- fixed VertexDeclaration constructors (params keyword) - VertexDeclaration: calculation of VertexStride implemented - fixed issue #548 (GraphicsDevice.Viewport StackOverflowException) - small improvements in EffectTechniqueCollection
339 lines
9.6 KiB
C#
339 lines
9.6 KiB
C#
#region Using Statements
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Text;
|
|
using ANX.Framework.NonXNA;
|
|
using ANX.Framework.Graphics;
|
|
|
|
#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.Graphics
|
|
{
|
|
public class BasicEffect : Effect, IEffectMatrices, IEffectLights, IEffectFog
|
|
{
|
|
private bool vertexColorEnabled;
|
|
|
|
private EffectParameter world;
|
|
private EffectParameter view;
|
|
private EffectParameter projection;
|
|
|
|
public BasicEffect(GraphicsDevice graphics)
|
|
: base(graphics, AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().GetShaderByteCode(NonXNA.PreDefinedShader.BasicEffect))
|
|
{
|
|
world = base.Parameters["World"];
|
|
view = base.Parameters["View"];
|
|
projection = base.Parameters["Projection"];
|
|
}
|
|
|
|
protected BasicEffect(BasicEffect cloneSource)
|
|
: base(cloneSource)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
public bool PreferPerPixelLighting
|
|
{
|
|
get
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
set
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
|
|
public Matrix Projection
|
|
{
|
|
get
|
|
{
|
|
return this.projection.GetValueMatrix();
|
|
}
|
|
set
|
|
{
|
|
this.projection.SetValue(value);
|
|
}
|
|
}
|
|
|
|
public Matrix View
|
|
{
|
|
get
|
|
{
|
|
return this.view.GetValueMatrix();
|
|
}
|
|
set
|
|
{
|
|
this.view.SetValue(value);
|
|
}
|
|
}
|
|
|
|
public Matrix World
|
|
{
|
|
get
|
|
{
|
|
return this.world.GetValueMatrix();
|
|
}
|
|
set
|
|
{
|
|
this.world.SetValue(value);
|
|
}
|
|
}
|
|
|
|
public void EnableDefaultLighting()
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
public Vector3 AmbientLightColor
|
|
{
|
|
get
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
set
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
|
|
public DirectionalLight DirectionalLight0
|
|
{
|
|
get { throw new NotImplementedException(); }
|
|
}
|
|
|
|
public DirectionalLight DirectionalLight1
|
|
{
|
|
get { throw new NotImplementedException(); }
|
|
}
|
|
|
|
public DirectionalLight DirectionalLight2
|
|
{
|
|
get { throw new NotImplementedException(); }
|
|
}
|
|
|
|
public bool LightingEnabled
|
|
{
|
|
get
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
set
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
|
|
public Vector3 FogColor
|
|
{
|
|
get
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
set
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
|
|
public bool FogEnabled
|
|
{
|
|
get
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
set
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
|
|
public float FogEnd
|
|
{
|
|
get
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
set
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
|
|
public float FogStart
|
|
{
|
|
get
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
set
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
|
|
public Texture2D Texture
|
|
{
|
|
get
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
set
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
|
|
public bool TextureEnabled
|
|
{
|
|
get
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
set
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
|
|
public Vector3 DiffuseColor
|
|
{
|
|
get
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
set
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
|
|
public Vector3 EmissiveColor
|
|
{
|
|
get
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
set
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
|
|
public Vector3 SpecularColor
|
|
{
|
|
get
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
set
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
|
|
public float SpecularPower
|
|
{
|
|
get
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
set
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
|
|
public float Alpha
|
|
{
|
|
get
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
set
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
|
|
public bool VertexColorEnabled
|
|
{
|
|
get
|
|
{
|
|
return this.vertexColorEnabled;
|
|
}
|
|
set
|
|
{
|
|
this.vertexColorEnabled = value;
|
|
SetTechnique();
|
|
}
|
|
}
|
|
|
|
public override Effect Clone()
|
|
{
|
|
return new BasicEffect(this);
|
|
}
|
|
|
|
private void SetTechnique()
|
|
{
|
|
//TODO: implement completly
|
|
|
|
if (vertexColorEnabled)
|
|
{
|
|
this.CurrentTechnique = Techniques["VertexColor"];
|
|
return;
|
|
}
|
|
|
|
throw new InvalidOperationException("Currently ANX's BasicEffect only supports VertexColor technique");
|
|
}
|
|
}
|
|
}
|