Glatzemann 2e25fe4d6b - StockShaderCodeGenerator (sscg.exe) now has a silent mode
- added new ANX Logo size 120x32
- added new tools to msi installer
- optimized the build system and prepared multi system build
2012-08-22 21:04:13 +00:00

93 lines
2.5 KiB
C#

#region Using Statements
using System;
using System.IO;
using ANX.RenderSystem.Windows.DX10;
using ANX.RenderSystem.Windows.DX11;
using ANX.RenderSystem.Windows.GL3;
using DX11MetroShaderGenerator;
using System.Diagnostics;
#endregion // Using Statements
// 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 StockShaderCodeGenerator
{
public static class Compiler
{
#region GenerateShaders
public static bool GenerateShaders()
{
Program.TraceListener.WriteLine("generating shaders...");
for (int i = 0; i < Configuration.Shaders.Count; i++)
{
Shader s = Configuration.Shaders[i];
Program.TraceListener.WriteLine(String.Format("-> loading shader for type '{0}' (file: '{1}')", s.Type, s.Source));
String source = String.Empty;
if (File.Exists(s.Source))
{
source = File.ReadAllText(s.Source);
}
Program.TraceListener.Write("--> compiling shader... ");
try
{
s.ByteCode = CompileShader(s.RenderSystem, source, Path.GetDirectoryName(s.Source));
Program.TraceListener.WriteLine(String.Format("{0} bytes compiled size", s.ByteCode.Length));
s.ShaderCompiled = true;
}
catch (Exception ex)
{
s.ShaderCompiled = false;
Program.TraceListener.WriteLine("--> error occured while compiling shader: {0}", ex.Message);
return false;
}
Configuration.Shaders[i] = s;
}
Program.TraceListener.WriteLine("finished generating shaders...");
return true;
}
#endregion
#region CompileShader
private static Byte[] CompileShader(string RenderSystem,
string sourceCode, string directory)
{
byte[] byteCode;
switch (RenderSystem)
{
case "ANX.RenderSystem.Windows.DX10":
byteCode = Effect_DX10.CompileFXShader(sourceCode, directory);
break;
case "ANX.RenderSystem.Windows.DX11":
byteCode = Effect_DX11.CompileFXShader(sourceCode, directory);
break;
case "ANX.RenderSystem.Windows.Metro":
var metroGenerator = new MetroCodeGenerator(sourceCode);
byteCode = metroGenerator.ResultByteCode;
break;
case "ANX.RenderSystem.Windows.GL3":
byteCode = ShaderHelper.SaveShaderCode(sourceCode);
break;
default:
throw new NotImplementedException("compiling shaders for " +
RenderSystem + " not yet implemented...");
}
return byteCode;
}
#endregion
}
}