added new target "create_packages" in build script
PreferredBackBufferWidth and PreferredBackBufferHeight are returning values now added EffectPass handling applying effects is not a workaround anymore
This commit is contained in:
parent
e473924abc
commit
d8d88b141c
@ -432,6 +432,7 @@
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<Compile Include="NonXNA\RenderSystem\INativeSamplerState.cs" />
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<Compile Include="NonXNA\RenderSystem\INativeSamplerState.cs" />
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<Compile Include="NonXNA\RenderSystem\INativeTexture.cs" />
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<Compile Include="NonXNA\RenderSystem\INativeTexture.cs" />
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<Compile Include="NonXNA\RenderSystem\INativeTexture2D.cs" />
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<Compile Include="NonXNA\RenderSystem\INativeTexture2D.cs" />
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<Compile Include="NonXNA\RenderSystem\INativeEffectPass.cs" />
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<Compile Include="NonXNA\RenderSystem\PreDefinedShader.cs" />
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<Compile Include="NonXNA\RenderSystem\PreDefinedShader.cs" />
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<Compile Include="NonXNA\RenderSystem\INativeBlendState.cs" />
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<Compile Include="NonXNA\RenderSystem\INativeBlendState.cs" />
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<Compile Include="NonXNA\RenderSystem\INativeBuffer.cs" />
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<Compile Include="NonXNA\RenderSystem\INativeBuffer.cs" />
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@ -76,7 +76,7 @@ namespace ANX.Framework.Graphics
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public Effect(GraphicsDevice graphicsDevice, byte[] byteCode)
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public Effect(GraphicsDevice graphicsDevice, byte[] byteCode)
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: base(graphicsDevice)
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: base(graphicsDevice)
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{
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{
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this.nativeEffect = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateEffect(graphicsDevice, new MemoryStream(byteCode, false));
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this.nativeEffect = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateEffect(graphicsDevice, this, new MemoryStream(byteCode, false));
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this.techniqueCollection = new EffectTechniqueCollection(this, this.nativeEffect);
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this.techniqueCollection = new EffectTechniqueCollection(this, this.nativeEffect);
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this.currentTechnique = this.techniqueCollection[0];
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this.currentTechnique = this.techniqueCollection[0];
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@ -89,8 +89,7 @@ namespace ANX.Framework.Graphics
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throw new NotImplementedException();
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throw new NotImplementedException();
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}
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}
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[Obsolete("This is not a original XNA property")]
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internal INativeEffect NativeEffect
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public INativeEffect NativeEffect
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{
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{
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get
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get
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{
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{
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@ -56,10 +56,21 @@ namespace ANX.Framework.Graphics
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{
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{
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private string name;
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private string name;
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private EffectAnnotationCollection annotations;
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private EffectAnnotationCollection annotations;
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private Effect parentEffect;
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internal EffectPass(Effect parentEffect)
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{
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if (parentEffect == null)
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{
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throw new ArgumentNullException("parentEffect");
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}
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this.parentEffect = parentEffect;
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}
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public void Apply()
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public void Apply()
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{
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{
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throw new NotImplementedException();
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this.parentEffect.NativeEffect.Apply(this.parentEffect.GraphicsDevice);
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}
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}
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public string Name
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public string Name
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@ -2,6 +2,7 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Collections;
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using System.Collections;
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using ANX.Framework.NonXNA;
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#endregion // Using Statements
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#endregion // Using Statements
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@ -56,12 +57,37 @@ namespace ANX.Framework.Graphics
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{
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{
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public sealed class EffectPassCollection : IEnumerable<EffectPass>
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public sealed class EffectPassCollection : IEnumerable<EffectPass>
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{
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{
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#region Private Members
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private Effect parentEffect;
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private INativeEffect nativeEffect;
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private INativeEffectTechnique parentTechnique;
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private List<EffectPass> passes;
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#endregion // Private Members
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internal EffectPassCollection(Effect parentEffect, INativeEffect nativeEffect, INativeEffectTechnique parentTechnique)
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{
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this.parentEffect = parentEffect;
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this.nativeEffect = nativeEffect;
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this.parentTechnique = parentTechnique;
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this.passes = new List<EffectPass>();
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foreach (EffectPass pass in parentTechnique.Passes)
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{
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this.passes.Add(pass);
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}
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}
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public EffectPass this[int index]
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public EffectPass this[int index]
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{
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{
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get
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get
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{
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{
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throw new NotImplementedException();
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if (index >= passes.Count)
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{
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throw new ArgumentOutOfRangeException("index");
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}
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return passes[index];
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}
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}
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}
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}
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@ -71,28 +97,28 @@ namespace ANX.Framework.Graphics
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{
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{
