#region Using Statements using System; using System.Collections.Generic; using System.Linq; using System.Text; using ANX.Framework.NonXNA; using SharpDX.Direct3D10; using ANX.Framework.Graphics; using ANX.Framework.NonXNA.RenderSystem; #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 EffectParameter_DX10 : INativeEffectParameter { private EffectVariable nativeEffectVariable; public EffectVariable NativeParameter { get { return this.nativeEffectVariable; } internal set { this.nativeEffectVariable = value; } } public void SetValue(bool value) { nativeEffectVariable.AsScalar().Set(value); } public void SetValue(bool[] value) { nativeEffectVariable.AsScalar().Set(value); } public void SetValue(int value) { nativeEffectVariable.AsScalar().Set(value); } public void SetValue(int[] value) { nativeEffectVariable.AsScalar().Set(value); } public void SetValue(Matrix value, bool transpose) { // TODO: handle transpose! SharpDX.Matrix m = new SharpDX.Matrix(value.M11, value.M12, value.M13, value.M14, value.M21, value.M22, value.M23, value.M24, value.M31, value.M32, value.M33, value.M34, value.M41, value.M42, value.M43, value.M44); nativeEffectVariable.AsMatrix().SetMatrix(m); } public void SetValue(Matrix[] value, bool transpose) { // TODO: handle transpose! int count = value.Length; SharpDX.Matrix[] m = new SharpDX.Matrix[count]; Matrix anxMatrix; for (int i = 0; i < count; i++) { anxMatrix = value[i]; m[i] = new SharpDX.Matrix(anxMatrix.M11, anxMatrix.M12, anxMatrix.M13, anxMatrix.M14, anxMatrix.M21, anxMatrix.M22, anxMatrix.M23, anxMatrix.M24, anxMatrix.M31, anxMatrix.M32, anxMatrix.M33, anxMatrix.M34, anxMatrix.M41, anxMatrix.M42, anxMatrix.M43, anxMatrix.M44); } nativeEffectVariable.AsMatrix().SetMatrix(m); } public void SetValue(Quaternion value) { SharpDX.Vector4 q = new SharpDX.Vector4(value.X, value.Y, value.Z, value.W); nativeEffectVariable.AsVector().Set(q); } public void SetValue(Quaternion[] value) { int count = value.Length; SharpDX.Vector4[] q = new SharpDX.Vector4[count]; for (int i = 0; i < count; i++) { q[i] = new SharpDX.Vector4(value[i].X, value[i].Y, value[i].Z, value[i].W); } nativeEffectVariable.AsVector().Set(q); } public void SetValue(float value) { nativeEffectVariable.AsScalar().Set(value); } public void SetValue(float[] value) { nativeEffectVariable.AsScalar().Set(value); } public void SetValue(Vector2 value) { SharpDX.Vector2 v = new SharpDX.Vector2(value.X, value.Y); nativeEffectVariable.AsVector().Set(v); } public void SetValue(Vector2[] value) { throw new NotImplementedException(); } public void SetValue(Vector3 value) { SharpDX.Vector3 v = new SharpDX.Vector3(value.X, value.Y, value.Z); nativeEffectVariable.AsVector().Set(v); } public void SetValue(Vector3[] value) { throw new NotImplementedException(); } public void SetValue(Vector4 value) { SharpDX.Vector4 v = new SharpDX.Vector4(value.X, value.Y, value.Z, value.W); nativeEffectVariable.AsVector().Set(v); } public void SetValue(Vector4[] value) { int count = value.Length; SharpDX.Vector4[] q = new SharpDX.Vector4[count]; for (int i = 0; i < count; i++) { q[i] = new SharpDX.Vector4(value[i].X, value[i].Y, value[i].Z, value[i].W); } nativeEffectVariable.AsVector().Set(q); } public void SetValue(Texture value) { Texture2D_DX10 tex = value.NativeTexture as Texture2D_DX10; GraphicsDeviceWindowsDX10 graphicsDX10 = tex.GraphicsDevice.NativeDevice as GraphicsDeviceWindowsDX10; SharpDX.Direct3D10.Device device = graphicsDX10.NativeDevice; nativeEffectVariable.AsShaderResource().SetResource(tex.NativeShaderResourceView); } public string Name { get { return nativeEffectVariable.Description.Name; } } #region INativeEffectParameter Member public bool GetValueBoolean() { throw new NotImplementedException(); } public bool[] GetValueBooleanArray(int count) { throw new NotImplementedException(); } public int GetValueInt32() { throw new NotImplementedException(); } public int[] GetValueInt32Array(int count) { throw new NotImplementedException(); } public Matrix GetValueMatrix() { throw new NotImplementedException(); } public Matrix[] GetValueMatrixArray(int count) { throw new NotImplementedException(); } public Matrix GetValueMatrixTranspose() { throw new NotImplementedException(); } public Matrix[] GetValueMatrixTransposeArray(int count) { throw new NotImplementedException(); } public Quaternion GetValueQuaternion() { throw new NotImplementedException(); } public Quaternion[] GetValueQuaternionArray(int count) { throw new NotImplementedException(); } public float GetValueSingle() { throw new NotImplementedException(); } public float[] GetValueSingleArray(int count) { throw new NotImplementedException(); } public string GetValueString() { throw new NotImplementedException(); } public Graphics.Texture2D GetValueTexture2D() { throw new NotImplementedException(); } public Graphics.Texture3D GetValueTexture3D() { throw new NotImplementedException(); } public TextureCube GetValueTextureCube() { throw new NotImplementedException(); } public Vector2 GetValueVector2() { throw new NotImplementedException(); } public Vector2[] GetValueVector2Array(int count) { throw new NotImplementedException(); } public Vector3 GetValueVector3() { throw new NotImplementedException(); } public Vector3[] GetValueVector3Array(int count) { throw new NotImplementedException(); } public Vector4 GetValueVector4() { throw new NotImplementedException(); } public Vector4[] GetValueVector4Array(int count) { throw new NotImplementedException(); } #endregion #region INativeEffectParameter Member public void SetValue(string value) { throw new NotImplementedException(); } #endregion } }