/// <summary> /// Processes a PaletteInfo object into a PaletteMaterialContent object. /// </summary> /// <param name="input">The PaletteInfo to process.</param> /// <param name="context">The processor context.</param> /// <returns>The processed PaletteMaterialContent</returns> public override PaletteMaterialContent Process(PaletteInfo input, ContentProcessorContext context) { #if XNA4 throw new NotImplementedException(); #else // Set all the variables based on the input. EffectProcessor effectProcessor = new EffectProcessor(); EffectContent effectContent = new EffectContent(); effectContent.EffectCode = input.SourceCode; CompiledEffect compiled; if (context.TargetPlatform == TargetPlatform.Xbox360) { compiled = Effect.CompileEffectFromSource( input.SourceCode, null, null, CompilerOptions.None, TargetPlatform.Xbox360); } else { compiled = effectProcessor.Process(effectContent, context); } PaletteMaterialContent content = new PaletteMaterialContent(); content.PaletteSize = input.PaletteSize; content.ByteCode = compiled.GetEffectCode(); BasicMaterialContent basic = input.BasicContent; content.Alpha = basic.Alpha; content.DiffuseColor = basic.DiffuseColor; content.EmissiveColor = basic.EmissiveColor; content.Name = basic.Name; content.SpecularColor = basic.SpecularColor; content.SpecularPower = basic.SpecularPower; content.Texture = basic.Texture; content.VertexColorEnabled = basic.VertexColorEnabled; return(content); #endif }
internal static Effect ReadAndCompile(string filePath) { var fullPath = AssetManager.GetFullPath(filePath, ".fx"); if (!string.IsNullOrEmpty(fullPath)) { var importer = new EffectImporter(); var processor = new EffectProcessor(); var pipelineManager = new PipelineManager("", "", "") { Profile = Runner.Application.Game.Graphics.GraphicsProfile, Platform = GetTargetPlatform() }; var processorContext = new PipelineProcessorContext( pipelineManager, new PipelineBuildEvent()); var content = importer.Import(fullPath, null); var compiledContent = processor.Process(content, processorContext); var graphicsDevice = Runner.Application.Game.GraphicsDevice; return(new Effect(graphicsDevice, compiledContent.GetEffectCode())); } return(null); }
static byte[] GetEffectCode(string filename) { var basePath = System.IO.Path.Combine(System.IO.Path.GetDirectoryName(System.Windows.Forms.Application.ExecutablePath), "Content"); var effectFileName = System.IO.Path.Combine(basePath, filename + ".fx"); EffectContent effectSource = new EffectContent { Identity = new ContentIdentity(effectFileName), EffectCode = File.ReadAllText(effectFileName), }; EffectProcessor processor = new EffectProcessor(); CompiledEffectContent compiledEffect = processor.Process(effectSource, new ProcessorContext()); return(compiledEffect.GetEffectCode()); #if DEBUG_SHADER_CODE // NOTE: We may need to implement a CompilerIncludeHandler here if we ever use #include in our shaders. var compiledEffect = Effect.CompileEffectFromFile(effectFileName, null, null, CompilerOptions.Debug, TargetPlatform.Windows); if (!compiledEffect.Success) { throw new InvalidOperationException(compiledEffect.ErrorsAndWarnings); } return(compiledEffect.GetEffectCode()); #else // We have to use a file stream instead of passing the file name directly because the latter method just botches up non-ASCII paths. :( //using (var effectFileStream = File.OpenRead(effectFileName)) //{ // // NOTE: We may need to implement a CompilerIncludeHandler here if we ever use #include in our shaders. // var compiledEffect = Effect.CompileEffectFromFile(effectFileStream, null, null, CompilerOptions.None, TargetPlatform.Windows); // if (!compiledEffect.Success) // throw new InvalidOperationException(compiledEffect.ErrorsAndWarnings); // return compiledEffect.GetEffectCode(); //} #endif }
public static byte[] GetEffectCodeBytes(string filename) { EffectContent content = importer.Import("./" + filename, new CustomImporterContext( )); CompiledEffectContent compiled = processor.Process(content, new CustomProcessorContext( )); return(compiled.GetEffectCode( )); }
