SND\AstrorEnales_cp 5505f7dcbf - Added PlatformSystem Plugins layer
- Started Windows, Metro and Linux Platform-Plugins
- Moved the RecordingSample to the Samples folder
- Started two samples for using the graphics device in a WinForms and Wpf Editor
- Refactorings in the AddIn-System
- Moved the Window initialization-code to the Platform modules
- Changed the License text in all code files which is now way smaller
- Started ProjectConverter tool which converts all the projects and solution to the target configuration
- Changed the SupportedPlatform names in the Resource files
- Changed the WIN8 define to WINDOWSMETRO which is actually meant
- Removed NLog and started our own Logger class
- Many more stuff...
2012-08-09 09:45:04 +00:00

63 lines
1.9 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
using Microsoft.Xna.Framework.Content.Pipeline.Processors;
#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
using TInput = Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectContent;
using TOutput = Microsoft.Xna.Framework.Content.Pipeline.Processors.CompiledEffectContent;
using ANX.RenderSystem.Windows.GL3;
using System.Text;
namespace ANX.Framework.ContentPipeline
{
[ContentProcessor(DisplayName = "OpenGL3 Effect - ANX Framework")]
public class GL3_EffectProcessor : ContentProcessor<TInput, TOutput>
{
public override TOutput Process(TInput input, ContentProcessorContext context)
{
byte[] effectByteCode = ShaderHelper.SaveShaderCode(input.EffectCode);
Byte[] byteCode = new Byte[3 + 2 + 1 + 4 + effectByteCode.Length];
// Magic Number to recognize format
StringToByteArray("ANX").CopyTo(byteCode, 0);
// Major Version
byteCode[3] = 0;
// Minor Version
byteCode[4] = 2;
// Format of byte array
byteCode[5] = (byte)EffectProcessorOutputFormat.OPEN_GL3_GLSL;
int dataStart = 6;
// length of vertexShaderByteCode
BitConverter.GetBytes(effectByteCode.Length).CopyTo(byteCode, dataStart);
Array.Copy(effectByteCode, 0, byteCode, dataStart + 4, effectByteCode.Length);
return new TOutput(byteCode);
}
private byte[] StringToByteArray(string str)
{
return Encoding.ASCII.GetBytes(str);
}
private string ByteArrayToString(byte[] arr)
{
return Encoding.ASCII.GetString(arr);
}
}
}