- removed ANX.BaseDirectX and replaced it using shared source files - renamed ANX.Framework.Windows.DX10 to ANX.RenderSystem.Windows.DX10 - some refactoring in ANX.RenderSystem.Windows.DX10 - some refactoring in ANX.RenderSystem.Windows.DX11 - fixed some minor issues in DX10 stock shader generation - fixed sample projects There's still an issue with the AddIn-System: The WindowsGame sample does not work currently.
119 lines
3.0 KiB
C#
119 lines
3.0 KiB
C#
#region Using Statements
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using System.Collections.Generic;
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using System.IO;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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#endregion
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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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using Dx11 = SharpDX.Direct3D11;
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namespace ANX.RenderSystem.Windows.DX11
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{
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public partial class EffectDX : INativeEffect
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{
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#region Private
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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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internal Dx11.Effect NativeEffect { get; private set; }
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public IEnumerable<EffectTechnique> Techniques
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{
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get
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{
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for (int i = 0; i < NativeEffect.Description.TechniqueCount; i++)
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{
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var teqDx11 = new EffectTechnique_DX11(managedEffect, NativeEffect.GetTechniqueByIndex(i));
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yield return new EffectTechnique(this.managedEffect, teqDx11);
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}
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}
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}
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public IEnumerable<EffectParameter> Parameters
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{
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get
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{
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for (int i = 0; i < NativeEffect.Description.GlobalVariableCount; i++)
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{
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EffectParameter_DX11 parDx11 = new EffectParameter_DX11();
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parDx11.NativeParameter = NativeEffect.GetVariableByIndex(i);
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EffectParameter par = new EffectParameter();
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par.NativeParameter = parDx11;
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yield return par;
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}
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}
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}
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#endregion
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#region Constructor
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public EffectDX(GraphicsDevice graphicsDevice, Effect managedEffect, Stream vertexShaderStream,
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Stream pixelShaderStream)
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: this(managedEffect)
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{
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var device = ((GraphicsDeviceDX)graphicsDevice.NativeDevice).NativeDevice.Device;
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vertexShader = new Dx11.VertexShader(device, GetByteCode(vertexShaderStream));
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pixelShader = new Dx11.PixelShader(device, GetByteCode(pixelShaderStream));
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}
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public EffectDX(GraphicsDevice graphicsDevice, Effect managedEffect, Stream effectStream)
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: this(managedEffect)
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{
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var device = ((GraphicsDeviceDX)graphicsDevice.NativeDevice).NativeDevice.Device;
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NativeEffect = new Dx11.Effect(device, GetByteCode(effectStream));
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}
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#endregion
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#region GetCurrentTechnique
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public EffectTechnique_DX11 GetCurrentTechnique()
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{
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return managedEffect.CurrentTechnique.NativeTechnique as EffectTechnique_DX11;
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}
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#endregion
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#region Apply
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public void Apply(GraphicsDevice graphicsDevice)
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{
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((GraphicsDeviceDX)graphicsDevice.NativeDevice).currentEffect = this;
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}
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#endregion
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#region CompileFXShader
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public static byte[] CompileFXShader(string effectCode, string directory = "")
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{
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return CompileShader("fx_5_0", effectCode, directory);
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}
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#endregion
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#region Dispose
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public void Dispose()
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{
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if (pixelShader != null)
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{
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pixelShader.Dispose();
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pixelShader = null;
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}
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if (vertexShader != null)
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{
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vertexShader.Dispose();
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vertexShader = null;
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}
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if (NativeEffect != null)
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{
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NativeEffect.Dispose();
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NativeEffect = null;
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}
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}
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#endregion
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}
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}
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