- Started Windows, Metro and Linux Platform-Plugins - Moved the RecordingSample to the Samples folder - Started two samples for using the graphics device in a WinForms and Wpf Editor - Refactorings in the AddIn-System - Moved the Window initialization-code to the Platform modules - Changed the License text in all code files which is now way smaller - Started ProjectConverter tool which converts all the projects and solution to the target configuration - Changed the SupportedPlatform names in the Resource files - Changed the WIN8 define to WINDOWSMETRO which is actually meant - Removed NLog and started our own Logger class - Many more stuff...
214 lines
7.3 KiB
C#
214 lines
7.3 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 SharpDX.Direct3D10;
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using SharpDX.D3DCompiler;
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using System.IO;
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using ANX.Framework.NonXNA;
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using ANX.Framework.Graphics;
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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 EffectTechnique = ANX.Framework.Graphics.EffectTechnique;
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namespace ANX.RenderSystem.Windows.DX10
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{
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public class Effect_DX10 : INativeEffect
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{
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private ShaderBytecode pixelShaderByteCode;
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private ShaderBytecode vertexShaderByteCode;
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private VertexShader vertexShader;
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private PixelShader pixelShader;
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private ANX.Framework.Graphics.Effect managedEffect;
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private ShaderBytecode effectByteCode;
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private SharpDX.Direct3D10.Effect nativeEffect;
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public Effect_DX10(GraphicsDevice device, ANX.Framework.Graphics.Effect managedEffect, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
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{
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if (this.managedEffect == null)
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{
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throw new ArgumentNullException("managedEffect");
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}
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this.managedEffect = managedEffect;
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if (vertexShaderByteCode.CanSeek)
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{
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vertexShaderByteCode.Seek(0, SeekOrigin.Begin);
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}
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this.vertexShaderByteCode = ShaderBytecode.FromStream(vertexShaderByteCode);
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this.vertexShader = new VertexShader((SharpDX.Direct3D10.Device)device.NativeDevice, this.vertexShaderByteCode);
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if (pixelShaderByteCode.CanSeek)
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{
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pixelShaderByteCode.Seek(0, SeekOrigin.Begin);
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}
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this.pixelShaderByteCode = ShaderBytecode.FromStream(pixelShaderByteCode);
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this.pixelShader = new PixelShader((SharpDX.Direct3D10.Device)device.NativeDevice, this.pixelShaderByteCode);
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}
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public Effect_DX10(GraphicsDevice device, ANX.Framework.Graphics.Effect managedEffect, Stream effectByteCode)
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{
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if (managedEffect == null)
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{
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throw new ArgumentNullException("managedEffect");
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}
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this.managedEffect = managedEffect;
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if (effectByteCode.CanSeek)
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{
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effectByteCode.Seek(0, SeekOrigin.Begin);
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}
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this.effectByteCode = ShaderBytecode.FromStream(effectByteCode);
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this.nativeEffect = new SharpDX.Direct3D10.Effect(((GraphicsDeviceWindowsDX10)device.NativeDevice).NativeDevice, this.effectByteCode);
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}
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public void Apply(GraphicsDevice graphicsDevice)
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{
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((GraphicsDeviceWindowsDX10)graphicsDevice.NativeDevice).currentEffect = this;
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}
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internal SharpDX.Direct3D10.Effect NativeEffect
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{
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get
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{
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return this.nativeEffect;
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}
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}
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internal ShaderBytecode PixelShaderByteCode
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{
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get
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{
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return this.pixelShaderByteCode;
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}
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}
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internal ShaderBytecode VertexShaderByteCode
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{
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get
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{
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return this.vertexShaderByteCode;
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}
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}
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internal VertexShader VertexShader
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{
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get
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{
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return this.vertexShader;
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}
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}
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internal PixelShader PixelShader
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{
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get
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{
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return this.pixelShader;
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}
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}
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public static byte[] CompileVertexShader(string effectCode, string directory = "")
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{
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ShaderBytecode vertexShaderByteCode = ShaderBytecode.Compile(effectCode, "VS", "vs_4_0", ShaderFlags.None, EffectFlags.None, null, new IncludeHandler(directory), "unknown");
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byte[] bytecode = new byte[vertexShaderByteCode.BufferSize];
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vertexShaderByteCode.Data.Read(bytecode, 0, bytecode.Length);
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return bytecode;
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}
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public static byte[] CompilePixelShader(string effectCode, string directory = "")
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{
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ShaderBytecode pixelShaderByteCode = ShaderBytecode.Compile(effectCode, "PS", "ps_4_0", ShaderFlags.None, EffectFlags.None, null, new IncludeHandler(directory), "unknown");
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byte[] bytecode = new byte[pixelShaderByteCode.BufferSize];
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pixelShaderByteCode.Data.Read(bytecode, 0, bytecode.Length);
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return bytecode;
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}
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public static byte[] CompileFXShader(string effectCode, string directory = "")
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{
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ShaderBytecode effectByteCode = ShaderBytecode.Compile(effectCode, "fx_4_0", ShaderFlags.None, EffectFlags.None, null, new IncludeHandler(directory), "unknown");
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byte[] bytecode = new byte[effectByteCode.BufferSize];
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effectByteCode.Data.Read(bytecode, 0, bytecode.Length);
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return bytecode;
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}
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public void Dispose()
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{
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if (this.pixelShaderByteCode != null)
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{
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this.pixelShaderByteCode.Dispose();
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this.pixelShaderByteCode = null;
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}
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if (this.pixelShader != null)
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{
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this.pixelShader.Dispose();
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this.pixelShader = null;
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}
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if (this.vertexShaderByteCode != null)
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{
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this.vertexShaderByteCode.Dispose();
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this.vertexShaderByteCode = null;
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}
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if (this.vertexShader != null)
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{
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this.vertexShader.Dispose();
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this.vertexShader = null;
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}
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if (this.effectByteCode != null)
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{
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this.effectByteCode.Dispose();
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this.effectByteCode = null;
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}
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if (this.nativeEffect != null)
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{
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this.nativeEffect.Dispose();
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this.nativeEffect = null;
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}
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}
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public IEnumerable<EffectTechnique> Techniques
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{
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get
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{
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for (int i = 0; i < nativeEffect.Description.TechniqueCount; i++)
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{
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EffectTechnique_DX10 teqDx10 = new EffectTechnique_DX10(this.managedEffect);
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teqDx10.NativeTechnique = nativeEffect.GetTechniqueByIndex(i);
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EffectTechnique teq = new EffectTechnique(this.managedEffect, teqDx10);
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yield return teq;
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}
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}
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}
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public IEnumerable<EffectParameter> Parameters
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{
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get
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{
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for (int i = 0; i < nativeEffect.Description.GlobalVariableCount; i++)
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{
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EffectParameter_DX10 parDx10 = new EffectParameter_DX10();
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parDx10.NativeParameter = nativeEffect.GetVariableByIndex(i);
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EffectParameter par = new EffectParameter();
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par.NativeParameter = parDx10;
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yield return par;
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}
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}
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}
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}
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}
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