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