685 Commits

Author SHA1 Message Date
Glatzemann
a29485fc0a Merge pull request #1 from Glatzemann/visual_studio_extension
Visual studio extension
2015-12-09 13:28:55 +01:00
Konstantin Koch
d9e752b3b1 Fix AssimpImporter and that Rendersystems can be loaded when creating content files, also allows Reference and Null Device for DX
If a model was imported with TargetRealTimeMaximumQuality and then
drawn, it causes a blue screen on my system (Nvidia Geforce GTC 650,
Driver version 353.62)
Also disabled Content recreation if a content project is launched with
the visual studio debugger.
2015-11-22 14:12:43 +01:00
Konstantin Koch
b7223ccd92 converted the fbx models to a format that can be read by assimp 2015-11-04 23:43:12 +01:00
Konstantin Koch
d7f9fe2270 Moved Samples/ModelSample/ModelSample to Samples/ModelSample 2015-11-04 23:42:17 +01:00
Konstantin Koch
91f727c362 Added effect specific writers 2015-11-04 23:41:15 +01:00
Konstantin Koch
567b76fe6a Textures that are referenced in a model loaded by Assimp get now compiled to. 2015-11-04 23:40:29 +01:00
Konstantin Koch
23466b9b31 some cleanup in BuildContentTask. Improved handling of ProcessorParameters. Made the BuildCache much more reliable. 2015-11-04 23:38:46 +01:00
Konstantin Koch
23029218b1 some code cleanup and implemented a dummy ReflectiveWriter for the compilation step 2015-11-04 23:35:05 +01:00
Konstantin Koch
32b43c2a82 Added INativeGraphicsAdapter 2015-10-24 19:26:27 +02:00
Konstantin Koch
4381ef7c82 Reduced the amount warnings that appear when a ContentProject is loaded. 2015-10-24 18:58:08 +02:00
Konstantin Koch
6f1b068bf5 Migrated WpfEditor, fixed disposing of State objects and added Debug names to the state objects.
The WpfEditor doesn't create a new device anymore every time it receives
focus.
StateObjects get recreated if the used device changes and they get
disposed if the parent GraphicsDevice gets disposed.
2015-10-18 14:31:08 +02:00
Konstantin Koch
c61b7a077e Migrated WindowsFormsEditor and WindowsGame and did basic implementation of OpenTK InputDevices
Made it possible to separate the InputDevices by their provider and set
a preffered provider. Otherwise you are restricted to only having one
input Device provider.
Improved the error message if the WindowHandle on the InputDeviceFactory
is invalid.
Improved AssemblyLoader which was skipping the InputDevices.OpenTK
assembly because the OpenTK assembly was blocked. Added ANX.Framework
and SharpDX.Direct3D11.Effects to the ignore list.
The AssemblyLoader is not static anymore (Only used in
AddinSystemFactory) and it doesn't add the same assembly multiple times
anymore. Additionally, if a type of an assembly couldn't be loaded, it
throws now a TypeLoadException with the hint that a dependency might
have been loaded in the wrong version.
Refactored RenderSystem.GL3 with the latest changes on the effect system
that have been done in the ANX.Framework.
2015-10-18 13:37:39 +02:00
Konstantin Koch
fbb02e6d5b Fix wrong DX10 and DX11 buffer check. Migrated TextRendering and VertexIndexBuffer 2015-10-15 23:45:22 +02:00
Konstantin Koch
3cd7efbba4 Migrated StencilBuffer example and removed memory leaks for DX10 and DX11
Remove build message saying that a content file is still valid and will
be skipped.
Use OnApply for Effects, instead of an internal PreBindSetParameters.
Removed unnecessary dependencies from EffectParameterCollection and
EffectTechniqueCollection.
Moved Apply from INativeEffect to INativeEffectPass as Apply can only be
called on an EffectPass.
Added IDisposable to many Native object interfaces.
Added an InputLayoutManager so the InputLayouts don't get created on
every call.
Increased the amount of shared code for the GraphicsDevice between DX10
and DX11.
Simplified the amount of stuff the Draw calls do.
It's possible to use specific renderPasses when drawing and the drawing
methods of the GraphicsDevice don't draw all effectPasses of an effec
anymore.
Fixed the bug that a DynamicVertexBuffer created a staging buffer when
setting Elements for DX10 and DX11, which was unnecessary. Also it
didn't create a staging before for normal VertexBuffers which made it
not possible to set data there.
Implement EffectAnnotations for DX10.
Fixed SetRenderTargets for DX11.
2015-10-14 23:59:27 +02:00
Konstantin Koch
85322e2363 Migrated Primitives, RecordingSample, RenderTarget and SimpleSprite. Also implemented DynamicBuffers and fixed many Dispose functions
increased the amount of shared code between vertex and index buffers
fixed GraphicsDevice.Reset() which didn't save the provided presentation
parameters and the backbuffer was still bound after the recent changes
about the rendertargets
Vertex and IndexBuffers that get dynamically generated for the UserDraw
methods dispose the buffers now
Added DebugNames to Index and VertexBuffers and their Dynamic version.
