + return ShaderByteCode.AlphaTestEffectByteCode; + } + else if (type == PreDefinedShader.BasicEffect) + { + return ShaderByteCode.BasicEffectByteCode; + } + else if (type == PreDefinedShader.DualTextureEffect) + { + return ShaderByteCode.DualTextureEffectByteCode; + } + else if (type == PreDefinedShader.EnvironmentMapEffect) + { + return ShaderByteCode.EnvironmentMapEffectByteCode; + } + else if (type == PreDefinedShader.SkinnedEffect) + { + return ShaderByteCode.SkinnedEffectByteCode; + } throw new NotImplementedException("ByteCode for '" + type.ToString() + "' is not yet available"); } diff --git a/RenderSystems/ANX.Framework.Windows.DX10/Properties/AssemblyInfo.cs b/RenderSystems/ANX.Framework.Windows.DX10/Properties/AssemblyInfo.cs index d7cfe99b..7f41ea4f 100644 --- a/RenderSystems/ANX.Framework.Windows.DX10/Properties/AssemblyInfo.cs +++ b/RenderSystems/ANX.Framework.Windows.DX10/Properties/AssemblyInfo.cs @@ -32,7 +32,7 @@ using System.Runtime.InteropServices; // Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern // übernehmen, indem Sie "*" eingeben: // [assembly: AssemblyVersion("1.0.*")] -[assembly: AssemblyVersion("0.7.5.0")] -[assembly: AssemblyFileVersion("0.7.5.0")] +[assembly: AssemblyVersion("0.7.6.0")] +[assembly: AssemblyFileVersion("0.7.6.0")] [assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")] diff --git a/RenderSystems/ANX.Framework.Windows.DX10/ShaderByteCode.cs b/RenderSystems/ANX.Framework.Windows.DX10/ShaderByteCode.cs index 47d28787..db0e54a2 100644 --- a/RenderSystems/ANX.Framework.Windows.DX10/ShaderByteCode.cs +++ b/RenderSystems/ANX.Framework.Windows.DX10/ShaderByteCode.cs @@ -163,5 +163,565 @@ namespace ANX.Framework.Windows.DX10 }; #endregion //SpriteBatchShader + #region AlphaTestEffectShader + internal static byte[] AlphaTestEffectByteCode = new byte[] + { + 068, + 088, 066, 067, 126, 162, 104, 105, 242, 144, 056, 167, 070, 154, 085, 120, 072, 154, 242, 236, 001, + 000, 000, 000, 036, 008, 000, 000, 001, 000, 000, 000, 036, 000, 000, 000, 070, 088, 049, 048, 248, + 007, 000, 000, 001, 016, 255, 254, 001, 000, 000, 000, 001, 000, 000, 000, 002, 000, 000, 000, 000, + 000, 000, 000, 000, 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255, 255, 000, 000, 000, 000, 000, 000, 000, 000, 168, 000, 000, 000, 001, 000, 000, 000, 000, + 000, 000, 000, 178, 000, 000, 000, 003, 000, 000, 000, 000, 000, 000, 000, 008, 000, 000, 000, 000, + 000, 000, 000, 001, 000, 000, 000, 192, 000, 000, 000, 006, 000, 000, 000, 000, 000, 000, 000, 007, + 000, 000, 000, 080, 004, 000, 000, 007, 000, 000, 000, 000, 000, 000, 000, 007, 000, 000, 000, 252, + 006, 000, 000 + }; + #endregion //SkinnedEffectShader + } } diff --git a/RenderSystems/ANX.Framework.Windows.GL3/Creator.cs b/RenderSystems/ANX.Framework.Windows.GL3/Creator.cs index edc3f292..69be93fd 100644 --- a/RenderSystems/ANX.Framework.Windows.GL3/Creator.cs +++ b/RenderSystems/ANX.Framework.Windows.GL3/Creator.cs @@ -206,7 +206,7 @@ namespace ANX.Framework.Windows.GL3 } #endregion - #region GetShaderByteCode (TODO) + #region GetShaderByteCode /// /// Get the byte code of a pre defined shader. /// @@ -214,15 +214,32 @@ namespace ANX.Framework.Windows.GL3 /// Byte code of the shader. public byte[] GetShaderByteCode(PreDefinedShader type) { - switch (type) - { - case PreDefinedShader.SpriteBatch: - return ShaderByteCode.SpriteBatchByteCode; + if (type == PreDefinedShader.SpriteBatch) + { + return ShaderByteCode.SpriteBatchByteCode; + } + else if (type == PreDefinedShader.AlphaTestEffect) + { + return ShaderByteCode.AlphaTestEffectByteCode; + } + else if (type == PreDefinedShader.BasicEffect) + { + return ShaderByteCode.BasicEffectByteCode; + } + else if (type == PreDefinedShader.DualTextureEffect) + { + return ShaderByteCode.DualTextureEffectByteCode; + } + else if (type == PreDefinedShader.EnvironmentMapEffect) + { + return ShaderByteCode.EnvironmentMapEffectByteCode; + } + else if (type == PreDefinedShader.SkinnedEffect) + { + return ShaderByteCode.SkinnedEffectByteCode; + } - default: - throw new NotSupportedException("The predefined shader '" + type + - "' isn't supported yet!"); - } + throw new NotImplementedException("ByteCode for '" + type.ToString() + "' is not yet available"); } #endregion diff --git a/RenderSystems/ANX.Framework.Windows.GL3/Properties/AssemblyInfo.cs b/RenderSystems/ANX.Framework.Windows.GL3/Properties/AssemblyInfo.cs index 6a636f5a..81eb2990 100644 --- a/RenderSystems/ANX.Framework.Windows.GL3/Properties/AssemblyInfo.cs +++ b/RenderSystems/ANX.Framework.Windows.GL3/Properties/AssemblyInfo.cs @@ -32,7 +32,7 @@ using System.Runtime.InteropServices; // Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern // übernehmen, indem Sie "*" eingeben: // [assembly: AssemblyVersion("1.0.*")] -[assembly: AssemblyVersion("0.5.2.0")] -[assembly: AssemblyFileVersion("0.5.2.0")] +[assembly: AssemblyVersion("0.5.3.0")] +[assembly: AssemblyFileVersion("0.5.3.0")] [assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")] diff --git a/RenderSystems/ANX.Framework.Windows.GL3/ShaderByteCode.cs b/RenderSystems/ANX.Framework.Windows.GL3/ShaderByteCode.cs index 83787181..e9d51657 100644 --- a/RenderSystems/ANX.Framework.Windows.GL3/ShaderByteCode.cs +++ b/RenderSystems/ANX.Framework.Windows.GL3/ShaderByteCode.cs @@ -83,5 +83,165 @@ namespace ANX.Framework.Windows.GL3 }; #endregion //SpriteBatchShader + #region AlphaTestEffectShader + internal static byte[] AlphaTestEffectByteCode = new byte[] + { + 160, + 003, 117, 110, 105, 102, 111, 114, 109, 032, 109, 097, 116, 052, 032, 077, 097, 116, 114, 105, 120, + 084, 114, 097, 110, 115, 102, 111, 114, 109, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101, + 032, 118, 101, 099, 052, 032, 112, 111, 115, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101, + 032, 118, 101, 099, 052, 032, 099, 111, 108, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101, + 032, 118, 101, 099, 050, 032, 116, 101, 120, 059, 010, 118, 097, 114, 121, 105, 110, 103, 032, 118, + 101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 059, 010, 118, 097, + 114, 121, 105, 110, 103, 032, 118, 101, 099, 050, 032, 100, 105, 102, 102, 117, 115, 101, 084, 101, + 120, 067, 111, 111, 114, 100, 059, 010, 118, 111, 105, 100, 032, 109, 097, 105, 110, 040, 118, 111, + 105, 100, 041, 123, 010, 103, 108, 095, 080, 111, 115, 105, 116, 105, 111, 110, 061, 077, 097, 116, + 114, 105, 120, 084, 114, 097, 110, 115, 102, 111, 114, 109, 042, 112, 111, 115, 059, 010, 100, 105, + 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, 061, 116, 101, 120, 059, 010, 100, + 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 061, 099, 111, 108, 059, 125, 010, 035, 035, + 033, 102, 114, 097, 103, 109, 101, 110, 116, 033, 035, 035, 010, 117, 110, 105, 102, 111, 114, 109, + 032, 115, 097, 109, 112, 108, 101, 114, 050, 068, 032, 084, 101, 120, 116, 117, 114, 101, 059, 010, + 118, 097, 114, 121, 105, 110, 103, 032, 118, 101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101, + 067, 111, 108, 111, 114, 059, 010, 118, 097, 114, 121, 105, 110, 103, 032, 118, 101, 099, 050, 032, + 100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, 059, 010, 118, 111, 105, + 100, 032, 109, 097, 105, 110, 040, 118, 111, 105, 100, 041, 123, 010, 103, 108, 095, 070, 114, 097, + 103, 067, 111, 108, 111, 114, 061, 116, 101, 120, 116, 117, 114, 101, 050, 068, 040, 084, 101, 120, + 116, 117, 114, 101, 044, 