123 lines
5.5 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.Windows.DX10;
using ANX.Framework.Windows.GL3;
using System.IO;
using ANX.RenderSystem.Windows.DX11;
#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 StockShaderCodeGenerator
{
public static class Compiler
{
public static bool GenerateShaders()
{
Console.WriteLine("generating shaders...");
for (int i = 0; i < Configuration.Shaders.Count; i++)
{
Shader s = Configuration.Shaders[i];
Console.WriteLine("-> loading shader for type '{0}' (file: '{1}')", s.Type, s.Source);
String source = String.Empty;
if (File.Exists(s.Source))
{
source = File.ReadAllText(s.Source);
}
Console.Write("--> compiling shader... ");
try
{
s.ByteCode = CompileShader(s.RenderSystem, source);
Console.WriteLine("{0} bytes compiled size", s.ByteCode.Length);
s.ShaderCompiled = true;
}
catch (Exception ex)
{
s.ShaderCompiled = false;
Console.WriteLine("--> error occured while compiling shader: {0}", ex.Message);
return false;
}
Configuration.Shaders[i] = s;
}
Console.WriteLine("finished generating shaders...");
return true;
}
private static Byte[] CompileShader(string RenderSystem, string sourceCode)
{
byte[] byteCode;
switch (RenderSystem)
{
case "ANX.Framework.Windows.DX10":
byteCode = Effect_DX10.CompileFXShader(sourceCode);
break;
case "ANX.RenderSystem.Windows.DX11":
byteCode = Effect_DX11.CompileFXShader(sourceCode);
break;
case "ANX.Framework.Windows.GL3":
byteCode = ShaderHelper.SaveShaderCode(sourceCode);
break;
default:
throw new NotImplementedException("compiling shaders for " + RenderSystem + " not yet implemented...");
}
return byteCode;
}
}
}