2015-10-04 21:30:00 +02:00
Konstantin Koch
55ab328f79 Updated BasicEffectSample, DualTextureSample, KeyboardSample and MultiRenderTarget. Also reduced the memory usage for multiple rendertargets
Also did some Refactoring for Classes that implement and use
INativeBuffer.
The memory usage reduction for rendertargets resulted in some
refactoring of the directx texture classes.
Also added DebugNames for some DirectX resources in case of a debug
build.
2015-09-30 21:31:15 +02:00
Konstantin Koch
c335f183cb Removed some CLSCompliant warnings 2015-09-30 19:41:35 +02:00
Konstantin Koch
805b7032be Fix AudioSample
Convert AudioSample Project file from XNA to ANX and don't throw an
exception if a PCM encoded Wave File should be loaded because it can't
be converted to PCM.
Additionally, the Visual Studio extension will now automatically filter
out unsupported platforms, atleast for now, otherwise the build breaks.
2015-09-06 01:11:09 +02:00
Konstantin Koch
c22baa8417 Fix Alpha value for Fonts and fix buildCache invalidation.
Kerning for the Font in the SampleContent project is deactivated for as
this is not supported by our FontProcessor yet.
2015-09-05 14:48:26 +02:00
Konstantin Koch
41861a0f3d fix build which was changes in last commit and fix AlphaTestEffectSample project file 2015-09-05 12:37:48 +02:00
Konstantin Koch
a8588a30a5 Update ContentCompiler, make Visual Studio Extension work without having Anx Framework installed.
Make ContentCompilerGui compatible to recent changes in pipeline and did
some usability changes.
Make the Visual Studio Extension work even if the ANX Framework is not
installed additionally..
Improve that the path for assembly refernces in a content project
doesn't get automatically updated, only if the reference is actually
saved, this is so you can specify a relative path yourself.
Fix missing icon for ContentProject when it was opened with Visual
Studio.
Made create_shaders.bat directly executable under windows by fixing the
directory separators.
2015-09-03 23:43:55 +02:00
Konstantin Koch
17d0771b03 Placed the importers into different categories for the "importing existing files" dialog in Visual Studio.
Fixed a performance problem in the Visual Studio extension where no importer or processor was selected for an asset.
Fixed that the asset names for Uri encoded in the build output.
Fixed that errors when serializing assets get logged.
Sped up ImporterManager.GuessImporterByFileExtension, which caused performance problems if many assemblies are loaded into the current AppDomain.
Made the AssimpImporter library deploy the binary files again (hopefully just a temporary solution until we've found a better way.)
Provide a extension for TargetPlatform enum for getting the DisplayName of an entry.
Changed that ProcessorManager.GetProcessorDisplayName doesn't throw an exception if no processor with the given name exists, which now mimicks the same behavior as in importerManager.GetImporterDisplayName.
2015-04-26 19:47:26 +02:00
Konstantin Koch
8287c54432 Included the Visual Studio extension and made the necessary changes to make it run.
Replaced the old VS templates with ones that offer more flexiblity.
Started replacing the Content Project for the samples with our custom project type.
Inlcuded a basic not yet working AssimpImporter.
2015-04-08 14:50:03 +02:00
Konstantin Koch
cb01231e7d implemented Intermediate.Serializer namespace in Content Pipeline.
removed the old .tfignore file.
2015-03-29 18:16:03 +02:00
Konstantin Koch
f081f8632a two commits were missing, both by KorsarNek:
"Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level.
Removed a few class constructors which could cause problems when loading a game.
Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue.
Removed the restriction in the InputDeviceFactory for which InputDevices are supported.
Added a Logger for Metro which works with the current Logger implementation.
Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7.
Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly.
OpenGL and DirectX have been updated to the newest versions.
XAudio system uses now the same SharpDX version as all the other systems.
ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers.
Fixed an erroneous finalizer in the xaudio system.
Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions.
Made the samples work again on Windows."

"Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem.
All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA.
The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion.
The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created.
The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent".
With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it.
Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
Konstantin Koch
918a95008d added some missing nupkg files. 2015-03-15 01:14:48 +01:00
Konstantin Koch
d0e7e39f2e removed an unnecessary SupportedPlatformsImpl class. 2015-03-15 01:14:46 +01:00
Konstantin Koch
734312c7fa Updated the SampleBrowser to streamline the UI and implement some missing features. It now also allows to open a separate sln file for the different samples. 2015-03-15 01:14:45 +01:00
Konstantin Koch
930b2526f7 made the WindowsGame example work again with all available rendersystems.
