Glatzemann d8d88b141c added new target "create_packages" in build script
PreferredBackBufferWidth and PreferredBackBufferHeight are returning values now
added EffectPass handling
applying effects is not a workaround anymore
2011-11-22 14:51:30 +00:00

234 lines
10 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.Graphics;
using System.IO;
using ANX.Framework.NonXNA;
using System.Runtime.InteropServices;
using ANX.Framework;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.RenderSystem.Windows.DX11
{
public class Creator : IRenderSystemCreator
{
public void RegisterCreator(AddInSystemFactory factory)
{
factory.AddCreator(this);
}
public string Name
{
get { return "DirectX11"; }
}
public GameHost CreateGameHost(Game game)
{
throw new NotImplementedException();
//return new WindowsGameHost(game);
}
public INativeGraphicsDevice CreateGraphicsDevice(PresentationParameters presentationParameters)
{
throw new NotImplementedException();
//return new GraphicsDeviceWindowsDX11_1(presentationParameters);
}
public INativeBuffer CreateIndexBuffer(GraphicsDevice graphics, IndexElementSize size, int indexCount, BufferUsage usage)
{
throw new NotImplementedException();
//return new IndexBuffer_DX 11(graphics, size, indexCount, usage);
}
public INativeBuffer CreateVertexBuffer(GraphicsDevice graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
return new VertexBuffer_DX11(graphics, vertexDeclaration, vertexCount, usage);
}
public INativeEffect CreateEffect(GraphicsDevice graphics, Effect effect, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
{
throw new NotImplementedException();
//return new Effect_DX11(graphics, vertexShaderByteCode, pixelShaderByteCode);
}
public INativeEffect CreateEffect(GraphicsDevice graphics, Effect effect, System.IO.Stream byteCode)
{
throw new NotImplementedException();
//return new Effect_DX11(graphics, byteCode);
}
public Texture2D CreateTexture(GraphicsDevice graphics, string fileName)
{
throw new NotImplementedException();
//GraphicsDeviceWindowsDX10 graphicsDX10 = graphics.NativeDevice as GraphicsDeviceWindowsDX10;
//SharpDX.Direct3D10.Texture2D nativeTexture = SharpDX.Direct3D10.Texture2D.FromFile<SharpDX.Direct3D10.Texture2D>(graphicsDX10.NativeDevice, fileName);
//Texture2D_DX10 texture = new Texture2D_DX10(graphics, nativeTexture.Description.Width, nativeTexture.Description.Height);
//texture.NativeTexture = nativeTexture;
//return texture;
}
public Texture2D CreateTexture(GraphicsDevice graphics, SurfaceFormat surfaceFormat, int width, int height, int mipCount, byte[] colorData)
{
throw new NotImplementedException();
/*
if (mipCount > 1)
{
throw new Exception("creating textures with mip map not yet implemented");
}
GraphicsDeviceWindowsDX10 graphicsDX10 = graphics.NativeDevice as GraphicsDeviceWindowsDX10;
SharpDX.Direct3D10.Device device = graphicsDX10.NativeDevice;
Texture2D_DX10 texture = new Texture2D_DX10(graphics, width, height);
SharpDX.Direct3D10.Texture2DDescription description = new SharpDX.Direct3D10.Texture2DDescription()
{
Width = width,
Height = height,
MipLevels = mipCount,
ArraySize = mipCount,
Format = SharpDX.DXGI.Format.R8G8B8A8_UNorm,
SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
Usage = SharpDX.Direct3D10.ResourceUsage.Dynamic,
BindFlags = SharpDX.Direct3D10.BindFlags.ShaderResource,
CpuAccessFlags = SharpDX.Direct3D10.CpuAccessFlags.Write,
};
texture.NativeTexture = new SharpDX.Direct3D10.Texture2D(graphicsDX10.NativeDevice, description);
// description of texture formats of DX10: http://msdn.microsoft.com/en-us/library/bb694531(v=VS.85).aspx
// more helpfull information on DX10 textures: http://msdn.microsoft.com/en-us/library/windows/desktop/bb205131(v=vs.85).aspx
if (surfaceFormat == SurfaceFormat.Color)
{
int subresource = SharpDX.Direct3D10.Texture2D.CalculateSubresourceIndex(0, 0, 1);
SharpDX.DataRectangle rectangle = texture.NativeTexture.Map(subresource, SharpDX.Direct3D10.MapMode.WriteDiscard, SharpDX.Direct3D10.MapFlags.None);
int rowPitch = rectangle.Pitch;
unsafe
{
byte* pTexels = (byte*)rectangle.DataPointer;
int srcIndex = 0;
for (int row = 0; row < height; row++)
{
int rowStart = row * rowPitch;
for (int col = 0; col < width; col++)
{
int colStart = col * 4;
pTexels[rowStart + colStart + 0] = colorData[srcIndex++];
pTexels[rowStart + colStart + 1] = colorData[srcIndex++];
pTexels[rowStart + colStart + 2] = colorData[srcIndex++];
pTexels[rowStart + colStart + 3] = colorData[srcIndex++];
}
}
}
texture.NativeTexture.Unmap(subresource);
}
else
{
throw new Exception(string.Format("creating textures of format {0} not yet implemented...", surfaceFormat.ToString()));
}
return texture;
*/
}
public INativeBlendState CreateBlendState()
{
throw new NotImplementedException();
}
public INativeRasterizerState CreateRasterizerState()
{
throw new NotImplementedException();
}
public INativeDepthStencilState CreateDepthStencilState()
{
throw new NotImplementedException();
}
public INativeSamplerState CreateSamplerState()
{
throw new NotImplementedException();
}
public byte[] GetShaderByteCode(PreDefinedShader type)
{
throw new NotImplementedException();
}
public System.Collections.ObjectModel.ReadOnlyCollection<GraphicsAdapter> GetAdapterList()
{
throw new NotImplementedException();
}
public Framework.NonXNA.RenderSystem.INativeTexture2D CreateTexture(GraphicsDevice graphics, SurfaceFormat surfaceFormat, int width, int height, int mipCount)
{
throw new NotImplementedException();
}
}
}