100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, + 041, 042, 100, 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 059, 125, 010, 095, 046, 094, + 078, 240, 054, 006, 106, 005, 190, 104, 250, 201, 129, 166, 050, 199, 249, 189, 159, 008, 207, 084, + 062, 171, 010, 076, 101, 119, 047, 079, 245, 134, 024, 149, 110, 166, 213, 153, 023, 179, 120, 191, + 146, 106, 047, 180, 084, 037, 088, 036, 132, 126, 030, 027, 054, 044, 236, 120, 086, 102, 211, 178, + 125 + }; + #endregion //AlphaTestEffectShader + + #region BasicEffectShader + internal static byte[] BasicEffectByteCode = new byte[] + { + 160, + 003, 117, 110, 105, 102, 111, 114, 109, 032, 109, 097, 116, 052, 032, 077, 097, 116, 114, 105, 120, + 084, 114, 097, 110, 115, 102, 111, 114, 109, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101, + 032, 118, 101, 099, 052, 032, 112, 111, 115, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101, + 032, 118, 101, 099, 052, 032, 099, 111, 108, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101, + 032, 118, 101, 099, 050, 032, 116, 101, 120, 059, 010, 118, 097, 114, 121, 105, 110, 103, 032, 118, + 101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 059, 010, 118, 097, + 114, 121, 105, 110, 103, 032, 118, 101, 099, 050, 032, 100, 105, 102, 102, 117, 115, 101, 084, 101, + 120, 067, 111, 111, 114, 100, 059, 010, 118, 111, 105, 100, 032, 109, 097, 105, 110, 040, 118, 111, + 105, 100, 041, 123, 010, 103, 108, 095, 080, 111, 115, 105, 116, 105, 111, 110, 061, 077, 097, 116, + 114, 105, 120, 084, 114, 097, 110, 115, 102, 111, 114, 109, 042, 112, 111, 115, 059, 010, 100, 105, + 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, 061, 116, 101, 120, 059, 010, 100, + 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 061, 099, 111, 108, 059, 125, 010, 035, 035, + 033, 102, 114, 097, 103, 109, 101, 110, 116, 033, 035, 035, 010, 117, 110, 105, 102, 111, 114, 109, + 032, 115, 097, 109, 112, 108, 101, 114, 050, 068, 032, 084, 101, 120, 116, 117, 114, 101, 059, 010, + 118, 097, 114, 121, 105, 110, 103, 032, 118, 101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101, + 067, 111, 108, 111, 114, 059, 010, 118, 097, 114, 121, 105, 110, 103, 032, 118, 101, 099, 050, 032, + 100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, 059, 010, 118, 111, 105, + 100, 032, 109, 097, 105, 110, 040, 118, 111, 105, 100, 041, 123, 010, 103, 108, 095, 070, 114, 097, + 103, 067, 111, 108, 111, 114, 061, 116, 101, 120, 116, 117, 114, 101, 050, 068, 040, 084, 101, 120, + 116, 117, 114, 101, 044, 100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, + 041, 042, 100, 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 059, 125, 010, 095, 046, 094, + 078, 240, 054, 006, 106, 005, 190, 104, 250, 201, 129, 166, 050, 199, 249, 189, 159, 008, 207, 084, + 062, 171, 010, 076, 101, 119, 047, 079, 245, 134, 024, 149, 110, 166, 213, 153, 023, 179, 120, 191, + 146, 106, 047, 180, 084, 037, 088, 036, 132, 126, 030, 027, 054, 044, 236, 120, 086, 102, 211, 178, + 125 + }; + #endregion //BasicEffectShader + + #region DualTextureEffectShader + internal static byte[] DualTextureEffectByteCode = new byte[] + { + 160, + 003, 117, 110, 105, 102, 111, 114, 109, 032, 109, 097, 116, 052, 032, 077, 097, 116, 114, 105, 120, + 084, 114, 097, 110, 115, 102, 111, 114, 109, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101, + 032, 118, 101, 099, 052, 032, 112, 111, 115, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101, + 032, 118, 101, 099, 052, 032, 099, 111, 108, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101, + 032, 118, 101, 099, 050, 032, 116, 101, 120, 059, 010, 118, 097, 114, 121, 105, 110, 103, 032, 118, + 101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 