159 lines
4.8 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.RenderSystem.Windows.DX11.Helpers;
using SharpDX.D3DCompiler;
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 Effect_DX11 : INativeEffect
{
#region Private
private Dx11.VertexShader vertexShader;
private Dx11.PixelShader pixelShader;
private Effect managedEffect;
#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 Effect_DX11(GraphicsDevice device, Effect setManagedEffect, Stream vertexShaderStream, Stream pixelShaderStream)
{
if (setManagedEffect == null)
throw new ArgumentNullException("managedEffect");
managedEffect = setManagedEffect;
if (vertexShaderStream.CanSeek)
vertexShaderStream.Seek(0, SeekOrigin.Begin);
var vertexShaderByteCode = ShaderBytecode.FromStream(vertexShaderStream);
vertexShader = new Dx11.VertexShader((Dx11.Device)device.NativeDevice, vertexShaderByteCode);
if (pixelShaderStream.CanSeek)
pixelShaderStream.Seek(0, SeekOrigin.Begin);
var pixelShaderByteCode = ShaderBytecode.FromStream(pixelShaderStream);
pixelShader = new Dx11.PixelShader((Dx11.Device)device.NativeDevice, pixelShaderByteCode);
}
public Effect_DX11(GraphicsDevice device, Effect setManagedEffect, Stream effectStream)
{
if (setManagedEffect == null)
throw new ArgumentNullException("managedEffect");
managedEffect = setManagedEffect;
if (effectStream.CanSeek)
effectStream.Seek(0, SeekOrigin.Begin);
var effectByteCode = ShaderBytecode.FromStream(effectStream);
NativeEffect = new Dx11.Effect(((GraphicsDeviceWindowsDX11)device.NativeDevice).NativeDevice.Device, effectByteCode);
}
#endregion
#region Apply
public void Apply(GraphicsDevice graphicsDevice)
{
((GraphicsDeviceWindowsDX11)graphicsDevice.NativeDevice).currentEffect = this;
}
#endregion
#region GetCurrentTechnique
public EffectTechnique_DX11 GetCurrentTechnique()
{
return managedEffect.CurrentTechnique.NativeTechnique as EffectTechnique_DX11;
}
#endregion
public static byte[] CompileVertexShader(string effectCode, string directory = "")
{
ShaderBytecode vertexShaderByteCode = ShaderBytecode.Compile(effectCode, "VS", "vs_4_0", ShaderFlags.None,
EffectFlags.None, null, new IncludeHandler(directory), "unknown");
byte[] bytecode = new byte[vertexShaderByteCode.BufferSize];
vertexShaderByteCode.Data.Read(bytecode, 0, bytecode.Length);
return bytecode;
}
public static byte[] CompilePixelShader(string effectCode, string directory = "")
{
ShaderBytecode pixelShaderByteCode = ShaderBytecode.Compile(effectCode, "PS", "ps_4_0", ShaderFlags.None,
EffectFlags.None, null, new IncludeHandler(directory), "unknown");
byte[] bytecode = new byte[pixelShaderByteCode.BufferSize];
pixelShaderByteCode.Data.Read(bytecode, 0, bytecode.Length);
return bytecode;
}
public static byte[] CompileFXShader(string effectCode, string directory = "")
{
ShaderBytecode effectByteCode = ShaderBytecode.Compile(effectCode, "fx_5_0", ShaderFlags.None, EffectFlags.None,
null, new IncludeHandler(directory), "unknown");
byte[] bytecode = new byte[effectByteCode.BufferSize];
effectByteCode.Data.Read(bytecode, 0, bytecode.Length);
return bytecode;
}
#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
}
}