/// <summary> /// Processes a PaletteInfo object into a PaletteMaterialContent object. /// </summary> /// <param name="input">The PaletteInfo to process.</param> /// <param name="context">The processor context.</param> /// <returns>The processed PaletteMaterialContent</returns> public override PaletteMaterialContent Process(PaletteInfo input, ContentProcessorContext context) { // Set all the variables based on the input. EffectProcessor effectProcessor = new EffectProcessor(); EffectContent effectContent = new EffectContent(); effectContent.EffectCode = input.SourceCode; CompiledEffect compiled = effectProcessor.Process(effectContent, context); PaletteMaterialContent content = new PaletteMaterialContent(); content.PaletteSize = input.PaletteSize; content.ByteCode = compiled.GetEffectCode(); BasicMaterialContent basic = input.BasicContent; content.Alpha = basic.Alpha; content.DiffuseColor = basic.DiffuseColor; content.EmissiveColor = basic.EmissiveColor; content.Name = basic.Name; content.SpecularColor = basic.SpecularColor; content.SpecularPower = basic.SpecularPower; content.Texture = basic.Texture; content.VertexColorEnabled = basic.VertexColorEnabled; return(content); }
public static Effect Compile(GraphicsDevice g, string file) { EffectImporter ei = new EffectImporter(); EffectContent ec = ei.Import(file, new XNADynImporterContext()); EffectProcessor ep = new EffectProcessor(); var cec = ep.Process(ec, new XNADynProcessorContext()); return(new Effect(g, cec.GetEffectCode())); }
static int Main(string[] args) { // Make sure we have the right number of commandline arguments. if (args.Length != 4) { Console.Error.WriteLine("Usage: CompileEffect <targetPlatform> <targetProfile> <input.fx> <output.bin>"); return(1); } // Parse the commandline arguments. TargetPlatform targetPlatform; if (!Enum.TryParse(args[0], true, out targetPlatform)) { Console.Error.WriteLine("Invalid target platform {0}. Valid options are {1}.", args[0], GetEnumValues <TargetPlatform>()); return(1); } GraphicsProfile targetProfile; if (!Enum.TryParse(args[1], true, out targetProfile)) { Console.Error.WriteLine("Invalid target profile {0}. Valid options are {1}.", args[1], GetEnumValues <GraphicsProfile>()); return(1); } string inputFilename = args[2]; string outputFilename = args[3]; try { Console.WriteLine("Compiling {0} -> {1} for {2}, {3}", Path.GetFileName(inputFilename), outputFilename, targetPlatform, targetProfile); ContentBuildLogger logger = new CustomLogger(); // Import the effect source code. EffectImporter importer = new EffectImporter(); ContentImporterContext importerContext = new CustomImporterContext(logger); EffectContent sourceEffect = importer.Import(inputFilename, importerContext); // Compile the effect. EffectProcessor processor = new EffectProcessor(); ContentProcessorContext processorContext = new CustomProcessorContext(targetPlatform, targetProfile, logger); CompiledEffectContent compiledEffect = processor.Process(sourceEffect, processorContext); // Write out the compiled effect code. File.WriteAllBytes(outputFilename, compiledEffect.GetEffectCode()); } catch (Exception e) { Console.Error.WriteLine("Error: {0}", e.Message); return(1); } return(0); }
public static byte[] ReadBytesFromSourceFile(string fileName) { EffectImporter importer = new EffectImporter( ); EffectProcessor processor = new EffectProcessor( ); EffectContent content = importer.Import(fileName, new ShaderImporterContext( )); CompiledEffectContent compiled = processor.Process(content, new ShaderProcessorContext( )); return(compiled.GetEffectCode( )); }
public static CompiledEffectContent Compile(EffectContent output, string tempOutputPath, TargetPlatform platform, bool isDebug, string defines) { var processor = new EffectProcessor(); var context = new DummyContentProcessorContext(TargetPlatformCast.ToMonoGamePlatform(platform)); context.ActualOutputFilename = tempOutputPath; processor.DebugMode = isDebug ? EffectProcessorDebugMode.Debug : EffectProcessorDebugMode.Optimize; processor.Defines = defines + ";" + GetPlatformDefineForEffect(platform) + ";" + (isDebug ? "CONFIGURATION_DEBUG" : "CONFIGURATION_RELEASE"); return processor.Process(output, context); }
private static bool AttemptEffectCompilation( ContentProcessorContext context, StitchedEffectContent input, StitchedEffectSymbol stitchedEffect, ShaderProfile shaderProfile, out CompiledEffectContent compiledEffect) { // Generate effect code. StringWriter writer = new StringWriter(); EffectCodeGenerator codeGenerator = new EffectCodeGenerator(stitchedEffect, shaderProfile, writer); codeGenerator.GenerateCode(); string effectCode = writer.ToString(); // Save effect code so that if there are errors, we'll be able to view the generated .fx file. string tempEffectFile = GetTempEffectFileName(input); File.WriteAllText(tempEffectFile, effectCode, Encoding.GetEncoding(1252)); // Process effect code. EffectProcessor effectProcessor = new EffectProcessor { DebugMode = EffectProcessorDebugMode.Auto, Defines = null }; EffectContent effectContent = new EffectContent { EffectCode = effectCode, Identity = new ContentIdentity(tempEffectFile), Name = input.Name }; try { compiledEffect = effectProcessor.Process(effectContent, context); // This is only needed if the compilation was successful - if it failed, // a more specific error message (with link to the generated file) // will be shown to the user. context.Logger.LogImportantMessage(string.Format("{0} : Stitched effect generated (double-click this message to view).", tempEffectFile)); return(true); } catch (InvalidContentException ex) { if (ErrorIndicatesNeedForShaderModel3(ex.Message)) { compiledEffect = null; return(false); } throw; } }
public static Effect CompileEffect(GraphicsDevice graphicsDevice, params string[] pathParts) { var effectProcessor = new EffectProcessor(); var context = new TestProcessorContext(TargetPlatform.Windows, "notused.xnb"); var effectPath = Paths.Effect(pathParts); var compiledEffect = effectProcessor.Process(new EffectContent { EffectCode = File.ReadAllText(effectPath), Identity = new ContentIdentity(effectPath) }, context); return(new Effect(graphicsDevice, compiledEffect.GetEffectCode())); }
public static Effect CompileEffect(GraphicsDevice graphicsDevice, params string[] pathParts) { var effectProcessor = new EffectProcessor(); var context = new TestProcessorContext(TargetPlatform.Windows, "notused.xnb"); var effectPath = Paths.Effect(pathParts); var compiledEffect = effectProcessor.Process(new EffectContent { EffectCode = File.ReadAllText(effectPath), Identity = new ContentIdentity(effectPath) }, context); return new Effect(graphicsDevice, compiledEffect.GetEffectCode()); }
public static CompiledEffectContent Compile(EffectContent output, string tempOutputPath, TargetPlatform platform, bool isDebug, string defines) { var processor = new EffectProcessor(); var context = new DummyContentProcessorContext(TargetPlatformCast.ToMonoGamePlatform(platform)); context.ActualOutputFilename = tempOutputPath; processor.DebugMode = isDebug ? EffectProcessorDebugMode.Debug : EffectProcessorDebugMode.Optimize; processor.Defines = defines + ";" + GetPlatformDefineForEffect(platform) + ";" + (isDebug ? "CONFIGURATION_DEBUG" : "CONFIGURATION_RELEASE"); return(processor.Process(output, context)); }
public static Microsoft.Xna.Framework.Graphics.Effect CompileEffect(GraphicsDevice graphicsDevice, string effectPath) { #if !WINDOWS || DIRECTX || XNA var effectProcessor = new EffectProcessor(); var context = new TestProcessorContext(TargetPlatform.Windows, "notused.xnb"); var compiledEffect = effectProcessor.Process(new EffectContent { EffectCode = File.ReadAllText(effectPath), Identity = new ContentIdentity(effectPath) }, context); return(new Microsoft.Xna.Framework.Graphics.Effect(graphicsDevice, compiledEffect.GetEffectCode())); #else // OpenGL throw new NotImplementedException(); #endif }
private void BuildEffect(string effectFile, TargetPlatform targetPlatform) { var importerContext = new ImporterContext(); var importer = new EffectImporter(); var input = importer.Import(effectFile, importerContext); Assert.NotNull(input); var processorContext = new ProcessorContext(targetPlatform, Path.ChangeExtension(effectFile, ".xnb")); var processor = new EffectProcessor(); var output = processor.Process(input, processorContext); Assert.NotNull(output); // TODO: Should we test the writer? }
private void BuildEffect(string effectFile, TargetPlatform targetPlatform, string defines = null) { var importerContext = new ImporterContext(); var importer = new EffectImporter(); var input = importer.Import(effectFile, importerContext); Assert.NotNull(input); var processorContext = new TestProcessorContext(targetPlatform, Path.ChangeExtension(effectFile, ".xnb")); var processor = new EffectProcessor { Defines = defines }; var output = processor.Process(input, processorContext); Assert.NotNull(output); // TODO: Should we test the writer? }
static byte[] GetEffectCode(string filename) { var basePath = System.IO.Path.Combine(System.IO.Path.GetDirectoryName(System.Windows.Forms.Application.ExecutablePath), "Content"); var effectFileName = System.IO.Path.Combine(basePath, filename + ".fx"); var input = new EffectContent() { // Bizarrely, MonoGame loads the content from the identity's filename and ignores the EffectCode property, so we don't need to bother loading the file ourselves Identity = new ContentIdentity(effectFileName), }; var context = new ProcessorContext(); var processor = new EffectProcessor(); var effect = processor.Process(input, context); return(effect.GetEffectCode()); }