059, 010, 118, 097, + 114, 121, 105, 110, 103, 032, 118, 101, 099, 050, 032, 100, 105, 102, 102, 117, 115, 101, 084, 101, + 120, 067, 111, 111, 114, 100, 059, 010, 118, 111, 105, 100, 032, 109, 097, 105, 110, 040, 118, 111, + 105, 100, 041, 123, 010, 103, 108, 095, 080, 111, 115, 105, 116, 105, 111, 110, 061, 077, 097, 116, + 114, 105, 120, 084, 114, 097, 110, 115, 102, 111, 114, 109, 042, 112, 111, 115, 059, 010, 100, 105, + 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, 061, 116, 101, 120, 059, 010, 100, + 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 061, 099, 111, 108, 059, 125, 010, 035, 035, + 033, 102, 114, 097, 103, 109, 101, 110, 116, 033, 035, 035, 010, 117, 110, 105, 102, 111, 114, 109, + 032, 115, 097, 109, 112, 108, 101, 114, 050, 068, 032, 084, 101, 120, 116, 117, 114, 101, 059, 010, + 118, 097, 114, 121, 105, 110, 103, 032, 118, 101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101, + 067, 111, 108, 111, 114, 059, 010, 118, 097, 114, 121, 105, 110, 103, 032, 118, 101, 099, 050, 032, + 100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, 059, 010, 118, 111, 105, + 100, 032, 109, 097, 105, 110, 040, 118, 111, 105, 100, 041, 123, 010, 103, 108, 095, 070, 114, 097, + 103, 067, 111, 108, 111, 114, 061, 116, 101, 120, 116, 117, 114, 101, 050, 068, 040, 084, 101, 120, + 116, 117, 114, 101, 044, 100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, + 041, 042, 100, 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 059, 125, 010, 095, 046, 094, + 078, 240, 054, 006, 106, 005, 190, 104, 250, 201, 129, 166, 050, 199, 249, 189, 159, 008, 207, 084, + 062, 171, 010, 076, 101, 119, 047, 079, 245, 134, 024, 149, 110, 166, 213, 153, 023, 179, 120, 191, + 146, 106, 047, 180, 084, 037, 088, 036, 132, 126, 030, 027, 054, 044, 236, 120, 086, 102, 211, 178, + 125 + }; + #endregion //DualTextureEffectShader + + #region EnvironmentMapEffectShader + internal static byte[] EnvironmentMapEffectByteCode = new byte[] + { + 160, + 003, 117, 110, 105, 102, 111, 114, 109, 032, 109, 097, 116, 052, 032, 077, 097, 116, 114, 105, 120, + 084, 114, 097, 110, 115, 102, 111, 114, 109, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101, + 032, 118, 101, 099, 052, 032, 112, 111, 115, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101, + 032, 118, 101, 099, 052, 032, 099, 111, 108, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101, + 032, 118, 101, 099, 050, 032, 116, 101, 120, 059, 010, 118, 097, 114, 121, 105, 110, 103, 032, 118, + 101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 059, 010, 118, 097, + 114, 121, 105, 110, 103, 032, 118, 101, 099, 050, 032, 100, 105, 102, 102, 117, 115, 101, 084, 101, + 120, 067, 111, 111, 114, 100, 059, 010, 118, 111, 105, 100, 032, 109, 097, 105, 110, 040, 118, 111, + 105, 100, 041, 123, 010, 103, 108, 095, 080, 111, 115, 105, 116, 105, 111, 110, 061, 077, 097, 116, + 114, 105, 120, 084, 114, 097, 110, 115, 102, 111, 114, 109, 042, 112, 111, 115, 059, 010, 100, 105, + 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, 061, 116, 101, 120, 059, 010, 100, + 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 061, 099, 111, 108, 059, 125, 010, 035, 035, + 033, 102, 114, 097, 103, 109, 101, 110, 116, 033, 035, 035, 010, 117, 110, 105, 102, 111, 114, 109, + 032, 115, 097, 109, 112, 108, 101, 114, 050, 068, 032, 084, 101, 120, 116, 117, 114, 101, 059, 010, + 118, 097, 114, 121, 105, 110, 103, 032, 118, 101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101, + 067, 111, 108, 111, 114, 059, 010, 118, 097, 114, 121, 105, 110, 103, 032, 118, 101, 099, 050, 032, + 100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, 059, 010, 118, 111, 105, + 100, 032, 109, 