SND\AstrorEnales_cp 0ef016dc71 - Finished Dx10, Dx11 and Metro AlphaTest.fx and EnvironmentMap.fx shader
- Implemented AlphaTestEffect and EnvironmentMapEffect classes
- Added a lightmap.png and improved the DualTextureSample to show the real deal
- Removed old Metro configurations from csproj-files and converted them anew
- Added DualTextureSample to SampleCatalog.xml
- Fixed a compile error in the PsVitaGameTimer
- PsVitaConverter now removes the not available System.Net reference from projects
2012-09-09 07:55:45 +00:00

287 lines
8.3 KiB
C#

using System;
using System.Collections.ObjectModel;
using System.IO;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.RenderSystem;
// 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 Creator : IRenderSystemCreator
{
#region Public
public string Name
{
get
{
return "Metro";
}
}
public int Priority
{
get
{
return 10;
}
}
public bool IsSupported
{
get
{
return OSInformation.GetName() == PlatformName.Windows8;
}
}
#endregion
#region CreateGraphicsDevice
public INativeGraphicsDevice CreateGraphicsDevice(
PresentationParameters presentationParameters)
{
return new GraphicsDeviceWindowsMetro(presentationParameters);
}
#endregion
#region CreateIndexBuffer
public INativeIndexBuffer CreateIndexBuffer(GraphicsDevice graphics,
IndexBuffer managedBuffer, IndexElementSize size, int indexCount,
BufferUsage usage)
{
return new IndexBuffer_Metro(graphics, size, indexCount, usage);
}
#endregion
#region CreateVertexBuffer
public INativeVertexBuffer CreateVertexBuffer(GraphicsDevice graphics,
VertexBuffer managedBuffer, VertexDeclaration vertexDeclaration,
int vertexCount, BufferUsage usage)
{
return new VertexBuffer_Metro(graphics, vertexDeclaration, vertexCount, usage);
}
#endregion
#if XNAEXT
#region CreateConstantBuffer
public INativeConstantBuffer CreateConstantBuffer(GraphicsDevice graphics, ConstantBuffer managedBuffer, BufferUsage usage)
{
throw new NotImplementedException();
}
#endregion
#endif
#region CreateEffect
public INativeEffect CreateEffect(GraphicsDevice graphics,
Effect managedEffect, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
{
return new Effect_Metro(graphics, managedEffect,
vertexShaderByteCode, pixelShaderByteCode);
}
#endregion
#region CreateEffect
public INativeEffect CreateEffect(GraphicsDevice graphics,
Effect managedEffect, System.IO.Stream byteCode)
{
return new Effect_Metro(graphics, managedEffect, byteCode);
}
#endregion
#region CreateTexture (TODO)
public Texture2D CreateTexture(GraphicsDevice graphics, string fileName)
{
//TODO: implement
throw new NotImplementedException();
//GraphicsDeviceWindowsDX10 graphicsDX10 = graphics.NativeDevice as GraphicsDeviceWindowsDX10;
//Dx11.Texture2D nativeTexture = Dx11.Texture2D.FromFile<Dx11.Texture2D>(graphicsDX10.NativeDevice, fileName);
//Texture2D_DX10 texture = new Texture2D_DX10(graphics, nativeTexture.Description.Width, nativeTexture.Description.Height, FormatConverter.Translate(nativeTexture.Description.Format), nativeTexture.Description.MipLevels);
//texture.NativeTexture = nativeTexture;
//return texture;
}
#endregion
#region CreateTexture
public INativeTexture2D CreateTexture(GraphicsDevice graphics,
SurfaceFormat surfaceFormat, int width, int height, int mipCount)
{
return new Texture2D_Metro(graphics, width, height, surfaceFormat, mipCount);
}
#endregion
#region CreateBlendState
public INativeBlendState CreateBlendState()
{
return new BlendState_Metro();
}
#endregion
#region CreateRasterizerState
public INativeRasterizerState CreateRasterizerState()
{
return new RasterizerState_Metro();
}
#endregion
#region CreateDepthStencilState
public INativeDepthStencilState CreateDepthStencilState()
{
return new DepthStencilState_Metro();
}
#endregion
#region CreateSamplerState
public INativeSamplerState CreateSamplerState()
