#region Using Statements using System; using System.Collections.Generic; using System.Linq; using System.ComponentModel; 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; #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 = "Effect - ANX Framework")] public class AnxEffectProcessor : ContentProcessor { Microsoft.Xna.Framework.Content.Pipeline.Processors.EffectProcessor processor; private EffectProcessorOutputFormat outputFormat; public AnxEffectProcessor() { processor = new Microsoft.Xna.Framework.Content.Pipeline.Processors.EffectProcessor(); processor.DebugMode = EffectProcessorDebugMode.Auto; } public override TOutput Process(TInput input, ContentProcessorContext context) { switch (this.outputFormat) { case EffectProcessorOutputFormat.XNA_BYTE_CODE: return processor.Process(input, context); case EffectProcessorOutputFormat.DX10_HLSL: DX10_EffectProcessor dx10EffectProcessor = new DX10_EffectProcessor(); return dx10EffectProcessor.Process(input, context); case EffectProcessorOutputFormat.OPEN_GL3_GLSL: GL3_EffectProcessor gl3EffectProcessor = new GL3_EffectProcessor(); return gl3EffectProcessor.Process(input, context); default: throw new NotSupportedException("Currently it is not possible to create effect with format '" + outputFormat.ToString() + "'"); } } [DefaultValue(EffectProcessorOutputFormat.XNA_BYTE_CODE)] public EffectProcessorOutputFormat OutputFormat { get { return this.outputFormat; } set { this.outputFormat = value; } } [DefaultValue(EffectProcessorDebugMode.Auto)] public EffectProcessorDebugMode DebugMode { get { return processor.DebugMode; } set { processor.DebugMode = value; } } public string Defines { get { return processor.Defines; } set { processor.Defines = value; } } } }