097, 105, 110, 040, 118, 111, 105, 100, 041, 123, 010, 103, 108, 095, 070, 114, 097, + 103, 067, 111, 108, 111, 114, 061, 116, 101, 120, 116, 117, 114, 101, 050, 068, 040, 084, 101, 120, + 116, 117, 114, 101, 044, 100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, + 041, 042, 100, 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 059, 125, 010, 095, 046, 094, + 078, 240, 054, 006, 106, 005, 190, 104, 250, 201, 129, 166, 050, 199, 249, 189, 159, 008, 207, 084, + 062, 171, 010, 076, 101, 119, 047, 079, 245, 134, 024, 149, 110, 166, 213, 153, 023, 179, 120, 191, + 146, 106, 047, 180, 084, 037, 088, 036, 132, 126, 030, 027, 054, 044, 236, 120, 086, 102, 211, 178, + 125 + }; + #endregion //EnvironmentMapEffectShader + + #region SkinnedEffectShader + internal static byte[] SkinnedEffectByteCode = new byte[] + { + 160, + 003, 117, 110, 105, 102, 111, 114, 109, 032, 109, 097, 116, 052, 032, 077, 097, 116, 114, 105, 120, + 084, 114, 097, 110, 115, 102, 111, 114, 109, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101, + 032, 118, 101, 099, 052, 032, 112, 111, 115, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101, + 032, 118, 101, 099, 052, 032, 099, 111, 108, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101, + 032, 118, 101, 099, 050, 032, 116, 101, 120, 059, 010, 118, 097, 114, 121, 105, 110, 103, 032, 118, + 101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 059, 010, 118, 097, + 114, 121, 105, 110, 103, 032, 118, 101, 099, 050, 032, 100, 105, 102, 102, 117, 115, 101, 084, 101, + 120, 067, 111, 111, 114, 100, 059, 010, 118, 111, 105, 100, 032, 109, 097, 105, 110, 040, 118, 111, + 105, 100, 041, 123, 010, 103, 108, 095, 080, 111, 115, 105, 116, 105, 111, 110, 061, 077, 097, 116, + 114, 105, 120, 084, 114, 097, 110, 115, 102, 111, 114, 109, 042, 112, 111, 115, 059, 010, 100, 105, + 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, 061, 116, 101, 120, 059, 010, 100, + 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 061, 099, 111, 108, 059, 125, 010, 035, 035, + 033, 102, 114, 097, 103, 109, 101, 110, 116, 033, 035, 035, 010, 117, 110, 105, 102, 111, 114, 109, + 032, 115, 097, 109, 112, 108, 101, 114, 050, 068, 032, 084, 101, 120, 116, 117, 114, 101, 059, 010, + 118, 097, 114, 121, 105, 110, 103, 032, 118, 101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101, + 067, 111, 108, 111, 114, 059, 010, 118, 097, 114, 121, 105, 110, 103, 032, 118, 101, 099, 050, 032, + 100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, 059, 010, 118, 111, 105, + 100, 032, 109, 097, 105, 110, 040, 118, 111, 105, 100, 041, 123, 010, 103, 108, 095, 070, 114, 097, + 103, 067, 111, 108, 111, 114, 061, 116, 101, 120, 116, 117, 114, 101, 050, 068, 040, 084, 101, 120, + 116, 117, 114, 101, 044, 100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, + 041, 042, 100, 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 059, 125, 010, 095, 046, 094, + 078, 240, 054, 006, 106, 005, 190, 104, 250, 201, 129, 166, 050, 199, 249, 189, 159, 008, 207, 084, + 062, 171, 010, 076, 101, 119, 047, 079, 245, 134, 024, 149, 110, 166, 213, 153, 023, 179, 120, 191, + 146, 106, 047, 180, 084, 037, 088, 036, 132, 126, 030, 027, 054, 044, 236, 120, 086, 102, 211, 178, + 125 + }; + #endregion //SkinnedEffectShader + } } diff --git a/Tools/StockShaderCodeGenerator/Properties/AssemblyInfo.cs b/Tools/StockShaderCodeGenerator/Properties/AssemblyInfo.cs index 8968bce7..f2910f9f 100644 --- a/Tools/StockShaderCodeGenerator/Properties/AssemblyInfo.cs +++ b/Tools/StockShaderCodeGenerator/Properties/AssemblyInfo.cs @@ -32,5 +32,5 @@ using System.Runtime.InteropServices; // Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern // übernehmen, indem Sie "*" eingeben: // [assembly: AssemblyVersion("1.0.