214 lines
7.3 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using SharpDX.Direct3D10;
using SharpDX.D3DCompiler;
using System.IO;
using ANX.Framework.NonXNA;
using ANX.Framework.Graphics;
#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 EffectTechnique = ANX.Framework.Graphics.EffectTechnique;
namespace ANX.RenderSystem.Windows.DX10
{
public class Effect_DX10 : INativeEffect
{
private ShaderBytecode pixelShaderByteCode;
private ShaderBytecode vertexShaderByteCode;
private VertexShader vertexShader;
private PixelShader pixelShader;
private ANX.Framework.Graphics.Effect managedEffect;
private ShaderBytecode effectByteCode;
private SharpDX.Direct3D10.Effect nativeEffect;
public Effect_DX10(GraphicsDevice device, ANX.Framework.Graphics.Effect managedEffect, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
{
if (this.managedEffect == null)
{
throw new ArgumentNullException("managedEffect");
}
this.managedEffect = managedEffect;
if (vertexShaderByteCode.CanSeek)
{
vertexShaderByteCode.Seek(0, SeekOrigin.Begin);
}
this.vertexShaderByteCode = ShaderBytecode.FromStream(vertexShaderByteCode);
this.vertexShader = new VertexShader((SharpDX.Direct3D10.Device)device.NativeDevice, this.vertexShaderByteCode);
if (pixelShaderByteCode.CanSeek)
{
pixelShaderByteCode.Seek(0, SeekOrigin.Begin);
}
this.pixelShaderByteCode = ShaderBytecode.FromStream(pixelShaderByteCode);
this.pixelShader = new PixelShader((SharpDX.Direct3D10.Device)device.NativeDevice, this.pixelShaderByteCode);
}
public Effect_DX10(GraphicsDevice device, ANX.Framework.Graphics.Effect managedEffect, Stream effectByteCode)
{
if (managedEffect == null)
{
throw new ArgumentNullException("managedEffect");
}
this.managedEffect = managedEffect;
if (effectByteCode.CanSeek)
{
effectByteCode.Seek(0, SeekOrigin.Begin);
}
this.effectByteCode = ShaderBytecode.FromStream(effectByteCode);
this.nativeEffect = new SharpDX.Direct3D10.Effect(((GraphicsDeviceWindowsDX10)device.NativeDevice).NativeDevice, this.effectByteCode, EffectFlags.None);
}
public void Apply(GraphicsDevice graphicsDevice)
{
((GraphicsDeviceWindowsDX10)graphicsDevice.NativeDevice).currentEffect = this;
}
internal SharpDX.Direct3D10.Effect NativeEffect
{
get
{
return this.nativeEffect;
}
}
internal ShaderBytecode PixelShaderByteCode
{
get
{
return this.pixelShaderByteCode;
}
}
internal ShaderBytecode VertexShaderByteCode
{
get
{
return this.vertexShaderByteCode;
}
}
internal VertexShader VertexShader
{
get
{
return this.vertexShader;
}
}
internal PixelShader PixelShader
{
get
{
return this.pixelShader;
}
}
public static byte[] CompileVertexShader(string effectCode, string directory = "")
{
ShaderBytecode vertexShaderByteCode = ShaderBytecode.Compile(effectCode, "VS", "vs_4_0", ShaderFlags.None, EffectFlags.None, null, new IncludeHandler(directory), "unknown");
byte[] bytecode = new byte[vertexShaderByteCode.BufferSize];
vertexShaderByteCode.Data.Read(bytecode, 0, bytecode.Length);
return bytecode;
}
public static byte[] CompilePixelShader(string effectCode, string directory = "")
{
ShaderBytecode pixelShaderByteCode = ShaderBytecode.Compile(effectCode, "PS", "ps_4_0", ShaderFlags.None, EffectFlags.None, null, new IncludeHandler(directory), "unknown");
byte[] bytecode = new byte[pixelShaderByteCode.BufferSize];
pixelShaderByteCode.Data.Read(bytecode, 0, bytecode.Length);
return bytecode;
}
public static byte[] CompileFXShader(string effectCode, string directory = "")
{
ShaderBytecode effectByteCode = ShaderBytecode.Compile(effectCode, "fx_4_0", ShaderFlags.None, EffectFlags.None, null, new IncludeHandler(directory), "unknown");
byte[] bytecode = new byte[effectByteCode.BufferSize];
effectByteCode.Data.Read(bytecode, 0, bytecode.Length);
return bytecode;
}
public void Dispose()
{
if (this.pixelShaderByteCode != null)
{
this.pixelShaderByteCode.Dispose();
this.pixelShaderByteCode = null;
}
if (this.pixelShader != null)
{
this.pixelShader.Dispose();
this.pixelShader = null;
}
if (this.vertexShaderByteCode != null)
{
this.vertexShaderByteCode.Dispose();
this.vertexShaderByteCode = null;
}
if (this.vertexShader != null)
{
this.vertexShader.Dispose();
this.vertexShader = null;
}
if (this.effectByteCode != null)
{
this.effectByteCode.Dispose();
this.effectByteCode = null;
}
if (this.nativeEffect != null)
{
this.nativeEffect.Dispose();
this.nativeEffect = null;
}
}
public IEnumerable<EffectTechnique> Techniques
{
get
{
for (int i = 0; i < nativeEffect.Description.TechniqueCount; i++)
{
EffectTechnique_DX10 teqDx10 = new EffectTechnique_DX10(this.managedEffect);
teqDx10.NativeTechnique = nativeEffect.GetTechniqueByIndex(i);
EffectTechnique teq = new EffectTechnique(this.managedEffect, teqDx10);
yield return teq;
}
}
}
public IEnumerable<EffectParameter> Parameters
{
get
{
for (int i = 0; i < nativeEffect.Description.GlobalVariableCount; i++)
{
EffectParameter_DX10 parDx10 = new EffectParameter_DX10();
parDx10.NativeParameter = nativeEffect.GetVariableByIndex(i);
EffectParameter par = new EffectParameter();
par.NativeParameter = parDx10;
yield return par;
}
}
}
}
}