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throw new NotImplementedException();
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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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IEnumerator<EffectPass> IEnumerable<EffectPass>.GetEnumerator()
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IEnumerator<EffectPass> IEnumerable<EffectPass>.GetEnumerator()
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{
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{
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throw new NotImplementedException();
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throw new NotImplementedException();
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}
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}
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IEnumerator IEnumerable.GetEnumerator()
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IEnumerator IEnumerable.GetEnumerator()
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{
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{
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throw new NotImplementedException();
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throw new NotImplementedException();
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}
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}
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public List<EffectPass>.Enumerator GetEnumerator()
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public List<EffectPass>.Enumerator GetEnumerator()
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{
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{
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throw new NotImplementedException();
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throw new NotImplementedException();
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}
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}
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public int Count
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public int Count
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{
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{
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get
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get
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{
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{
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throw new NotImplementedException();
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return this.passes.Count;
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}
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}
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}
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}
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}
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}
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@ -58,18 +58,23 @@ namespace ANX.Framework.Graphics
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{
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{
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public sealed class EffectTechnique
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public sealed class EffectTechnique
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{
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{
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private Effect parentEffect;
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private INativeEffectTechnique nativeTechnique;
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private INativeEffectTechnique nativeTechnique;
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private EffectPassCollection effectPassCollection;
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public INativeEffectTechnique NativeTechnique
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internal EffectTechnique(Effect parentEffect, INativeEffectTechnique nativeTechnique)
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{
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this.parentEffect = parentEffect;
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this.nativeTechnique = nativeTechnique;
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this.effectPassCollection = new EffectPassCollection(parentEffect, parentEffect.NativeEffect, nativeTechnique);
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}
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internal INativeEffectTechnique NativeTechnique
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{
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{
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get
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get
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{
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{
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return this.nativeTechnique;
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return this.nativeTechnique;
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}
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}
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set
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{
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this.nativeTechnique = value;
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}
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}
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}
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public string Name
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public string Name
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@ -92,7 +97,7 @@ namespace ANX.Framework.Graphics
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{
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{
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get
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get
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{
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{
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throw new NotImplementedException();
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return this.effectPassCollection;
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}
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}
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}
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}
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}
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}
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@ -103,6 +103,10 @@ namespace ANX.Framework.Graphics
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this.samplerStateCollection = new SamplerStateCollection(this, 8); //TODO: get maximum number of sampler states from capabilities
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this.samplerStateCollection = new SamplerStateCollection(this, 8); //TODO: get maximum number of sampler states from capabilities
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this.textureCollection = new TextureCollection();
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this.textureCollection = new TextureCollection();
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this.vertexTextureCollection = new TextureCollection();
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this.vertexTextureCollection = new TextureCollection();
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this.BlendState = BlendState.Opaque;
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this.DepthStencilState = DepthStencilState.Default;
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this.RasterizerState = RasterizerState.CullCounterClockwise;
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}
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}
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~GraphicsDevice()
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~GraphicsDevice()
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@ -138,6 +142,7 @@ namespace ANX.Framework.Graphics
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public void Present(Nullable<Rectangle> sourceRectangle, Nullable<Rectangle> destinationRectangle, IntPtr overrideWindowHandle)
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public void Present(Nullable<Rectangle> sourceRectangle, Nullable<Rectangle> destinationRectangle, IntPtr overrideWindowHandle)
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{
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{
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//TODO: implement
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throw new NotImplementedException();
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throw new NotImplementedException();
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}
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}
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@ -326,7 +331,13 @@ namespace ANX.Framework.Graphics
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public void Dispose()
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public void Dispose()
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{
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{
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throw new NotImplementedException();
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if (this.nativeDevice != null)
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{
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this.nativeDevice.Dispose();
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this.nativeDevice = null;
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}
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//TODO: more to dispose?