*")] -[assembly: AssemblyVersion("0.7.2.*")] -[assembly: AssemblyFileVersion("0.7.2.0")] +[assembly: AssemblyVersion("0.8.0.*")] +[assembly: AssemblyFileVersion("0.8.0.0")] diff --git a/shader/DX10/AlphaTest.fx b/shader/DX10/AlphaTest.fx new file mode 100644 index 00000000..1b1ba62b --- /dev/null +++ b/shader/DX10/AlphaTest.fx @@ -0,0 +1,90 @@ +// +// 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. + + +//TODO: dummy implementation / placeholder + +uniform extern float4x4 MatrixTransform; + +Texture2D Texture : register(t0); + sampler TextureSampler : register(s0); + +struct VertexShaderInput +{ + float4 pos : POSITION; + float4 col : COLOR; + float2 tex : TEXCOORD0; +}; + +struct PixelShaderInput +{ + float4 pos : SV_POSITION; + float4 col : COLOR; + float2 tex : TEXCOORD0; +}; + +PixelShaderInput AlphaTestVertexShader( VertexShaderInput input ) +{ + PixelShaderInput output = (PixelShaderInput)0; + + output.pos = mul(input.pos, MatrixTransform); + output.col = input.col; + output.tex = input.tex; + + return output; +} + +float4 AlphaTestPixelShader( PixelShaderInput input ) : SV_Target +{ + return Texture.Sample(TextureSampler, input.tex) * input.col; +} + +technique10 AlphaTest +{ + pass AlphaTestPass + { + SetGeometryShader( 0 ); + SetVertexShader( CompileShader( vs_4_0, AlphaTestVertexShader() ) ); + SetPixelShader( CompileShader( ps_4_0, AlphaTestPixelShader() ) ); + } +} diff --git a/shader/DX10/BasicEffect.fx b/shader/DX10/BasicEffect.fx new file mode 100644 index 00000000..f039a391 --- /dev/null +++ b/shader/DX10/BasicEffect.fx @@ -0,0 +1,89 @@ +// +// 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. + +//TODO: dummy implementation / placeholder + +uniform extern float4x4 MatrixTransform; + +Texture2D Texture : register(t0); + sampler TextureSampler : register(s0); + +struct VertexShaderInput +{ + float4 pos : POSITION; + float4 col : COLOR; + float2 tex : TEXCOORD0; +}; + +struct PixelShaderInput +{ + float4 pos : SV_POSITION; + float4 col : COLOR; + float2 tex : TEXCOORD0; +}; + +PixelShaderInput AlphaTestVertexShader( VertexShaderInput input ) +{ + PixelShaderInput output = (PixelShaderInput)0; + + output.pos = mul(input.pos, MatrixTransform); + output.col = input.col; + output.tex = input.tex; + + return output; +} + +float4 AlphaTestPixelShader( PixelShaderInput input ) : SV_Target +{ + return Texture.Sample(TextureSampler, input.tex) * input.col; +} + +technique10 AlphaTest +{ + pass AlphaTestPass + { + SetGeometryShader( 0 ); + SetVertexShader( CompileShader( vs_4_0, AlphaTestVertexShader() ) ); + SetPixelShader( CompileShader( ps_4_0, AlphaTestPixelShader() ) ); + } +} diff --git a/shader/DX10/DualTexture.fx b/shader/DX10/DualTexture.fx new file mode 100644 index 00000000..f039a391 --- /dev/null +++ b/shader/DX10/DualTexture.fx @@ -0,0 +1,89 @@ +// +// 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. + +//TODO: dummy implementation / placeholder + +uniform extern float4x4 MatrixTransform; + +Texture2D Texture : register(t0); + sampler TextureSampler : register(s0); + +struct VertexShaderInput +{ + float4 pos : POSITION; + float4 col : COLOR; + float2 tex : TEXCOORD0; +}; + +struct PixelShaderInput +{ + float4 pos : SV_POSITION; + float4 col : COLOR; + float2 tex : TEXCOORD0; +}; + +PixelShaderInput AlphaTestVertexShader( VertexShaderInput input ) +{ + PixelShaderInput output = (PixelShaderInput)0; + + output.pos = mul(input.pos, MatrixTransform); + output.col = input.col; + output.tex = input.tex; + + return output; +} + +float4 AlphaTestPixelShader( PixelShaderInput input ) : SV_Target +{ + return Texture.Sample(TextureSampler, input.tex) * input.col; +} + +technique10 