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

119 lines
3.0 KiB
C#

#region Using Statements
using System.Collections.Generic;
using System.IO;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
#endregion
// 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
using Dx11 = SharpDX.Direct3D11;
namespace ANX.RenderSystem.Windows.DX11
{
public partial class EffectDX : INativeEffect
{
#region Private
private Dx11.VertexShader vertexShader;
private Dx11.PixelShader pixelShader;
#endregion
#region Public
internal Dx11.Effect NativeEffect { get; private set; }
public IEnumerable<EffectTechnique> Techniques
{
get
{
for (int i = 0; i < NativeEffect.Description.TechniqueCount; i++)
{
var teqDx11 = new EffectTechnique_DX11(managedEffect, NativeEffect.GetTechniqueByIndex(i));
yield return new EffectTechnique(this.managedEffect, teqDx11);
}
}
}
public IEnumerable<EffectParameter> Parameters
{
get
{
for (int i = 0; i < NativeEffect.Description.GlobalVariableCount; i++)
{
EffectParameter_DX11 parDx11 = new EffectParameter_DX11();
parDx11.NativeParameter = NativeEffect.GetVariableByIndex(i);
EffectParameter par = new EffectParameter();
par.NativeParameter = parDx11;
yield return par;
}
}
}
#endregion
#region Constructor
public EffectDX(GraphicsDevice graphicsDevice, Effect managedEffect, Stream vertexShaderStream,
Stream pixelShaderStream)
: this(managedEffect)
{
var device = ((GraphicsDeviceDX)graphicsDevice.NativeDevice).NativeDevice.Device;
vertexShader = new Dx11.VertexShader(device, GetByteCode(vertexShaderStream));
pixelShader = new Dx11.PixelShader(device, GetByteCode(pixelShaderStream));
}
public EffectDX(GraphicsDevice graphicsDevice, Effect managedEffect, Stream effectStream)
: this(managedEffect)
{
var device = ((GraphicsDeviceDX)graphicsDevice.NativeDevice).NativeDevice.Device;
NativeEffect = new Dx11.Effect(device, GetByteCode(effectStream));
}
#endregion
#region GetCurrentTechnique
public EffectTechnique_DX11 GetCurrentTechnique()
{
return managedEffect.CurrentTechnique.NativeTechnique as EffectTechnique_DX11;
}
#endregion
#region Apply
public void Apply(GraphicsDevice graphicsDevice)
{
((GraphicsDeviceDX)graphicsDevice.NativeDevice).currentEffect = this;
}
#endregion
#region CompileFXShader
public static byte[] CompileFXShader(string effectCode, string directory = "")
{
return CompileShader("fx_5_0", effectCode, directory);
}
#endregion
#region Dispose
public void Dispose()
{
if (pixelShader != null)
{
pixelShader.Dispose();
pixelShader = null;
}
if (vertexShader != null)
{
vertexShader.Dispose();
vertexShader = null;
}
if (NativeEffect != null)
{
NativeEffect.Dispose();
NativeEffect = null;
}
}
#endregion
}
}