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}
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}
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protected virtual void Dispose(Boolean disposeManaged)
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protected virtual void Dispose(Boolean disposeManaged)
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@ -334,7 +345,7 @@ namespace ANX.Framework.Graphics
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//TODO: implement
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//TODO: implement
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}
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}
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public INativeGraphicsDevice NativeDevice
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internal INativeGraphicsDevice NativeDevice
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{
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{
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get
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get
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{
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{
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@ -342,6 +353,7 @@ namespace ANX.Framework.Graphics
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}
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}
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}
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}
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#region Public Properties
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public IndexBuffer Indices
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public IndexBuffer Indices
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{
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{
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get
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get
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@ -452,31 +464,11 @@ namespace ANX.Framework.Graphics
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}
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}
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}
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}
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public Rectangle ScissorRectangle
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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public DisplayMode DisplayMode
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public DisplayMode DisplayMode
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{
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{
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get
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get
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{
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{
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throw new NotImplementedException();
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return this.currentAdapter.CurrentDisplayMode;
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}
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}
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public GraphicsDeviceStatus GraphicsDeviceStatus
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{
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get
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{
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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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@ -565,6 +557,28 @@ namespace ANX.Framework.Graphics
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}
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}
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}
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}
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#endregion // Public Properties
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public Rectangle ScissorRectangle
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{
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get
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{
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throw new NotImplementedException();
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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public GraphicsDeviceStatus GraphicsDeviceStatus
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{
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get
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{
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throw new NotImplementedException();
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}
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}
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public SamplerStateCollection VertexSamplerStates
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public SamplerStateCollection VertexSamplerStates
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{
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{
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get
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get
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@ -70,6 +70,9 @@ namespace ANX.Framework
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public static readonly int DefaultBackBufferWidth = 800;
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public static readonly int DefaultBackBufferWidth = 800;
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public static readonly int DefaultBackBufferHeight = 600; //TODO: this is 480 in the original XNA