AlphaTest +{ + pass AlphaTestPass + { + SetGeometryShader( 0 ); + SetVertexShader( CompileShader( vs_4_0, AlphaTestVertexShader() ) ); + SetPixelShader( CompileShader( ps_4_0, AlphaTestPixelShader() ) ); + } +} diff --git a/shader/DX10/EnvironmentMap.fx b/shader/DX10/EnvironmentMap.fx new file mode 100644 index 00000000..f039a391 --- /dev/null +++ b/shader/DX10/EnvironmentMap.fx @@ -0,0 +1,89 @@ +// +// 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. + +//TODO: dummy implementation / placeholder + +uniform extern float4x4 MatrixTransform; + +Texture2D Texture : register(t0); + sampler TextureSampler : register(s0); + +struct VertexShaderInput +{ + float4 pos : POSITION; + float4 col : COLOR; + float2 tex : TEXCOORD0; +}; + +struct PixelShaderInput +{ + float4 pos : SV_POSITION; + float4 col : COLOR; + float2 tex : TEXCOORD0; +}; + +PixelShaderInput AlphaTestVertexShader( VertexShaderInput input ) +{ + PixelShaderInput output = (PixelShaderInput)0; + + output.pos = mul(input.pos, MatrixTransform); + output.col = input.col; + output.tex = input.tex; + + return output; +} + +float4 AlphaTestPixelShader( PixelShaderInput input ) : SV_Target +{ + return Texture.Sample(TextureSampler, input.tex) * input.col; +} + +technique10 AlphaTest +{ + pass AlphaTestPass + { + SetGeometryShader( 0 ); + SetVertexShader( CompileShader( vs_4_0, AlphaTestVertexShader() ) ); + SetPixelShader( CompileShader( ps_4_0, AlphaTestPixelShader() ) ); + } +} diff --git a/shader/DX10/Skinned.fx b/shader/DX10/Skinned.fx new file mode 100644 index 00000000..f039a391 --- /dev/null +++ b/shader/DX10/Skinned.fx @@ -0,0 +1,89 @@ +// +// 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. + +//TODO: dummy implementation / placeholder + +uniform extern float4x4 MatrixTransform; + +Texture2D Texture : register(t0); + sampler TextureSampler : register(s0); + +struct VertexShaderInput +{ + float4 pos : POSITION; + float4 col : COLOR; + float2 tex : TEXCOORD0; +}; + +struct PixelShaderInput +{ + float4 pos : SV_POSITION; + float4 col : COLOR; + float2 tex : TEXCOORD0; +}; + +PixelShaderInput AlphaTestVertexShader( VertexShaderInput input ) +{ + PixelShaderInput output = (PixelShaderInput)0; + + output.pos = mul(input.pos, MatrixTransform); + output.col = input.col; + output.tex = input.tex; + + return output; +} + +float4 AlphaTestPixelShader( PixelShaderInput input ) : SV_Target +{ + return Texture.Sample(TextureSampler, input.tex) * input.col; +} + +technique10 AlphaTest +{ + pass AlphaTestPass + { + SetGeometryShader( 0 ); + SetVertexShader( CompileShader( vs_4_0, AlphaTestVertexShader() ) ); + SetPixelShader( CompileShader( ps_4_0, AlphaTestPixelShader() ) ); + } +} diff --git a/shader/DX10/build.xml b/shader/DX10/build.xml index eb956cd9..4990c56b 100644 --- a/shader/DX10/build.xml +++ b/shader/DX10/build.xml @@ -6,4 +6,24 @@ Source="../Shader/DX10/SpriteBatch.fx" RenderSystem="ANX.Framework.Windows.DX10" /> + + + + + \ No newline at end of file diff --git a/shader/GL3/AlphaTest.fx b/shader/GL3/AlphaTest.fx new file mode 100644 index 00000000..c37c9dd2 --- /dev/null +++ b/shader/GL3/AlphaTest.fx @@ -0,0 +1,78 @@ +// +// 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. + +// +// Vertex Shader +// + +//TODO: dummy implementation / placeholder + +uniform mat4 MatrixTransform; + +attribute vec4 pos; +attribute vec4 col; +attribute vec2 tex; + +varying vec4 diffuseColor; +varying vec2 diffuseTexCoord; +void main(void) +{ + gl_Position = MatrixTransform * pos; + diffuseTexCoord = tex; + diffuseColor = col; +} + +##!fragment!