{
return new SamplerState_Metro();
}
#endregion
#region GetShaderByteCode
public byte[] GetShaderByteCode(PreDefinedShader type)
{
if (type == PreDefinedShader.SpriteBatch)
{
return ShaderByteCode.SpriteBatchByteCode;
}
else if (type == PreDefinedShader.DualTextureEffect)
{
return ShaderByteCode.DualTextureEffectByteCode;
}
else if (type == PreDefinedShader.AlphaTestEffect)
{
return ShaderByteCode.AlphaTestEffectByteCode;
}
else if (type == PreDefinedShader.EnvironmentMapEffect)
{
return ShaderByteCode.EnvironmentMapEffectByteCode;
}
/* TODO
else if (type == PreDefinedShader.BasicEffect)
{
return ShaderByteCode.BasicEffectByteCode;
}
else if (type == PreDefinedShader.SkinnedEffect)
{
return ShaderByteCode.SkinnedEffectByteCode;
}
*/
throw new NotImplementedException("ByteCode for '" + type + "' is not yet available");
}
#endregion
public EffectSourceLanguage GetStockShaderSourceLanguage
{
get
{
return EffectSourceLanguage.HLSL_FX;
}
}
#region RegisterCreator
public void RegisterCreator(AddInSystemFactory factory)
{
factory.AddCreator(this);
}
#endregion
#region GetAdapterList (TODO)
public ReadOnlyCollection<GraphicsAdapter> GetAdapterList()
{
return new ReadOnlyCollection<GraphicsAdapter>(new GraphicsAdapter[]
{
new GraphicsAdapter()
{
IsDefaultAdapter = true
}
});
/*
SharpDX.DXGI.Factory factory = new Factory();
List<GraphicsAdapter> adapterList = new List<GraphicsAdapter>();
DisplayModeCollection displayModeCollection = new DisplayModeCollection();
for (int i = 0; i < factory.GetAdapterCount(); i++)
{
using (Adapter adapter = factory.GetAdapter(i))
{
GraphicsAdapter ga = new GraphicsAdapter();
//ga.CurrentDisplayMode = ;
//ga.Description = ;
ga.DeviceId = adapter.Description.DeviceId;
ga.DeviceName = adapter.Description.Description;
ga.IsDefaultAdapter = i == 0; //TODO: how to set default adapter?
//ga.IsWideScreen = ;
//ga.MonitorHandle = ;
ga.Revision = adapter.Description.Revision;
ga.SubSystemId = adapter.Description.SubsystemId;
//ga.SupportedDisplayModes = ;
ga.VendorId = adapter.Description.VendorId;
using (Output adapterOutput = adapter.GetOutput(0))
{
foreach (ModeDescription modeDescription in adapterOutput.GetDisplayModeList(Format.R8G8B8A8_UNorm, DisplayModeEnumerationFlags.Interlaced))
{
DisplayMode displayMode = new DisplayMode()
{
Format = FormatConverter.Translate(modeDescription.Format),
Width = modeDescription.Width,
Height = modeDescription.Height,
AspectRatio = (float)modeDescription.Width / (float)modeDescription.Height,
TitleSafeArea = new Rectangle(0, 0, modeDescription.Width, modeDescription.Height), //TODO: calculate this for real
};
displayModeCollection[displayMode.Format] = new DisplayMode[] { displayMode };
}
}
ga.SupportedDisplayModes = displayModeCollection;
adapterList.Add(ga);
}
}
factory.Dispose();
return new System.Collections.ObjectModel.ReadOnlyCollection<GraphicsAdapter>(adapterList);*/
}
#endregion
#region CreateRenderTarget
public INativeRenderTarget2D CreateRenderTarget(GraphicsDevice graphics,
int width, int height, bool mipMap, SurfaceFormat preferredFormat,
DepthFormat preferredDepthFormat, int preferredMultiSampleCount, RenderTargetUsage usage)
{
return new RenderTarget2D_Metro(graphics, width, height, mipMap,
preferredFormat, preferredDepthFormat, preferredMultiSampleCount, usage);
}
#endregion
#region CreateOcclusionQuery (TODO)
public IOcclusionQuery CreateOcclusionQuery()
{
throw new NotImplementedException();
}
#endregion
#region IsLanguageSupported
public bool IsLanguageSupported(EffectSourceLanguage sourceLanguage)
{
return sourceLanguage == EffectSourceLanguage.HLSL_FX || sourceLanguage == EffectSourceLanguage.HLSL;
}
#endregion
#region SetTextureSampler (TODO)
public void SetTextureSampler(int index, Texture value)
{
throw new NotImplementedException();
}
#endregion
}
}