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public static readonly int DefaultBackBufferHeight = 600; //TODO: this is 480 in the original XNA
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private int backBufferWidth = DefaultBackBufferWidth;
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private int backBufferHeight = DefaultBackBufferHeight;
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public event EventHandler<EventArgs> Disposed;
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public event EventHandler<EventArgs> Disposed;
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public event EventHandler<EventArgs> DeviceCreated;
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public event EventHandler<EventArgs> DeviceCreated;
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public event EventHandler<EventArgs> DeviceDisposing;
|
public event EventHandler<EventArgs> DeviceDisposing;
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@ -194,7 +197,6 @@ namespace ANX.Framework
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{
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{
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CreateDevice(graphicsDeviceInformation);
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CreateDevice(graphicsDeviceInformation);
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}
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}
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}
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}
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public void ToggleFullScreen()
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public void ToggleFullScreen()
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@ -302,13 +304,19 @@ namespace ANX.Framework
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|
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public int PreferredBackBufferWidth
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public int PreferredBackBufferWidth
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{
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{
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get { throw new NotImplementedException(); }
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get
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{
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return this.backBufferHeight;
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}
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set { throw new NotImplementedException(); }
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set { throw new NotImplementedException(); }
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}
|
}
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|
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public int PreferredBackBufferHeight
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public int PreferredBackBufferHeight
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{
|
{
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get { throw new NotImplementedException(); }
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get
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{
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return this.backBufferWidth;
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}
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set { throw new NotImplementedException(); }
|
set { throw new NotImplementedException(); }
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}
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}
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|
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|
61
ANX.Framework/NonXNA/RenderSystem/INativeEffectPass.cs
Normal file
61
ANX.Framework/NonXNA/RenderSystem/INativeEffectPass.cs
Normal file
@ -0,0 +1,61 @@
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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 ANX.Framework.Graphics;
|
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|
|
||||||
|
#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
|
||||||
|
|
||||||
|
namespace ANX.Framework.NonXNA
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||||||
|
{
|
||||||
|
public interface INativeEffectPass
|
||||||
|
{
|
||||||
|
string Name { get; }
|
||||||
|
}
|
||||||
|
}
|
@ -1,5 +1,7 @@
|
|||||||
#region Using Statements
|
#region Using Statements
|
||||||
using System;
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using ANX.Framework.Graphics;
|
||||||
|
|
||||||
#endregion // Using Statements
|
#endregion // Using Statements
|
||||||
|
|
||||||
@ -55,5 +57,7 @@ namespace ANX.Framework.NonXNA
|
|||||||
public interface INativeEffectTechnique
|
public interface INativeEffectTechnique
|
||||||
{
|
{
|
||||||
string Name { get; }
|
string Name { get; }
|
||||||
|
|
||||||
|
IEnumerable<EffectPass> Passes { get; }
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -53,7 +53,7 @@ using ANX.Framework.Graphics;
|
|||||||
|
|
||||||
namespace ANX.Framework.NonXNA
|
namespace ANX.Framework.NonXNA
|
||||||
{
|
{
|
||||||
public interface INativeGraphicsDevice
|
public interface INativeGraphicsDevice : IDisposable
|
||||||
{
|
{
|
||||||
void Clear(ref Color color);
|
void Clear(ref Color color);
|
||||||
void Clear(ClearOptions options, Vector4 color, float depth, int stencil);
|
void Clear(ClearOptions options, Vector4 color, float depth, int stencil);
|
||||||
|
@ -69,8 +69,8 @@ namespace ANX.Framework
|
|||||||
|
|
||||||
INativeBuffer CreateVertexBuffer(GraphicsDevice graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage);
|
INativeBuffer CreateVertexBuffer(GraphicsDevice graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage);
|
||||||
|
|
||||||
INativeEffect CreateEffect(GraphicsDevice graphics, Stream byteCode);
