Glatzemann 91a7451f97 - static CompileShader method of GL3 render system now returns simply the shader source provided by the ContentImporter. This should be enough to compile a shader during runtime.
- added a SpriteEffect_GLSL effect file, but it still contains HLSL code
- started translate function for Keys in ANX.InputSystem.Windows.XInput. Still many keys to do
- fixed issue #449 ("debug GetCurrentState of Keyboard"). Keyboard input now working (see WindowsGame sample, Escape to exit)
2011-11-15 05:46:08 +00:00

212 lines
9.2 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.Graphics;
using System.IO;
using ANX.Framework.NonXNA;
using System.Runtime.InteropServices;
using SharpDX.DXGI;
using ANX.Framework.NonXNA.RenderSystem;
#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.DX10
{
public class Creator : IRenderSystemCreator
{
public string Name
{
get { return "DirectX10"; }
}
public GameHost CreateGameHost(Game game)
{
return new WindowsGameHost(game);
}
public INativeGraphicsDevice CreateGraphicsDevice(PresentationParameters presentationParameters)
{
return new GraphicsDeviceWindowsDX10(presentationParameters);
}
public INativeBuffer CreateIndexBuffer(GraphicsDevice graphics, IndexElementSize size, int indexCount, BufferUsage usage)
{
return new IndexBuffer_DX10(graphics, size, indexCount, usage);
}
public INativeBuffer CreateVertexBuffer(GraphicsDevice graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
{
return new VertexBuffer_DX10(graphics, vertexDeclaration, vertexCount, usage);
}
public INativeEffect CreateEffect(GraphicsDevice graphics, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
{
Effect_DX10 effect = new Effect_DX10(graphics, vertexShaderByteCode, pixelShaderByteCode);
return effect;
}
public INativeEffect CreateEffect(GraphicsDevice graphics, System.IO.Stream byteCode)
{
Effect_DX10 effect = new Effect_DX10(graphics, byteCode);
return effect;
}
public Texture2D CreateTexture(GraphicsDevice graphics, string fileName)
{
//TODO: implement
throw new NotImplementedException();
//GraphicsDeviceWindowsDX10 graphicsDX10 = graphics.NativeDevice as GraphicsDeviceWindowsDX10;
//SharpDX.Direct3D10.Texture2D nativeTexture = SharpDX.Direct3D10.Texture2D.FromFile<SharpDX.Direct3D10.Texture2D>(graphicsDX10.NativeDevice, fileName);
//Texture2D_DX10 texture = new Texture2D_DX10(graphics, nativeTexture.Description.Width, nativeTexture.Description.Height);
//texture.NativeTexture = nativeTexture;
//return texture;
}
public INativeBlendState CreateBlendState()
{
return new BlendState_DX10();
}
public INativeRasterizerState CreateRasterizerState()
{
return new RasterizerState_DX10();
}
public INativeDepthStencilState CreateDepthStencilState()
{
return new DepthStencilState_DX10();
}
public INativeSamplerState CreateSamplerState()
{
return new SamplerState_DX10();
}
public byte[] GetShaderByteCode(PreDefinedShader type)
{
if (type == PreDefinedShader.SpriteBatch)
{
return ShaderByteCode.SpriteBatchByteCode;
}
throw new NotImplementedException("ByteCode for '" + type.ToString() + "' is not yet available");
}
public void RegisterCreator(AddInSystemFactory factory)
{
factory.AddCreator(this);
}
public System.Collections.ObjectModel.ReadOnlyCollection<GraphicsAdapter> GetAdapterList()
{
SharpDX.DXGI.Factory factory = new Factory();
List<GraphicsAdapter> adapterList = new List<GraphicsAdapter>();
DisplayModeCollection displayModeCollection = new DisplayModeCollection();
for (int i = 0; i < factory.GetAdapterCount(); i++)
{
using (Adapter adapter = factory.GetAdapter(i))
{
GraphicsAdapter ga = new GraphicsAdapter();
//ga.CurrentDisplayMode = ;
//ga.Description = ;
ga.DeviceId = adapter.Description.DeviceId;
ga.DeviceName = adapter.Description.Description;
ga.IsDefaultAdapter = i == 0; //TODO: how to set default adapter?
//ga.IsWideScreen = ;
//ga.MonitorHandle = ;
ga.Revision = adapter.Description.Revision;
ga.SubSystemId = adapter.Description.SubsystemId;
//ga.SupportedDisplayModes = ;
ga.VendorId = adapter.Description.VendorId;
using (Output adapterOutput = adapter.GetOutput(0))
{
foreach (ModeDescription modeDescription in adapterOutput.GetDisplayModeList(Format.R8G8B8A8_UNorm, DisplayModeEnumerationFlags.Interlaced))
{
DisplayMode displayMode = new DisplayMode()
{
Format = FormatConverter.Translate(modeDescription.Format),
Width = modeDescription.Width,
Height = modeDescription.Height,
AspectRatio = (float)modeDescription.Width / (float)modeDescription.Height,
TitleSafeArea = new Rectangle(0, 0, modeDescription.Width, modeDescription.Height), //TODO: calculate this for real
};
displayModeCollection[displayMode.Format] = new DisplayMode[] { displayMode };
}
}
ga.SupportedDisplayModes = displayModeCollection;
adapterList.Add(ga);
}
}
factory.Dispose();
return new System.Collections.ObjectModel.ReadOnlyCollection<GraphicsAdapter>(adapterList);
}
public INativeTexture2D CreateTexture(GraphicsDevice graphics, SurfaceFormat surfaceFormat, int width, int height, int mipCount)
{
return new Texture2D_DX10(graphics, width, height, surfaceFormat, mipCount);
}
}
}