245 lines
9.4 KiB
C#
245 lines
9.4 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 System.Text;
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using SharpDX.Direct3D10;
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using SharpDX.D3DCompiler;
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using System.IO;
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using ANX.Framework.NonXNA;
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using ANX.Framework.Graphics;
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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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namespace ANX.Framework.Windows.DX10
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{
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public class Effect_DX10 : INativeEffect
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{
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private ShaderBytecode pixelShaderByteCode;
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private ShaderBytecode vertexShaderByteCode;
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private VertexShader vertexShader;
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private PixelShader pixelShader;
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private ShaderBytecode effectByteCode;
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private SharpDX.Direct3D10.Effect nativeEffect;
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public Effect_DX10(GraphicsDevice device, Stream vertexShaderByteCode, Stream pixelShaderByteCode)
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{
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if (vertexShaderByteCode.CanSeek)
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{
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vertexShaderByteCode.Seek(0, SeekOrigin.Begin);
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}
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this.vertexShaderByteCode = ShaderBytecode.FromStream(vertexShaderByteCode);
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this.vertexShader = new VertexShader((SharpDX.Direct3D10.Device)device.NativeDevice, this.vertexShaderByteCode);
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if (pixelShaderByteCode.CanSeek)
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{
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pixelShaderByteCode.Seek(0, SeekOrigin.Begin);
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}
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this.pixelShaderByteCode = ShaderBytecode.FromStream(pixelShaderByteCode);
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this.pixelShader = new PixelShader((SharpDX.Direct3D10.Device)device.NativeDevice, this.pixelShaderByteCode);
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}
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public Effect_DX10(GraphicsDevice device, Stream effectByteCode)
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{
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if (effectByteCode.CanSeek)
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{
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effectByteCode.Seek(0, SeekOrigin.Begin);
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}
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this.effectByteCode = ShaderBytecode.FromStream(effectByteCode);
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this.nativeEffect = new SharpDX.Direct3D10.Effect(((GraphicsDeviceWindowsDX10)device.NativeDevice).NativeDevice, this.effectByteCode);
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}
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public void Apply(GraphicsDevice graphicsDevice)
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{
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//TODO: dummy
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((GraphicsDeviceWindowsDX10)graphicsDevice.NativeDevice).currentEffect = this;
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}
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internal SharpDX.Direct3D10.Effect NativeEffect
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{
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get
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{
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return this.nativeEffect;
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}
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}
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internal ShaderBytecode PixelShaderByteCode
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{
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get
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{
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return this.pixelShaderByteCode;
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}
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}
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internal ShaderBytecode VertexShaderByteCode
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{
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get
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{
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return this.vertexShaderByteCode;
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}
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}
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internal VertexShader VertexShader
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{
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get
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{
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return this.vertexShader;
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}
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}
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internal PixelShader PixelShader
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{
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get
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{
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return this.pixelShader;
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}
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}
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public static byte[] CompileVertexShader(string effectCode)
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{
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ShaderBytecode vertexShaderByteCode = ShaderBytecode.Compile(effectCode, "VS", "vs_4_0", ShaderFlags.None, EffectFlags.None);
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byte[] bytecode = new byte[vertexShaderByteCode.BufferSize];
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vertexShaderByteCode.Data.Read(bytecode, 0, bytecode.Length);
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return bytecode;
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}
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public static byte[] CompilePixelShader(string effectCode)
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{
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ShaderBytecode pixelShaderByteCode = ShaderBytecode.Compile(effectCode, "PS", "ps_4_0", ShaderFlags.None, EffectFlags.None);
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byte[] bytecode = new byte[pixelShaderByteCode.BufferSize];
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pixelShaderByteCode.Data.Read(bytecode, 0, bytecode.Length);
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return bytecode;
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}
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public static byte[] CompileFXShader(string effectCode)
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{
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ShaderBytecode effectByteCode = ShaderBytecode.Compile(effectCode, "fx_4_0", ShaderFlags.None, EffectFlags.None);
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byte[] bytecode = new byte[effectByteCode.BufferSize];
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effectByteCode.Data.Read(bytecode, 0, bytecode.Length);
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return bytecode;
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}
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public void Dispose()
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{
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if (this.pixelShaderByteCode != null)
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{
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this.pixelShaderByteCode.Dispose();
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this.pixelShaderByteCode = null;
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}
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if (this.pixelShader != null)
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{
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this.pixelShader.Dispose();
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this.pixelShader = null;
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}
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if (this.vertexShaderByteCode != null)
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{
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this.vertexShaderByteCode.Dispose();
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this.vertexShaderByteCode = null;
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}
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if (this.vertexShader != null)
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{
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this.vertexShader.Dispose();
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this.vertexShader = null;
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}
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if (this.effectByteCode != null)
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{
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this.effectByteCode.Dispose();
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this.effectByteCode = null;
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}
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if (this.nativeEffect != null)
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{
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this.nativeEffect.Dispose();
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this.nativeEffect = null;
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}
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}
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public IEnumerable<Graphics.EffectTechnique> Techniques
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{
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get
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{
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for (int i = 0; i < nativeEffect.Description.TechniqueCount; i++)
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{
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EffectTechnique_DX10 teqDx10 = new EffectTechnique_DX10();
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teqDx10.NativeTechnique = nativeEffect.GetTechniqueByIndex(i);
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Graphics.EffectTechnique teq = new Graphics.EffectTechnique();
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teq.NativeTechnique = teqDx10;
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yield return teq;
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}
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}
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}
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public IEnumerable<Graphics.EffectParameter> Parameters
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{
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get
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{
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for (int i = 0; i < nativeEffect.Description.GlobalVariableCount; i++)
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{
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EffectParameter_DX10 parDx10 = new EffectParameter_DX10();
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parDx10.NativeParameter = nativeEffect.GetVariableByIndex(i);
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Graphics.EffectParameter par = new Graphics.EffectParameter();
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par.NativeParameter = parDx10;
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yield return par;
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}
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}
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}
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}
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}
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