|
INativeEffect CreateEffect(GraphicsDevice graphics, Effect managedEffect, Stream byteCode);
|
||||||
INativeEffect CreateEffect(GraphicsDevice graphics, Stream vertexShaderByteCode, Stream pixelShaderByteCode);
|
INativeEffect CreateEffect(GraphicsDevice graphics, Effect managedEffect, Stream vertexShaderByteCode, Stream pixelShaderByteCode);
|
||||||
|
|
||||||
INativeBlendState CreateBlendState();
|
INativeBlendState CreateBlendState();
|
||||||
INativeRasterizerState CreateRasterizerState();
|
INativeRasterizerState CreateRasterizerState();
|
||||||
|
@ -31,11 +31,11 @@ using System.Runtime.InteropServices;
|
|||||||
//
|
//
|
||||||
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
|
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
|
||||||
// übernehmen, indem Sie "*" eingeben:
|
// übernehmen, indem Sie "*" eingeben:
|
||||||
[assembly: AssemblyVersion("0.4.23.*")]
|
[assembly: AssemblyVersion("0.4.24.*")]
|
||||||
[assembly: AssemblyFileVersion("0.4.23.0")]
|
[assembly: AssemblyFileVersion("0.4.24.0")]
|
||||||
|
|
||||||
[assembly:InternalsVisibleTo("ANX.Framework.Windows.DX10")]
|
[assembly:InternalsVisibleTo("ANX.Framework.Windows.DX10")]
|
||||||
[assembly:InternalsVisibleTo("ANX.Framework.Windows.DX11.1")]
|
[assembly:InternalsVisibleTo("ANX.RenderSystem.Windows.DX11")]
|
||||||
[assembly:InternalsVisibleTo("ANX.Framework.Windows.GL3")]
|
[assembly:InternalsVisibleTo("ANX.Framework.Windows.GL3")]
|
||||||
[assembly:InternalsVisibleTo("ANX.Framework.Windows.Kinect")]
|
[assembly:InternalsVisibleTo("ANX.Framework.Windows.Kinect")]
|
||||||
[assembly:InternalsVisibleTo("ANX.Framework.Windows.XInput")]
|
[assembly:InternalsVisibleTo("ANX.Framework.Windows.XInput")]
|
||||||
|
@ -71,6 +71,7 @@
|
|||||||
<Compile Include="FormatConverter.cs" />
|
<Compile Include="FormatConverter.cs" />
|
||||||
<Compile Include="GraphicsDeviceWindowsDX10.cs" />
|
<Compile Include="GraphicsDeviceWindowsDX10.cs" />
|
||||||
<Compile Include="IndexBuffer_DX10.cs" />
|
<Compile Include="IndexBuffer_DX10.cs" />
|
||||||
|
<Compile Include="EffectPass_DX10.cs" />
|
||||||
<Compile Include="NativeMethods.cs" />
|
<Compile Include="NativeMethods.cs" />
|
||||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||||
<Compile Include="RasterizerState_DX10.cs" />
|
<Compile Include="RasterizerState_DX10.cs" />
|
||||||
|
@ -88,16 +88,16 @@ namespace ANX.Framework.Windows.DX10
|
|||||||
return new VertexBuffer_DX10(graphics, vertexDeclaration, vertexCount, usage);
|
return new VertexBuffer_DX10(graphics, vertexDeclaration, vertexCount, usage);
|
||||||
}
|
}
|
||||||
|
|
||||||
public INativeEffect CreateEffect(GraphicsDevice graphics, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
|
public INativeEffect CreateEffect(GraphicsDevice graphics, ANX.Framework.Graphics.Effect managedEffect, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
|
||||||
{
|
{
|
||||||
Effect_DX10 effect = new Effect_DX10(graphics, vertexShaderByteCode, pixelShaderByteCode);
|
Effect_DX10 effect = new Effect_DX10(graphics, managedEffect, vertexShaderByteCode, pixelShaderByteCode);
|
||||||
|
|
||||||
return effect;
|
return effect;
|
||||||
}
|
}
|
||||||
|
|
||||||
public INativeEffect CreateEffect(GraphicsDevice graphics, System.IO.Stream byteCode)
|
public INativeEffect CreateEffect(GraphicsDevice graphics, ANX.Framework.Graphics.Effect managedEffect, System.IO.Stream byteCode)
|
||||||
{
|
{
|
||||||
Effect_DX10 effect = new Effect_DX10(graphics, byteCode);
|
Effect_DX10 effect = new Effect_DX10(graphics, managedEffect, byteCode);
|
||||||
|
|
||||||
return effect;
|
return effect;
|
||||||
}
|
}
|
||||||
|
84
RenderSystems/ANX.Framework.Windows.DX10/EffectPass_DX10.cs
Normal file
84
RenderSystems/ANX.Framework.Windows.DX10/EffectPass_DX10.cs
Normal file
@ -0,0 +1,84 @@
|
|||||||
|
#region Using Statements
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Text;
|
||||||
|
using ANX.Framework.NonXNA;
|
||||||
|
using SharpDX.Direct3D10;
|
||||||
|
|
||||||
|
#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
|
||||||
|
|
||||||
|
namespace ANX.Framework.Windows.DX10
|
||||||
|
{
|
||||||
|
public class EffectPass_DX10 : INativeEffectPass
|
||||||
|
{
|
||||||
|
private EffectPass nativePass;
|
||||||
|
|
||||||
|
public EffectPass NativePass
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return this.nativePass;
|
||||||
|
}
|
||||||
|
internal set
|
||||||
|
{
|
||||||
|
this.nativePass = value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public string Name
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return nativePass.Description.Name;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -60,6 +60,17 @@ namespace ANX.Framework.Windows.DX10
|
|||||||
public class EffectTechnique_DX10 : INativeEffectTechnique
|
public class EffectTechnique_DX10 : INativeEffectTechnique
|
||||||
{
|
{
|
||||||
private EffectTechnique nativeTechnique;
|
private EffectTechnique nativeTechnique;
|
||||||
|
private ANX.Framework.Graphics.Effect parentEffect;
|
||||||
|
|
||||||
|
internal EffectTechnique_DX10(ANX.Framework.Graphics.Effect parentEffect)
|
||||||
|
{
|
||||||
|
if (parentEffect == null)
|
||||||
|
{
|
||||||
|
throw new ArgumentNullException("parentEffect");
|
||||||
|
}
|
||||||
|
|
||||||
|
this.parentEffect = parentEffect;
|
||||||
|
}
|
||||||
|
|
||||||
public EffectTechnique NativeTechnique
|
public EffectTechnique NativeTechnique
|
||||||
{
|
{
|
||||||
@ -80,5 +91,22 @@ namespace ANX.Framework.Windows.DX10
|
|||||||
return nativeTechnique.Description.Name;
|
return nativeTechnique.Description.Name;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public IEnumerable<Graphics.EffectPass> Passes
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
for (int i = 0; i < nativeTechnique.Description.PassCount; i++)
|
||||||