## + +// +// Fragment Shader +// + +uniform sampler2D Texture; + +varying vec4 diffuseColor; +varying vec2 diffuseTexCoord; +void main(void) +{ + gl_FragColor = texture2D(Texture, diffuseTexCoord) * diffuseColor; +} \ No newline at end of file diff --git a/shader/GL3/BasicEffect.fx b/shader/GL3/BasicEffect.fx new file mode 100644 index 00000000..17e4205d --- /dev/null +++ b/shader/GL3/BasicEffect.fx @@ -0,0 +1,78 @@ +// +// 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. + +//TODO: dummy implementation / placeholder + +// +// Vertex Shader +// + +uniform mat4 MatrixTransform; + +attribute vec4 pos; +attribute vec4 col; +attribute vec2 tex; + +varying vec4 diffuseColor; +varying vec2 diffuseTexCoord; +void main(void) +{ + gl_Position = MatrixTransform * pos; + diffuseTexCoord = tex; + diffuseColor = col; +} + +##!fragment!## + +// +// Fragment Shader +// + +uniform sampler2D Texture; + +varying vec4 diffuseColor; +varying vec2 diffuseTexCoord; +void main(void) +{ + gl_FragColor = texture2D(Texture, diffuseTexCoord) * diffuseColor; +} \ No newline at end of file diff --git a/shader/GL3/DualTexture.fx b/shader/GL3/DualTexture.fx new file mode 100644 index 00000000..17e4205d --- /dev/null +++ b/shader/GL3/DualTexture.fx @@ -0,0 +1,78 @@ +// +// 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. + +//TODO: dummy implementation / placeholder + +// +// Vertex Shader +// + +uniform mat4 MatrixTransform; + +attribute vec4 pos; +attribute vec4 col; +attribute vec2 tex; + +varying vec4 diffuseColor; +varying vec2 diffuseTexCoord; +void main(void) +{ + gl_Position = MatrixTransform * pos; + diffuseTexCoord = tex; + diffuseColor = col; +} + +##!fragment!## + +// +// Fragment Shader +// + +uniform sampler2D Texture; + +varying vec4 diffuseColor; +varying vec2 diffuseTexCoord; +void main(void) +{ + gl_FragColor = texture2D(Texture, diffuseTexCoord) * diffuseColor; +} \ No newline at end of file diff --git a/shader/GL3/EnvironmentMap.fx b/shader/GL3/EnvironmentMap.fx new file mode 100644 index 00000000..17e4205d --- /dev/null +++ b/shader/GL3/EnvironmentMap.fx @@ -0,0 +1,78 @@ +// +// 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. + +//TODO: dummy implementation / placeholder + +// +// Vertex Shader +// + +uniform mat4 MatrixTransform; + +attribute vec4 pos; +attribute vec4 col; +attribute vec2 tex; + +varying vec4 diffuseColor; +varying vec2 diffuseTexCoord; +void main(void) +{ + gl_Position = MatrixTransform * pos; + diffuseTexCoord = tex; + diffuseColor = col; +} + +##!fragment!## + +// +// Fragment Shader +// + +uniform sampler2D Texture; + +varying vec4 diffuseColor; +varying vec2 diffuseTexCoord; +void main(void) +{ + gl_FragColor = texture2D(Texture, diffuseTexCoord) * diffuseColor; +} \ No newline at end of file diff --git a/shader/GL3/Skinned.fx b/shader/GL3/Skinned.fx new file mode 100644 index 00000000..17e4205d --- /dev/null +++ b/shader/GL3/Skinned.fx @@ -0,0 +1,78 @@ +// +// 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. + +//TODO: dummy implementation / placeholder + +// +// Vertex Shader +// + +uniform mat4 MatrixTransform; + +attribute vec4 pos; +attribute vec4 col; +attribute vec2 tex; + +varying vec4 diffuseColor; +varying vec2 diffuseTexCoord; +void main(void) +{ + gl_Position = MatrixTransform * pos; + diffuseTexCoord = tex; + diffuseColor = col; +} + +##!fragment!## + +// +// Fragment Shader +// + +uniform sampler2D Texture; + +varying vec4 diffuseColor; +varying vec2 diffuseTexCoord; +void main(void) +{ + gl_FragColor = texture2D(Texture, diffuseTexCoord) * diffuseColor; +} \ No newline at end of file diff --git a/shader/GL3/build.xml b/shader/GL3/build.xml index 72ddfa54..9dc92cd7 100644 --- a/shader/GL3/build.xml +++ b/shader/GL3/build.xml @@ -6,4 +6,24 @@ Source="../Shader/GL3/SpriteBatch_GLSL.fx" RenderSystem="ANX.Framework.Windows.GL3" /> + + + + +