106 lines
4.7 KiB
C#
106 lines
4.7 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 Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Content.Pipeline;
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using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
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using Microsoft.Xna.Framework.Content.Pipeline.Processors;
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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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using TInput = Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectContent;
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using TOutput = Microsoft.Xna.Framework.Content.Pipeline.Processors.CompiledEffectContent;
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using ANX.Framework.Windows.GL3;
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using System.Text;
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namespace ANX.Framework.ContentPipeline
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{
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[ContentProcessor(DisplayName = "OpenGL3 Effect - ANX Framework")]
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public class GL3_EffectProcessor : ContentProcessor<TInput, TOutput>
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{
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public override TOutput Process(TInput input, ContentProcessorContext context)
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{
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byte[] effectByteCode = ShaderHelper.SaveShaderCode(input.EffectCode);
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Byte[] byteCode = new Byte[3 + 2 + 1 + 4 + effectByteCode.Length];
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// Magic Number to recognize format
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StringToByteArray("ANX").CopyTo(byteCode, 0);
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// Major Version
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byteCode[3] = 0;
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// Minor Version
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byteCode[4] = 2;
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// Format of byte array
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byteCode[5] = (byte)EffectProcessorOutputFormat.OPEN_GL3_GLSL;
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int dataStart = 6;
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// length of vertexShaderByteCode
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BitConverter.GetBytes(effectByteCode.Length).CopyTo(byteCode, dataStart);
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Array.Copy(effectByteCode, 0, byteCode, dataStart + 4, effectByteCode.Length);
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return new TOutput(byteCode);
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}
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private byte[] StringToByteArray(string str)
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{
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return Encoding.ASCII.GetBytes(str);
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}
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private string ByteArrayToString(byte[] arr)
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{
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return Encoding.ASCII.GetString(arr);
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}
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}
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}
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