144 lines
3.4 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.RenderSystem.Windows.Metro.Shader;
// 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 Effect_Metro : INativeEffect
{
#region Private
private List<EffectTechnique> techniques;
private List<EffectParameter> parameters;
internal ParameterBuffer paramBuffer;
internal ExtendedShader shader
{
get;
private set;
}
#endregion
#region Public
public Effect ManagedEffect
{
get;
private set;
}
public IEnumerable<EffectTechnique> Techniques
{
get
{
if (techniques == null)
{
ParseTechniques();
}
return techniques;
}
}
public IEnumerable<EffectParameter> Parameters
{
get
{
if (parameters == null)
{
ParseParameters();
}
return parameters;
}
}
#endregion
#region Constructor
public Effect_Metro(GraphicsDevice device, Effect managedEffect,
Stream vertexShaderByteCode, Stream pixelShaderByteCode)
{
ManagedEffect = managedEffect;
throw new NotImplementedException();
/*byte[] vertexData = SeekIfPossibleAndReadBytes(vertexShaderByteCode);
NativeVertexShader = new Dx11.VertexShader((Dx11.Device)device.NativeDevice, vertexData);
byte[] pixelData = SeekIfPossibleAndReadBytes(pixelShaderByteCode);
NativePixelShader = new Dx11.PixelShader((Dx11.Device)device.NativeDevice, pixelData);*/
}
public Effect_Metro(GraphicsDevice device, Effect managedEffect, Stream effectByteCode)
{
ManagedEffect = managedEffect;
shader = new ExtendedShader(effectByteCode);
}
#endregion
#region ParseTechniques
private void ParseTechniques()
{
techniques = new List<EffectTechnique>();
foreach (string key in shader.TechniqueNames)
{
var nativeTechnique = new EffectTechnique_Metro(key, ManagedEffect, shader[key]);
techniques.Add(new EffectTechnique(ManagedEffect, nativeTechnique));
}
}
#endregion
#region ParseParameters
private void ParseParameters()
{
parameters = new List<EffectParameter>();
foreach (ExtendedShaderParameter parameter in shader.Parameters)
parameters.Add(new EffectParameter(new EffectParameter_Metro(this, parameter)));
paramBuffer = new ParameterBuffer(this, NativeDxDevice.Current);
}
#endregion
#region SeekIfPossibleAndReadBytes
private byte[] SeekIfPossibleAndReadBytes(Stream stream)
{
if (stream.CanSeek)
{
stream.Seek(0, SeekOrigin.Begin);
}
int pixelSize = (int)(stream.Length - stream.Position);
byte[] data = new byte[pixelSize];
stream.Read(data, 0, pixelSize);
return data;
}
#endregion
#region Apply
public void Apply(GraphicsDevice graphicsDevice)
{
var metroDevice = (GraphicsDeviceWindowsMetro)graphicsDevice.NativeDevice;
metroDevice.currentTechnique =
ManagedEffect.CurrentTechnique.NativeTechnique as EffectTechnique_Metro;
paramBuffer.Apply();
}
#endregion
#region Dispose
public void Dispose()
{
// TODO
}
#endregion
}
}