Also made the recording inputsystem not selectable for that sample as that needs some code modification in the sample to make it work.
It was not possible to run it with openGL because the creation of the windowInfo object was faulty, it might have worked on linux, but it didn't work on windows.
Also updated a few deprecated calls for OpenGL.
Closing an OpenGL application did wrongly throw an exception when an effect gets disposed, this is fixed now and the memory usage was slightly reduced.
For DirectX 11, which didn't work for the samples out of the box, it was changed that the sharpdx effect dll's are now part of the directx 11 rendersystem so that they don't have to be copied over manually anymore.
Did some very small change to the RecordingGamePad class which makes it work if no data is recorded or played back.
2015-03-15 01:14:25 +01:00
Konstantin Koch
a7fb23b599 Implemented GetData and SetData for Metro Rendersystem too. Together with commit 32081, this implements patch 15996. 2015-03-15 01:13:39 +01:00
Konstantin Koch
252e337375 Made GetData for VertexBuffer and IndexBuffer work for DirectX10 and DirectX11. Also added a few parameter checks. 2015-03-15 01:13:38 +01:00
Konstantin Koch
eb1af4eec4 applied #16078
"Changes the base assembly to resolve the relative path of the ContentManager from GetExecutingAssembly to GetEntryAssembly. Allows for ANX Applications that have been loaded via an AppDomain from another Directory than the executing assembly to not crash because it couldn't find the necessary files. Standalone applications still work the usual way."
2015-03-15 01:13:37 +01:00
Konstantin Koch
8e689b1fd8 fixed a bug with the song of the xaudio system where it wasn't able to read a file that contained spaces in the path. 2015-03-15 01:13:37 +01:00
SND\eagleeyestudios_cp
629320a40b Applied patch 15966 by KorsarNek, thanks for that!
Patch Notes:
Small fix that just removes the flicker of the Content Compiler gui for Linux systems.
2015-03-15 01:13:31 +01:00
SND\eagleeyestudios_cp
bf1f9c6421 Applied patch 15777 2015-03-15 01:13:30 +01:00
SND\eagleeyestudios_cp
549a6fbf23 Applied patch #15731 . 2015-03-15 01:13:29 +01:00
Glatzemann
48e1664ef2 - added icons for NuGet packages
- updated nuspec's to display icons
2015-03-15 01:13:29 +01:00
Glatzemann
2376d4c491 - added NuGet nuspec files for creating ANX-Packages
- fixed Release path in GL3 RenderSystem
2015-03-15 01:13:28 +01:00
Glatzemann
387c89ebd6 started a new main Solution file for improved compatibility with VS2012 (work in progress) 2015-03-15 01:13:27 +01:00
Glatzemann
ef034c0cb8 updated ANX.RenderSystem.GL3 to use NuGet for OpenTK dependencies 2015-03-15 01:13:27 +01:00
Glatzemann
1f1055e66f updated ANX.RenderSystem.Windows.DX11 to use NuGet for SharpDX dependencies
updated ANX.RenderSystem.Windows.DX11 to compile with SharpDX 2.4.2
2015-03-15 01:13:26 +01:00
Glatzemann
aa75274bab updated ANX.RenderSystem.Windows.DX10 to use NuGet for SharpDX dependencies 2015-03-15 01:13:25 +01:00
SND\eagleeyestudios_cp
c134042d56 Tweaked the assembly blacklisting for linux. Building stuff on linux does now work without crashing mono. 2015-03-15 01:13:25 +01:00
SND\eagleeyestudios_cp
3446b428fc Fixed Issue #1181 : Corrected Property Type of "SourceMesh" to MeshContent. 2015-03-15 01:13:24 +01:00
SND\eagleeyestudios_cp
34b7bddbef Added a special assembly case handling for mono on linux as crawling some assemblies
apparently crashes mono :(
2015-03-15 01:13:24 +01:00
SND\rene87_cp
8d46a01d1b Improve the Installer for W8
Fix the Templates for W8
add MakeMSI.cmd to create the installer
2015-03-15 01:13:23 +01:00
SND\rene87_cp
77afddf4ba For Test Only replace 2 private bools with proteced for an W8 workaround 2015-03-15 01:13:23 +01:00
Glatzemann
37075c7e90 added "CurrentDisplayMode" of DefaultAdapter for GL3, DX10 and DX11 (issue #1194) 2015-03-15 01:12:51 +01:00
Glatzemann
f9a44d9ac3 fixed issue #1146 2015-03-15 01:12:50 +01:00
SND\eagleeyestudios_cp
2d0a7b3fe0 Content Pipeline:
- Added default value for target platform when reading cproj files

Compiler GUI:
- fixed issue #1143, a message box should now be displayed if project path is wrong
- added default case for empty configuration when loading projects
2015-03-15 01:12:49 +01:00