Glatzemann d98c0890f9 - fixed some issues in build system
- removed ANX.BaseDirectX and replaced it using shared source files
- renamed ANX.Framework.Windows.DX10 to ANX.RenderSystem.Windows.DX10
- some refactoring in ANX.RenderSystem.Windows.DX10
- some refactoring in ANX.RenderSystem.Windows.DX11
- fixed some minor issues in DX10 stock shader generation
- fixed sample projects

There's still an issue with the AddIn-System: The WindowsGame sample does not work currently.
2015-03-15 01:10:50 +01:00

276 lines
5.5 KiB
C#

using System;
using ANX.Framework;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using Dx11 = SharpDX.Direct3D11;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.RenderSystem.Windows.DX11
{
public class EffectParameter_DX11 : INativeEffectParameter
{
#region Public
public Dx11.EffectVariable NativeParameter
{
get;
internal set;
}
public string Name
{
get
{
return NativeParameter.Description.Name;
}
}
#endregion
#region SetValue (bool)
public void SetValue(bool value)
{
NativeParameter.AsScalar().Set(value);
}
#endregion
#region SetValue (bool[])
public void SetValue(bool[] value)
{
NativeParameter.AsScalar().Set(value);
}
#endregion
#region SetValue (int)
public void SetValue(int value)
{
NativeParameter.AsScalar().Set(value);
}
#endregion
#region SetValue (int[])
public void SetValue(int[] value)
{
NativeParameter.AsScalar().Set(value);
}
#endregion
#region SetValue (Matrix, transpose) (TODO)
public void SetValue(Matrix value, bool transpose)
{
// TODO: handle transpose!
NativeParameter.AsMatrix().SetMatrix(value);
}
#endregion
#region SetValue (Matrix[], transpose) (TODO)
public void SetValue(Matrix[] value, bool transpose)
{
// TODO: handle transpose!
NativeParameter.AsMatrix().SetMatrix(value);
}
#endregion
#region SetValue (Quaternion)
public void SetValue(Quaternion value)
{
NativeParameter.AsVector().Set(value);
}
#endregion
#region SetValue (Quaternion[])
public void SetValue(Quaternion[] value)
{
NativeParameter.AsVector().Set(value);
}
#endregion
#region SetValue (float)
public void SetValue(float value)
{
NativeParameter.AsScalar().Set(value);
}
#endregion
#region SetValue (float[])
public void SetValue(float[] value)
{
NativeParameter.AsScalar().Set(value);
}
#endregion
#region SetValue (Vector2)
public void SetValue(Vector2 value)
{
NativeParameter.AsVector().Set(value);
}
#endregion
#region SetValue (Vector2[])
public void SetValue(Vector2[] value)
{
NativeParameter.AsVector().Set(value);
}
#endregion
#region SetValue (Vector3)
public void SetValue(Vector3 value)
{
NativeParameter.AsVector().Set(value);
}
#endregion
#region SetValue (Vector3[])
public void SetValue(Vector3[] value)
{
NativeParameter.AsVector().Set(value);
}
#endregion
#region SetValue (Vector4)
public void SetValue(Vector4 value)
{
NativeParameter.AsVector().Set(value);
}
#endregion
#region SetValue (Vector4[])
public void SetValue(Vector4[] value)
{
NativeParameter.AsVector().Set(value);
}
#endregion
#region SetValue (Texture)
public void SetValue(Texture value)
{
if (value == null)
throw new ArgumentNullException("value");
var tex = value.NativeTexture as DxTexture2D;
NativeParameter.AsShaderResource().SetResource(tex.NativeShaderResourceView);
}
#endregion
#region SetValue (string) (TODO)
public void SetValue(string value)
{
throw new NotImplementedException();
}
#endregion
#region Get (TODO)
public bool GetValueBoolean()
{
throw new NotImplementedException();
}
public bool[] GetValueBooleanArray(int count)
{
throw new NotImplementedException();
}
public int GetValueInt32()
{
throw new NotImplementedException();
}
public int[] GetValueInt32Array(int count)
{
throw new NotImplementedException();
}
public Matrix GetValueMatrix()
{
throw new NotImplementedException();
}
public Matrix[] GetValueMatrixArray(int count)
{
throw new NotImplementedException();
}
public Matrix GetValueMatrixTranspose()
{
throw new NotImplementedException();
}
public Matrix[] GetValueMatrixTransposeArray(int count)
{
throw new NotImplementedException();
}
public Quaternion GetValueQuaternion()
{
throw new NotImplementedException();
}
public Quaternion[] GetValueQuaternionArray(int count)
{
throw new NotImplementedException();
}
public float GetValueSingle()
{
throw new NotImplementedException();
}
public float[] GetValueSingleArray(int count)
{
throw new NotImplementedException();
}
public string GetValueString()
{
throw new NotImplementedException();
}
public Texture2D GetValueTexture2D()
{
throw new NotImplementedException();
}
public Texture3D GetValueTexture3D()
{
throw new NotImplementedException();
}
public TextureCube GetValueTextureCube()
{
throw new NotImplementedException();
}
public Vector2 GetValueVector2()
{
throw new NotImplementedException();
}
public Vector2[] GetValueVector2Array(int count)
{
throw new NotImplementedException();
}
public Vector3 GetValueVector3()
{
throw new NotImplementedException();
}
public Vector3[] GetValueVector3Array(int count)
{
throw new NotImplementedException();
}
public Vector4 GetValueVector4()
{
throw new NotImplementedException();
}
public Vector4[] GetValueVector4Array(int count)
{
throw new NotImplementedException();
}
#endregion
}
}