|
{
|
||||||
|
EffectPass_DX10 passDx10 = new EffectPass_DX10();
|
||||||
|
passDx10.NativePass = nativeTechnique.GetPassByIndex(i);
|
||||||
|
|
||||||
|
Graphics.EffectPass pass = new Graphics.EffectPass(this.parentEffect);
|
||||||
|
|
||||||
|
yield return pass;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -66,12 +66,18 @@ namespace ANX.Framework.Windows.DX10
|
|||||||
private ShaderBytecode vertexShaderByteCode;
|
private ShaderBytecode vertexShaderByteCode;
|
||||||
private VertexShader vertexShader;
|
private VertexShader vertexShader;
|
||||||
private PixelShader pixelShader;
|
private PixelShader pixelShader;
|
||||||
|
private ANX.Framework.Graphics.Effect managedEffect;
|
||||||
private ShaderBytecode effectByteCode;
|
private ShaderBytecode effectByteCode;
|
||||||
private SharpDX.Direct3D10.Effect nativeEffect;
|
private SharpDX.Direct3D10.Effect nativeEffect;
|
||||||
|
|
||||||
public Effect_DX10(GraphicsDevice device, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
|
public Effect_DX10(GraphicsDevice device, ANX.Framework.Graphics.Effect managedEffect, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
|
||||||
{
|
{
|
||||||
|
if (this.managedEffect == null)
|
||||||
|
{
|
||||||
|
throw new ArgumentNullException("managedEffect");
|
||||||
|
}
|
||||||
|
this.managedEffect = managedEffect;
|
||||||
|
|
||||||
if (vertexShaderByteCode.CanSeek)
|
if (vertexShaderByteCode.CanSeek)
|
||||||
{
|
{
|
||||||
vertexShaderByteCode.Seek(0, SeekOrigin.Begin);
|
vertexShaderByteCode.Seek(0, SeekOrigin.Begin);
|
||||||
@ -87,8 +93,14 @@ namespace ANX.Framework.Windows.DX10
|
|||||||
this.pixelShader = new PixelShader((SharpDX.Direct3D10.Device)device.NativeDevice, this.pixelShaderByteCode);
|
this.pixelShader = new PixelShader((SharpDX.Direct3D10.Device)device.NativeDevice, this.pixelShaderByteCode);
|
||||||
}
|
}
|
||||||
|
|
||||||
public Effect_DX10(GraphicsDevice device, Stream effectByteCode)
|
public Effect_DX10(GraphicsDevice device, ANX.Framework.Graphics.Effect managedEffect, Stream effectByteCode)
|
||||||
{
|
{
|
||||||
|
if (managedEffect == null)
|
||||||
|
{
|
||||||
|
throw new ArgumentNullException("managedEffect");
|
||||||
|
}
|
||||||
|
this.managedEffect = managedEffect;
|
||||||
|
|
||||||
if (effectByteCode.CanSeek)
|
if (effectByteCode.CanSeek)
|
||||||
{
|
{
|
||||||
effectByteCode.Seek(0, SeekOrigin.Begin);
|
effectByteCode.Seek(0, SeekOrigin.Begin);
|
||||||
@ -213,11 +225,10 @@ namespace ANX.Framework.Windows.DX10
|
|||||||
{
|
{
|
||||||
for (int i = 0; i < nativeEffect.Description.TechniqueCount; i++)
|
for (int i = 0; i < nativeEffect.Description.TechniqueCount; i++)
|
||||||
{
|
{
|
||||||
EffectTechnique_DX10 teqDx10 = new EffectTechnique_DX10();
|
EffectTechnique_DX10 teqDx10 = new EffectTechnique_DX10(this.managedEffect);
|
||||||
teqDx10.NativeTechnique = nativeEffect.GetTechniqueByIndex(i);
|
teqDx10.NativeTechnique = nativeEffect.GetTechniqueByIndex(i);
|
||||||
|
|
||||||
Graphics.EffectTechnique teq = new Graphics.EffectTechnique();
|
Graphics.EffectTechnique teq = new Graphics.EffectTechnique(this.managedEffect, teqDx10);
|
||||||
teq.NativeTechnique = teqDx10;
|
|
||||||
|
|
||||||
yield return teq;
|
yield return teq;
|
||||||
}
|
}
|
||||||
|
@ -477,5 +477,10 @@ namespace ANX.Framework.Windows.DX10
|
|||||||
this.vSyncEnabled = value;
|
this.vSyncEnabled = value;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void Dispose()
|
||||||
|
{
|
||||||
|
//TODO: implement
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -32,7 +32,7 @@ using System.Runtime.InteropServices;
|
|||||||
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
|
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
|
||||||
// übernehmen, indem Sie "*" eingeben:
|
// übernehmen, indem Sie "*" eingeben:
|
||||||
// [assembly: AssemblyVersion("1.0.*")]
|
// [assembly: AssemblyVersion("1.0.*")]
|
||||||
[assembly: AssemblyVersion("0.7.3.0")]
|
[assembly: AssemblyVersion("0.7.5.0")]
|
||||||
[assembly: AssemblyFileVersion("0.7.3.0")]
|
[assembly: AssemblyFileVersion("0.7.5.0")]
|
||||||
|
|
||||||
[assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")]
|
[assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")]
|
||||||
|
@ -90,15 +90,15 @@ namespace ANX.Framework.Windows.GL3
|
|||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region CreateEffect
|
#region CreateEffect
|
||||||
public INativeEffect CreateEffect(GraphicsDevice graphics, Stream byteCode)
|
public INativeEffect CreateEffect(GraphicsDevice graphics, Effect managedEffect, Stream byteCode)
|
||||||
{
|
{
|
||||||
return new EffectGL3(byteCode);
|
return new EffectGL3(managedEffect, byteCode);
|
||||||
}
|
}
|
||||||
|
|
||||||
public INativeEffect CreateEffect(GraphicsDevice graphics,
|
public INativeEffect CreateEffect(GraphicsDevice graphics, Effect managedEffect,
|
||||||
Stream vertexShaderByteCode, Stream pixelShaderByteCode)
|
Stream vertexShaderByteCode, Stream pixelShaderByteCode)
|
||||||
{
|
{
|
||||||
return new EffectGL3(vertexShaderByteCode, pixelShaderByteCode);
|
return new EffectGL3(managedEffect, vertexShaderByteCode, pixelShaderByteCode);
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
|
@ -72,6 +72,8 @@ namespace ANX.Framework.Windows.GL3
|
|||||||
/// The native shader handle.
|
/// The native shader handle.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
internal int programHandle;
|
internal int programHandle;
|
||||||
|
|
||||||
|
private Effect managedEffect;
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region Public
|
#region Public
|
||||||
@ -83,12 +85,9 @@ namespace ANX.Framework.Windows.GL3
|
|||||||
List<EffectTechnique> techniques = new List<EffectTechnique>();
|
List<EffectTechnique> techniques = new List<EffectTechnique>();
|
||||||
|
|
||||||
// TODO: dummy, fill with actual data.
