#region Using Statements using System; using System.Collections.Generic; using System.Linq; using System.Text; using SharpDX.Direct3D10; using SharpDX.D3DCompiler; using System.IO; using ANX.Framework.NonXNA; using ANX.Framework.Graphics; #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 Effect_DX10 : INativeEffect { private ShaderBytecode pixelShaderByteCode; private ShaderBytecode vertexShaderByteCode; private VertexShader vertexShader; private PixelShader pixelShader; private ShaderBytecode effectByteCode; private SharpDX.Direct3D10.Effect nativeEffect; public Effect_DX10(GraphicsDevice device, Stream vertexShaderByteCode, Stream pixelShaderByteCode) { if (vertexShaderByteCode.CanSeek) { vertexShaderByteCode.Seek(0, SeekOrigin.Begin); } this.vertexShaderByteCode = ShaderBytecode.FromStream(vertexShaderByteCode); this.vertexShader = new VertexShader((SharpDX.Direct3D10.Device)device.NativeDevice, this.vertexShaderByteCode); if (pixelShaderByteCode.CanSeek) { pixelShaderByteCode.Seek(0, SeekOrigin.Begin); } this.pixelShaderByteCode = ShaderBytecode.FromStream(pixelShaderByteCode); this.pixelShader = new PixelShader((SharpDX.Direct3D10.Device)device.NativeDevice, this.pixelShaderByteCode); } public Effect_DX10(GraphicsDevice device, Stream effectByteCode) { if (effectByteCode.CanSeek) { effectByteCode.Seek(0, SeekOrigin.Begin); } this.effectByteCode = ShaderBytecode.FromStream(effectByteCode); this.nativeEffect = new SharpDX.Direct3D10.Effect(((GraphicsDeviceWindowsDX10)device.NativeDevice).NativeDevice, this.effectByteCode); } public void Apply(GraphicsDevice graphicsDevice) { //TODO: dummy ((GraphicsDeviceWindowsDX10)graphicsDevice.NativeDevice).currentEffect = this; } internal SharpDX.Direct3D10.Effect NativeEffect { get { return this.nativeEffect; } } internal ShaderBytecode PixelShaderByteCode { get { return this.pixelShaderByteCode; } } internal ShaderBytecode VertexShaderByteCode { get { return this.vertexShaderByteCode; } } internal VertexShader VertexShader { get { return this.vertexShader; } } internal PixelShader PixelShader { get { return this.pixelShader; } } public static byte[] CompileVertexShader(string effectCode) { ShaderBytecode vertexShaderByteCode = ShaderBytecode.Compile(effectCode, "VS", "vs_4_0", ShaderFlags.None, EffectFlags.None); byte[] bytecode = new byte[vertexShaderByteCode.BufferSize]; vertexShaderByteCode.Data.Read(bytecode, 0, bytecode.Length); return bytecode; } public static byte[] CompilePixelShader(string effectCode) { ShaderBytecode pixelShaderByteCode = ShaderBytecode.Compile(effectCode, "PS", "ps_4_0", ShaderFlags.None, EffectFlags.None); byte[] bytecode = new byte[pixelShaderByteCode.BufferSize]; pixelShaderByteCode.Data.Read(bytecode, 0, bytecode.Length); return bytecode; } public static byte[] CompileFXShader(string effectCode) { ShaderBytecode effectByteCode = ShaderBytecode.Compile(effectCode, "fx_4_0", ShaderFlags.None, EffectFlags.None); byte[] bytecode = new byte[effectByteCode.BufferSize]; effectByteCode.Data.Read(bytecode, 0, bytecode.Length); return bytecode; } public void Dispose() { if (this.pixelShaderByteCode != null) { this.pixelShaderByteCode.Dispose(); this.pixelShaderByteCode = null; } if (this.pixelShader != null) { this.pixelShader.Dispose(); this.pixelShader = null; } if (this.vertexShaderByteCode != null) { this.vertexShaderByteCode.Dispose(); this.vertexShaderByteCode = null; } if (this.vertexShader != null) { this.vertexShader.Dispose(); this.vertexShader = null; } if (this.effectByteCode != null) { this.effectByteCode.Dispose(); this.effectByteCode = null; } if (this.nativeEffect != null) { this.nativeEffect.Dispose(); this.nativeEffect = null; } } public IEnumerable Techniques { get { for (int i = 0; i < nativeEffect.Description.TechniqueCount; i++) { EffectTechnique_DX10 teqDx10 = new EffectTechnique_DX10(); teqDx10.NativeTechnique = nativeEffect.GetTechniqueByIndex(i); Graphics.EffectTechnique teq = new Graphics.EffectTechnique(); teq.NativeTechnique = teqDx10; yield return teq; } } } public IEnumerable Parameters { get { for (int i = 0; i < nativeEffect.Description.GlobalVariableCount; i++) { EffectParameter_DX10 parDx10 = new EffectParameter_DX10(); parDx10.NativeParameter = nativeEffect.GetVariableByIndex(i); Graphics.EffectParameter par = new Graphics.EffectParameter(); par.NativeParameter = parDx10; yield return par; } } } } }