- Further work on the shader generation - Started working on shader loading in the RenderSystem
75 lines
1.5 KiB
C#
75 lines
1.5 KiB
C#
using System;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using Dx11 = SharpDX.Direct3D11;
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.RenderSystem.Windows.Metro
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{
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public class EffectPass_Metro : INativeEffectPass
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{
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#region Private
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private ExtendedShaderPass nativePass;
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private Effect parentEffect;
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private Dx11.VertexShader vertexShader;
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private Dx11.PixelShader pixelShader;
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#endregion
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#region Public
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public string Name
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{
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get;
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private set;
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}
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public EffectPass Pass
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{
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get;
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private set;
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}
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public Dx11.VertexShader VertexShader
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{
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get
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{
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if (vertexShader == null)
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{
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vertexShader = new Dx11.VertexShader(
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NativeDxDevice.Current.NativeDevice, nativePass.VertexCode);
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}
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return vertexShader;
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}
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}
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public Dx11.PixelShader PixelShader
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{
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get
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{
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if (pixelShader == null)
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{
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pixelShader = new Dx11.PixelShader(
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NativeDxDevice.Current.NativeDevice, nativePass.PixelCode);
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}
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return pixelShader;
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}
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}
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#endregion
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#region Constructor
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public EffectPass_Metro(Effect setParentEffect, ExtendedShaderPass setNativePass)
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{
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Name = setNativePass.Name;
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nativePass = setNativePass;
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parentEffect = setParentEffect;
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Pass = new EffectPass(parentEffect);
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}
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#endregion
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}
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}
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