|
// TODO: dummy, fill with actual data.
|
||||||
techniques.Add(new EffectTechnique()
|
techniques.Add(new EffectTechnique(this.managedEffect, new EffectTechniqueGL3()));
|
||||||
{
|
|
||||||
NativeTechnique = new EffectTechniqueGL3(),
|
|
||||||
});
|
|
||||||
|
|
||||||
return techniques;
|
return techniques;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
@ -137,19 +136,19 @@ namespace ANX.Framework.Windows.GL3
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="vertexShaderByteCode">The vertex shader code.</param>
|
/// <param name="vertexShaderByteCode">The vertex shader code.</param>
|
||||||
/// <param name="pixelShaderByteCode">The fragment shader code.</param>
|
/// <param name="pixelShaderByteCode">The fragment shader code.</param>
|
||||||
public EffectGL3(Stream vertexShaderByteCode,
|
public EffectGL3(Effect managedEffect, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
|
||||||
Stream pixelShaderByteCode)
|
|
||||||
{
|
{
|
||||||
CreateShader(LoadShaderCode(vertexShaderByteCode),
|
this.managedEffect = managedEffect;
|
||||||
LoadShaderCode(pixelShaderByteCode));
|
CreateShader(LoadShaderCode(vertexShaderByteCode), LoadShaderCode(pixelShaderByteCode));
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Create a new effect instance of one streams.
|
/// Create a new effect instance of one streams.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="byteCode">The byte code of the shader.</param>
|
/// <param name="byteCode">The byte code of the shader.</param>
|
||||||
public EffectGL3(Stream byteCode)
|
public EffectGL3(Effect managedEffect, Stream byteCode)
|
||||||
{
|
{
|
||||||
|
this.managedEffect = managedEffect;
|
||||||
string source = LoadShaderCode(byteCode);
|
string source = LoadShaderCode(byteCode);
|
||||||
string[] parts = source.Split(new string[] { FragmentSeparator },
|
string[] parts = source.Split(new string[] { FragmentSeparator },
|
||||||
StringSplitOptions.RemoveEmptyEntries);
|
StringSplitOptions.RemoveEmptyEntries);
|
||||||
|
@ -74,5 +74,15 @@ namespace ANX.Framework.Windows.GL3
|
|||||||
{
|
{
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
}
|
|
||||||
|
|
||||||
|
public System.Collections.Generic.IEnumerable<Graphics.EffectPass> Passes
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
//TODO: implement
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -406,5 +406,10 @@ namespace ANX.Framework.Windows.GL3
|
|||||||
{
|
{
|
||||||
throw new NotImplementedException();
|
throw new NotImplementedException();
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
public void Dispose()
|
||||||
|
{
|
||||||
|
//TODO: implement
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -32,7 +32,7 @@ using System.Runtime.InteropServices;
|
|||||||
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
|
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
|
||||||
// übernehmen, indem Sie "*" eingeben:
|
// übernehmen, indem Sie "*" eingeben:
|
||||||
// [assembly: AssemblyVersion("1.0.*")]
|
// [assembly: AssemblyVersion("1.0.*")]
|
||||||
[assembly: AssemblyVersion("0.5.1.0")]
|
[assembly: AssemblyVersion("0.5.2.0")]
|
||||||
[assembly: AssemblyFileVersion("0.5.1.0")]
|
[assembly: AssemblyFileVersion("0.5.2.0")]
|
||||||
|
|
||||||
[assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")]
|
[assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")]
|
||||||
|
@ -8,8 +8,8 @@
|
|||||||
<ProjectGuid>{B30DE9C2-0926-46B6-8351-9AF276C472D5}</ProjectGuid>
|
<ProjectGuid>{B30DE9C2-0926-46B6-8351-9AF276C472D5}</ProjectGuid>
|
||||||
<OutputType>Library</OutputType>
|
<OutputType>Library</OutputType>
|
||||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||||
<RootNamespace>ANX.RenderSystem.Windows.DX11._1</RootNamespace>
|
<RootNamespace>ANX.RenderSystem.Windows.DX11</RootNamespace>
|
||||||
<AssemblyName>ANX.RenderSystem.Windows.DX11.1</AssemblyName>
|
<AssemblyName>ANX.RenderSystem.Windows.DX11</AssemblyName>
|
||||||
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
|
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
|
||||||
<TargetFrameworkProfile>Client</TargetFrameworkProfile>
|
<TargetFrameworkProfile>Client</TargetFrameworkProfile>
|
||||||
