133 lines
5.9 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.ComponentModel;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
using Microsoft.Xna.Framework.Content.Pipeline.Processors;
#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
using TInput = Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectContent;
using TOutput = Microsoft.Xna.Framework.Content.Pipeline.Processors.CompiledEffectContent;
namespace ANX.Framework.ContentPipeline
{
[ContentProcessor(DisplayName = "Effect - ANX Framework")]
public class AnxEffectProcessor : ContentProcessor<TInput, TOutput>
{
Microsoft.Xna.Framework.Content.Pipeline.Processors.EffectProcessor processor;
private EffectProcessorOutputFormat outputFormat;
public AnxEffectProcessor()
{
processor = new Microsoft.Xna.Framework.Content.Pipeline.Processors.EffectProcessor();
processor.DebugMode = EffectProcessorDebugMode.Auto;
}
public override TOutput Process(TInput input, ContentProcessorContext context)
{
switch (this.outputFormat)
{
case EffectProcessorOutputFormat.XNA_BYTE_CODE:
return processor.Process(input, context);
case EffectProcessorOutputFormat.DX10_HLSL:
DX10_EffectProcessor dx10EffectProcessor = new DX10_EffectProcessor();
return dx10EffectProcessor.Process(input, context);
case EffectProcessorOutputFormat.OPEN_GL3_GLSL:
GL3_EffectProcessor gl3EffectProcessor = new GL3_EffectProcessor();
return gl3EffectProcessor.Process(input, context);
default:
throw new NotSupportedException("Currently it is not possible to create effect with format '" + outputFormat.ToString() + "'");
}
}
[DefaultValue(EffectProcessorOutputFormat.XNA_BYTE_CODE)]
public EffectProcessorOutputFormat OutputFormat
{
get
{
return this.outputFormat;
}
set
{
this.outputFormat = value;
}
}
[DefaultValue(EffectProcessorDebugMode.Auto)]
public EffectProcessorDebugMode DebugMode
{
get
{
return processor.DebugMode;
}
set
{
processor.DebugMode = value;
}
}
public string Defines
{
get
{
return processor.Defines;
}
set
{
processor.Defines = value;
}
}
}
}