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