#region Using Statements using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Content.Pipeline; using Microsoft.Xna.Framework.Content.Pipeline.Graphics; using Microsoft.Xna.Framework.Content.Pipeline.Processors; using ANX.Framework.Windows.DX10; #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 using TInput = Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectContent; using TOutput = Microsoft.Xna.Framework.Content.Pipeline.Processors.CompiledEffectContent; namespace ANX.Framework.ContentPipeline { [ContentProcessor(DisplayName = "DX10 Effect - ANX Framework")] public class DX10_EffectProcessor : ContentProcessor { public override TOutput Process(TInput input, ContentProcessorContext context) { byte[] effectByteCode = Effect_DX10.CompileFXShader(input.EffectCode); Byte[] byteCode = new Byte[3 + 2 + 1 + 4 + effectByteCode.Length]; StringToByteArray("ANX").CopyTo(byteCode, 0); // Magic Number to recognize format byteCode[3] = 0; // Major Version byteCode[4] = 2; // Minor Version byteCode[5] = (byte)EffectProcessorOutputFormat.DX10_HLSL; // Format of byte array int dataStart = 6; BitConverter.GetBytes(effectByteCode.Length).CopyTo(byteCode, dataStart); // length of vertexShaderByteCode Array.Copy(effectByteCode, 0, byteCode, dataStart + 4, effectByteCode.Length); return new TOutput(byteCode); } private byte[] StringToByteArray(string str) { System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding(); return enc.GetBytes(str); } private string ByteArrayToString(byte[] arr) { System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding(); return enc.GetString(arr); } } }