<FileAlignment>512</FileAlignment>
|
<FileAlignment>512</FileAlignment>
|
||||||
|
@ -96,13 +96,13 @@ namespace ANX.RenderSystem.Windows.DX11
|
|||||||
return new VertexBuffer_DX11(graphics, vertexDeclaration, vertexCount, usage);
|
return new VertexBuffer_DX11(graphics, vertexDeclaration, vertexCount, usage);
|
||||||
}
|
}
|
||||||
|
|
||||||
public INativeEffect CreateEffect(GraphicsDevice graphics, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
|
public INativeEffect CreateEffect(GraphicsDevice graphics, Effect effect, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
|
||||||
{
|
{
|
||||||
throw new NotImplementedException();
|
throw new NotImplementedException();
|
||||||
//return new Effect_DX11(graphics, vertexShaderByteCode, pixelShaderByteCode);
|
//return new Effect_DX11(graphics, vertexShaderByteCode, pixelShaderByteCode);
|
||||||
}
|
}
|
||||||
|
|
||||||
public INativeEffect CreateEffect(GraphicsDevice graphics, System.IO.Stream byteCode)
|
public INativeEffect CreateEffect(GraphicsDevice graphics, Effect effect, System.IO.Stream byteCode)
|
||||||
{
|
{
|
||||||
throw new NotImplementedException();
|
throw new NotImplementedException();
|
||||||
//return new Effect_DX11(graphics, byteCode);
|
//return new Effect_DX11(graphics, byteCode);
|
||||||
|
@ -648,5 +648,10 @@ namespace ANX.RenderSystem.Windows.DX11
|
|||||||
throw new NotImplementedException();
|
throw new NotImplementedException();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void Dispose()
|
||||||
|
{
|
||||||
|
//TODO: implement
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -121,7 +121,8 @@ namespace VertexIndexBuffer
|
|||||||
{
|
{
|
||||||
GraphicsDevice.Clear(Color.CornflowerBlue);
|
GraphicsDevice.Clear(Color.CornflowerBlue);
|
||||||
|
|
||||||
miniTriEffect.NativeEffect.Apply(GraphicsDevice); //TODO: this is not the right way to do that
|
miniTriEffect.CurrentTechnique.Passes[0].Apply();
|
||||||
|
|
||||||
GraphicsDevice.SetVertexBuffer(vb);
|
GraphicsDevice.SetVertexBuffer(vb);
|
||||||
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 6);
|
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 6);
|
||||||
|
|
||||||
|
@ -263,6 +263,11 @@
|
|||||||
</exec>
|
</exec>
|
||||||
</target>
|
</target>
|
||||||
|
|
||||||
|
<target name="create_packages" description="generates all type of packages">
|
||||||
|
<call target="create_zip_packages" />
|
||||||
|
<call target="create_msi_packages" />
|
||||||
|
</target>
|
||||||
|
|
||||||
<target name="create_zip_packages" description="Generate zip package containing binaries" depends="build">
|
<target name="create_zip_packages" description="Generate zip package containing binaries" depends="build">
|
||||||
<loadfile file="${project.anx.path}/Properties/AssemblyInfo.cs" property="assembly_version_file" />
|
<loadfile file="${project.anx.path}/Properties/AssemblyInfo.cs" property="assembly_version_file" />
|
||||||
<regex pattern="AssemblyVersion\(.(?'assembly_version'\d+\.\d+.\d+)" input="${assembly_version_file}" />
|
<regex pattern="AssemblyVersion\(.(?'assembly_version'\d+\.\d+.\d+)" input="${assembly_version_file}" />
|
||||||
@ -278,7 +283,7 @@
|
|||||||
|
|
||||||
</target>
|
</target>
|
||||||
|
|
||||||
<target name="create_msi_package" description="Create the installer package" depends="build">
|
<target name="create_msi_packages" description="Create the installer package" depends="build">
|
||||||
<loadfile file="${project.anx.path}/Properties/AssemblyInfo.cs" property="assembly_version_file" />
|
<loadfile file="${project.anx.path}/Properties/AssemblyInfo.cs" property="assembly_version_file" />
|
||||||
<regex pattern="AssemblyVersion\(.(?'assembly_version'\d+\.\d+.\d+)" input="${assembly_version_file}" />
|
<regex pattern="AssemblyVersion\(.(?'assembly_version'\d+\.\d+.\d+)" input="${assembly_version_file}" />
|
||||||
<property name="build.output.installer_package" value="../package/${project.anx.name}-${build.configuration}-${assembly_version}.msi"/>
|
<property name="build.output.installer_package" value="../package/${project.anx.name}-${build.configuration}-${assembly_version}.msi"/>
|
||||||
|
Loading…
x
Reference in New Issue
Block a user