Glatzemann 97bafa68ba Some work on BasicEffect (not finished yet)
Includes for HLSL effects are working now (issue #696)
fixed some samples
2012-03-14 05:54:13 +00:00

387 lines
12 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
using ANX.Framework.Graphics;
#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.Framework.Graphics
{
public class BasicEffect : Effect, IEffectMatrices, IEffectLights, IEffectFog
{
private bool vertexColorEnabled = false;
private bool perPixelLighting = false;
private bool lightingEnabled = false;
private bool fogEnabled = false;
private bool textureEnabled = false;
private EffectParameter world;
private EffectParameter view;
private EffectParameter projection;
private EffectParameter texture;
private EffectParameter fogColor;
private EffectParameter fogVector;
private DirectionalLight[] directionalLight;
private Vector3 ambientLightColor;
public BasicEffect(GraphicsDevice graphics)
: base(graphics, AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().GetShaderByteCode(NonXNA.PreDefinedShader.BasicEffect))
{
world = base.Parameters["World"];
view = base.Parameters["View"];
projection = base.Parameters["Projection"];
directionalLight = new DirectionalLight[]
{
new DirectionalLight(base.Parameters["LightDirection[0]"], base.Parameters["LightDiffuseColor[0]"], base.Parameters["LightSpecularColor[0]"], null),
new DirectionalLight(base.Parameters["LightDirection[1]"], base.Parameters["LightDiffuseColor[1]"], base.Parameters["LightSpecularColor[1]"], null),
new DirectionalLight(base.Parameters["LightDirection[2]"], base.Parameters["LightDiffuseColor[2]"], base.Parameters["LightSpecularColor[2]"], null),
};
fogColor = base.Parameters["FogColor"];
fogVector = base.Parameters["FogVector"];
texture = base.Parameters["Texture"];
}
protected BasicEffect(BasicEffect cloneSource)
: base(cloneSource)
{
throw new NotImplementedException();
}
public bool PreferPerPixelLighting
{
get
{
return perPixelLighting;
}
set
{
perPixelLighting = value;
}
}
public Matrix Projection
{
get
{
return this.projection.GetValueMatrix();
}
set
{
this.projection.SetValue(value);
}
}
public Matrix View
{
get
{
return this.view.GetValueMatrix();
}
set
{
this.view.SetValue(value);
}
}
public Matrix World
{
get
{
return this.world.GetValueMatrix();
}
set
{
this.world.SetValue(value);
}
}
public void EnableDefaultLighting()
{
LightingEnabled = true;
ambientLightColor = new Vector3(0.05333332f, 0.09882354f, 0.1819608f);
directionalLight[0].Direction = new Vector3(-0.5265408f, -0.5735765f, -0.6275069f);
directionalLight[0].DiffuseColor = new Vector3(1.0000000f, 0.9607844f, 0.8078432f);
directionalLight[0].SpecularColor = new Vector3(1.0000000f, 0.9607844f, 0.8078432f);
directionalLight[0].Enabled = true;
directionalLight[1].Direction = new Vector3(0.7198464f, 0.3420201f, 0.6040227f);
directionalLight[1].DiffuseColor = new Vector3(0.9647059f, 0.7607844f, 0.4078432f);
directionalLight[1].SpecularColor = new Vector3(0.0000000f, 0.0000000f, 0.0000000f);
directionalLight[1].Enabled = true;
directionalLight[2].Direction = new Vector3(0.4545195f, -0.7660444f, 0.4545195f);
directionalLight[2].DiffuseColor = new Vector3(0.3231373f, 0.3607844f, 0.3937255f);
directionalLight[2].SpecularColor = new Vector3(0.3231373f, 0.3607844f, 0.3937255f);
directionalLight[2].Enabled = true;
}
public Vector3 AmbientLightColor
{
get
{
return ambientLightColor;
}
set
{
ambientLightColor = value;
}
}
public DirectionalLight DirectionalLight0
{
get
{
return directionalLight[0];
}
}
public DirectionalLight DirectionalLight1
{
get
{
return directionalLight[1];
}
}
public DirectionalLight DirectionalLight2
{
get
{
return directionalLight[2];
}
}
public bool LightingEnabled
{
get
{
return lightingEnabled;
}
set
{
lightingEnabled = value;
}
}
public Vector3 FogColor
{
get
{
return this.fogColor.GetValueVector3();
}
set
{
this.fogVector.SetValue(value);
}
}
public bool FogEnabled
{
get
{
return fogEnabled;
}
set
{
FogEnabled = value;
}
}
public float FogEnd
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
public float FogStart
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
public Texture2D Texture
{
get
{
return this.texture.GetValueTexture2D();
}
set
{
this.texture.SetValue(value);
}
}
public bool TextureEnabled
{
get
{
return textureEnabled;
}
set
{
TextureEnabled = value;
}
}
public Vector3 DiffuseColor
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
public Vector3 EmissiveColor
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
public Vector3 SpecularColor
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
public float SpecularPower
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
public float Alpha
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
public bool VertexColorEnabled
{
get
{
return this.vertexColorEnabled;
}
set
{
this.vertexColorEnabled = value;
SetTechnique();
}
}
public override Effect Clone()
{
return new BasicEffect(this);
}
private void SetTechnique()
{
//TODO: implement completly
if (vertexColorEnabled)
{
this.CurrentTechnique = Techniques["VertexColor"];
return;
}
//this.CurrentTechnique = Techniques["NormalTex"]; //TODO: this is for ModelSample to be work
throw new InvalidOperationException("Currently ANX's BasicEffect only supports VertexColor technique");
}
}
}