83 lines
2.6 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.Content.Pipeline.Graphics;
using System.IO;
using System.ComponentModel;
using ANX.RenderSystem.Windows.GL3;
#endregion
// 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
namespace ANX.Framework.Content.Pipeline.Processors
{
[ContentProcessor]
public class EffectProcessor : ContentProcessor<EffectContent, CompiledEffectContent>
{
HLSLCompilerFactory hlslCompilerFactory = new HLSLCompilerFactory();
private string targetProfile = "fx_4_0";
public virtual EffectProcessorDebugMode DebugMode
{
get;
set;
}
public virtual string Defines
{
get;
set;
}
[DefaultValue("fx_4_0")]
public virtual string TargetProfile
{
get
{
return targetProfile;
}
set
{
targetProfile = value;
}
}
public override CompiledEffectContent Process(EffectContent input, ContentProcessorContext context)
{
byte[] effectCompiledCode = null;
if (input.SourceLanguage == NonXNA.EffectSourceLanguage.HLSL_FX)
{
HLSLCompiler compiler = hlslCompilerFactory.Compilers.Last<HLSLCompiler>();
effectCompiledCode = compiler.Compile(input.EffectCode, DebugMode, TargetProfile);
}
else if (input.SourceLanguage == NonXNA.EffectSourceLanguage.GLSL_FX)
{
//TODO: parse and split the effect code and save two effect globs
// if we do it this way, we don't need to parse the glsl source at runtime when loading it.
effectCompiledCode = ShaderHelper.SaveShaderCode(input.EffectCode);
}
else
{
throw new InvalidContentException("EffectProcessor is unable to process content with format '" + input.SourceLanguage.ToString() + "'");
}
return new CompiledEffectContent(effectCompiledCode)
{
Identity = input.Identity,
Name = input.Name,
OpaqueData = input.OpaqueData,
SourceLanguage = input.SourceLanguage,
};
}
}
}