2011-10-31 05:36:24 +00:00

202 lines
6.9 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework;
using ANX.Framework.NonXNA;
using ANX.Framework.Graphics;
using System.IO;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.Framework.Windows.GL3
{
public class Creator : IRenderSystemCreator
{
#region Public
/// <summary>
/// Name of the Creator implementation.
/// </summary>
public string Name
{
get
{
return "OpenGL3";
}
}
#endregion
#region RegisterRenderSystemCreator
public void RegisterCreator(AddInSystemFactory factory)
{
factory.AddCreator(this);
}
#endregion
#region CreateGameHost
public GameHost CreateGameHost(Game game)
{
return new WindowsGameHost(game);
}
#endregion
#region CreateEffect
public INativeEffect CreateEffect(GraphicsDevice graphics, Stream byteCode)
{
return new EffectGL3(graphics, byteCode);
}
public INativeEffect CreateEffect(GraphicsDevice graphics,
Stream vertexShaderByteCode, Stream pixelShaderByteCode)
{
return new EffectGL3(graphics, vertexShaderByteCode, pixelShaderByteCode);
}
#endregion
#region CreateGraphicsDevice
INativeGraphicsDevice IRenderSystemCreator.CreateGraphicsDevice(
PresentationParameters presentationParameters)
{
return new GraphicsDeviceWindowsGL3(presentationParameters);
}
#endregion
#region CreateTexture
/// <summary>
/// Create a new native texture.
/// </summary>
/// <param name="graphics">Graphics device.</param>
/// <param name="surfaceFormat">The format of the texture.</param>
/// <param name="width">The width of the texture.</param>
/// <param name="height">The height of the texture.</param>
/// <param name="mipCount">The number of mipmaps in the texture.</param>
/// <param name="mipMaps">The mipmaps as a single byte array.</param>
/// <returns></returns>
public Texture2D CreateTexture(GraphicsDevice graphics,
SurfaceFormat surfaceFormat, int width, int height, int mipCount,
byte[] mipMaps)
{
return new Texture2DGL3(graphics, surfaceFormat, width,
height, mipCount, mipMaps);
}
#endregion
public INativeBuffer CreateIndexBuffer(GraphicsDevice graphics,
IndexElementSize size, int indexCount, BufferUsage usage)
{
throw new NotImplementedException();
}
public INativeBuffer CreateVertexBuffer(GraphicsDevice graphics,
VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
throw new NotImplementedException();
}
#region CreateBlendState
/// <summary>
/// Create a new native blend state.
/// </summary>
/// <returns>Native Blend State.</returns>
public INativeBlendState CreateBlendState()
{
return new BlendStateGL3();
}
#endregion
#region CreateBlendState
/// <summary>
/// Create a new native rasterizer state.
/// </summary>
/// <returns>Native Rasterizer State.</returns>
public INativeRasterizerState CreateRasterizerState()
{
return new RasterizerStateGL3();
}
#endregion
#region CreateDepthStencilState
/// <summary>
/// Create a new native Depth Stencil State.
/// </summary>
/// <returns>Native Depth Stencil State.</returns>
public INativeDepthStencilState CreateDepthStencilState()
{
return new DepthStencilStateGL3();
}
#endregion
#region CreateSamplerState
/// <summary>
/// Create a new native sampler state.
/// </summary>
/// <returns>Native Sampler State.</returns>
public INativeSamplerState CreateSamplerState()
{
return new SamplerStateGL3();
}
#endregion
public byte[] GetShaderByteCode(PreDefinedShader type)
{
switch (type)
{
//case PreDefinedShader.SpriteBatch:
// return new byte[0];
default:
throw new NotSupportedException("The predefined shader '" + type +
"' isn't supported yet!");
}
}
}
}