- 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)
212 lines
9.2 KiB
C#
212 lines
9.2 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 ANX.Framework.Graphics;
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using System.IO;
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using ANX.Framework.NonXNA;
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using System.Runtime.InteropServices;
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using SharpDX.DXGI;
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using ANX.Framework.NonXNA.RenderSystem;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework.Windows.DX10
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{
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public class Creator : IRenderSystemCreator
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{
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public string Name
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{
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get { return "DirectX10"; }
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}
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public GameHost CreateGameHost(Game game)
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{
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return new WindowsGameHost(game);
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}
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public INativeGraphicsDevice CreateGraphicsDevice(PresentationParameters presentationParameters)
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{
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return new GraphicsDeviceWindowsDX10(presentationParameters);
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}
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public INativeBuffer CreateIndexBuffer(GraphicsDevice graphics, IndexElementSize size, int indexCount, BufferUsage usage)
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{
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return new IndexBuffer_DX10(graphics, size, indexCount, usage);
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}
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public INativeBuffer CreateVertexBuffer(GraphicsDevice graphics, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
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{
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return new VertexBuffer_DX10(graphics, vertexDeclaration, vertexCount, usage);
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}
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public INativeEffect CreateEffect(GraphicsDevice graphics, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
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{
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Effect_DX10 effect = new Effect_DX10(graphics, vertexShaderByteCode, pixelShaderByteCode);
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return effect;
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}
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public INativeEffect CreateEffect(GraphicsDevice graphics, System.IO.Stream byteCode)
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{
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Effect_DX10 effect = new Effect_DX10(graphics, byteCode);
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return effect;
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}
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public Texture2D CreateTexture(GraphicsDevice graphics, string fileName)
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{
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//TODO: implement
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throw new NotImplementedException();
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//GraphicsDeviceWindowsDX10 graphicsDX10 = graphics.NativeDevice as GraphicsDeviceWindowsDX10;
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//SharpDX.Direct3D10.Texture2D nativeTexture = SharpDX.Direct3D10.Texture2D.FromFile<SharpDX.Direct3D10.Texture2D>(graphicsDX10.NativeDevice, fileName);
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//Texture2D_DX10 texture = new Texture2D_DX10(graphics, nativeTexture.Description.Width, nativeTexture.Description.Height);
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//texture.NativeTexture = nativeTexture;
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//return texture;
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}
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public INativeBlendState CreateBlendState()
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{
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return new BlendState_DX10();
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}
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public INativeRasterizerState CreateRasterizerState()
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{
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return new RasterizerState_DX10();
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}
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public INativeDepthStencilState CreateDepthStencilState()
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{
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return new DepthStencilState_DX10();
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}
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public INativeSamplerState CreateSamplerState()
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{
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return new SamplerState_DX10();
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}
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public byte[] GetShaderByteCode(PreDefinedShader type)
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{
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if (type == PreDefinedShader.SpriteBatch)
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{
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return ShaderByteCode.SpriteBatchByteCode;
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}
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throw new NotImplementedException("ByteCode for '" + type.ToString() + "' is not yet available");
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}
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public void RegisterCreator(AddInSystemFactory factory)
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{
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factory.AddCreator(this);
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}
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public System.Collections.ObjectModel.ReadOnlyCollection<GraphicsAdapter> GetAdapterList()
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{
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SharpDX.DXGI.Factory factory = new Factory();
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List<GraphicsAdapter> adapterList = new List<GraphicsAdapter>();
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DisplayModeCollection displayModeCollection = new DisplayModeCollection();
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for (int i = 0; i < factory.GetAdapterCount(); i++)
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{
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using (Adapter adapter = factory.GetAdapter(i))
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{
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GraphicsAdapter ga = new GraphicsAdapter();
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//ga.CurrentDisplayMode = ;
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//ga.Description = ;
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ga.DeviceId = adapter.Description.DeviceId;
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ga.DeviceName = adapter.Description.Description;
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ga.IsDefaultAdapter = i == 0; //TODO: how to set default adapter?
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//ga.IsWideScreen = ;
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//ga.MonitorHandle = ;
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ga.Revision = adapter.Description.Revision;
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ga.SubSystemId = adapter.Description.SubsystemId;
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//ga.SupportedDisplayModes = ;
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ga.VendorId = adapter.Description.VendorId;
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using (Output adapterOutput = adapter.GetOutput(0))
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{
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foreach (ModeDescription modeDescription in adapterOutput.GetDisplayModeList(Format.R8G8B8A8_UNorm, DisplayModeEnumerationFlags.Interlaced))
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{
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DisplayMode displayMode = new DisplayMode()
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{
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Format = FormatConverter.Translate(modeDescription.Format),
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Width = modeDescription.Width,
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Height = modeDescription.Height,
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AspectRatio = (float)modeDescription.Width / (float)modeDescription.Height,
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TitleSafeArea = new Rectangle(0, 0, modeDescription.Width, modeDescription.Height), //TODO: calculate this for real
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};
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displayModeCollection[displayMode.Format] = new DisplayMode[] { displayMode };
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}
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}
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ga.SupportedDisplayModes = displayModeCollection;
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adapterList.Add(ga);
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}
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}
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factory.Dispose();
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return new System.Collections.ObjectModel.ReadOnlyCollection<GraphicsAdapter>(adapterList);
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}
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public INativeTexture2D CreateTexture(GraphicsDevice graphics, SurfaceFormat surfaceFormat, int width, int height, int mipCount)
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{
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return new Texture2D_DX10(graphics, width, height, surfaceFormat, mipCount);
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}
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}
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}
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