68 lines
1.8 KiB
C#

using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.RenderSystem.Windows.Metro.Shader;
using Dx11 = SharpDX.Direct3D11;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.RenderSystem.Windows.Metro
{
public class EffectPass_Metro : INativeEffectPass
{
#region Private
private ExtendedShaderPass nativePass;
private Effect parentEffect;
private Dx11.VertexShader vertexShader;
private Dx11.PixelShader pixelShader;
#endregion
#region Public
public string Name
{
get;
private set;
}
public EffectPass Pass
{
get;
private set;
}
#endregion
#region Constructor
public EffectPass_Metro(Effect setParentEffect, ExtendedShaderPass setNativePass)
{
Name = setNativePass.Name;
nativePass = setNativePass;
parentEffect = setParentEffect;
Pass = new EffectPass(parentEffect);
}
#endregion
#region BuildLayout
public Dx11.InputLayout BuildLayout(Dx11.Device d3dDevice, Dx11.InputElement[] elements)
{
return new Dx11.InputLayout(d3dDevice, nativePass.VertexCode, elements);
}
#endregion
#region Apply
public void Apply(NativeDxDevice device)
{
if (vertexShader == null)
vertexShader = new Dx11.VertexShader(device.NativeDevice, nativePass.VertexCode);
if (pixelShader == null)
pixelShader = new Dx11.PixelShader(device.NativeDevice, nativePass.PixelCode);
device.NativeContext.VertexShader.Set(vertexShader);
device.NativeContext.PixelShader.Set(pixelShader);
}
#endregion
}
}