public static Effect CompileEffect(GraphicsDevice graphicsDevice, params string[] pathParts) { #if !WINDOWS || DIRECTX || XNA var effectProcessor = new EffectProcessor(); var context = new TestProcessorContext(TargetPlatform.Windows, "notused.xnb"); var effectPath = Paths.Effect(pathParts); var compiledEffect = effectProcessor.Process(new EffectContent { EffectCode = File.ReadAllText(effectPath), Identity = new ContentIdentity(effectPath) }, context); return new Effect(graphicsDevice, compiledEffect.GetEffectCode()); #else // OpenGL throw new NotImplementedException(); #endif }
private void LoadByteCodeFromSource(string text) { try { EffectImporter importer = new EffectImporter(); EffectContent effectContent = new EffectContent { Identity = new ContentIdentity { SourceFilename = "myshader.fx" }, EffectCode = text, }; EffectProcessor processor = new EffectProcessor(); processor.DebugMode = EffectProcessorDebugMode.Optimize; CompiledEffectContent compiledEffect = processor.Process(effectContent, new FlaiProcessorContext((GraphicsProfile)_targetProfile.SelectedValue, (TargetPlatform)_targetPlatform.SelectedValue)); byte[] bytes = compiledEffect.GetEffectCode(); StringBuilder sb = new StringBuilder(bytes.Length * 3); sb.AppendLine("#region Effect Byte Code"); sb.AppendLine(); sb.Append("byte[] ByteCode = new byte[]").Append(Environment.NewLine).Append("{").Append(Environment.NewLine); for (int i = 0; i < bytes.Length;) { sb.Append('\t'); int max = Math.Min(i + 8, bytes.Length); for (; i < max; i++) { sb.Append(bytes[i]).Append(", "); } sb.Append(Environment.NewLine); } sb.Append("};").Append(Environment.NewLine); sb.AppendLine(); sb.Append("#endregion"); _byteCodeTextBox.Text = sb.ToString(); } catch (InvalidContentException e) { _byteCodeTextBox.Text = e.Message; } }
/// <summary> /// The compile. /// </summary> /// <param name="asset"> /// The asset. /// </param> /// <param name="platform"> /// The platform. /// </param> public void Compile(EffectAsset asset, TargetPlatform platform) { if (string.IsNullOrEmpty(asset.Code)) { return; } var output = new EffectContent(); output.EffectCode = this.GetEffectPrefixCode() + asset.Code; var tempPath = Path.GetTempFileName(); using (var writer = new StreamWriter(tempPath)) { writer.Write(output.EffectCode); } output.Identity = new ContentIdentity(tempPath); var tempOutputPath = Path.GetTempFileName(); var processor = new EffectProcessor(); var context = new DummyContentProcessorContext(TargetPlatformCast.ToMonoGamePlatform(platform)); context.ActualOutputFilename = tempOutputPath; var content = processor.Process(output, context); asset.PlatformData = new PlatformData { Platform = platform, Data = content.GetEffectCode() }; File.Delete(tempPath); File.Delete(tempOutputPath); try { asset.ReloadEffect(); } catch (NoAssetContentManagerException) { } }
public override Effect Load(IResource resource, LoaderParameters parameters) { FileInfo info = new FileInfo(resource.FullName); if (!info.Exists) { throw new FileNotFoundException("Effect file does not exist in directory"); } EffectContent content = new EffectContent(); content.Identity = new ContentIdentity(resource.FullName); content.EffectCode = File.ReadAllText(resource.FullName); CompiledEffectContent compiled = _processor.Process(content, _xnaContext); Effect effect = new Effect(compiled.GetEffectCode()); effect.Name = resource.Name; return(effect); }
public override H3DMaterialContent Process(H3DMaterialContent input, ContentProcessorContext context) { context.Logger.LogMessage($"Processing H3D Effect {input.Name}"); var tmpPath = Path.GetTempFileName(); try { input.Effect.Identity = new ContentIdentity(tmpPath); File.WriteAllText(tmpPath, input.Effect.EffectCode); context.Logger.LogMessage($"Using temp file {tmpPath} for compilation"); var effectProcessor = new EffectProcessor(); input.EffectCompiled = effectProcessor.Process(input.Effect, context); // We don't need to do anything - the textures are imported from the binary file return(input); } catch (Exception ex) { context.Logger.LogMessage("Error {0}", ex); throw; } finally { File.Delete(tmpPath); } }
public IProgram Link(Shader shader, IEnumerable <object> units) { var sources = units.Cast <Tuple <ShaderType, SourceDescription> >(); //var frag = sources.Where(t => t.Item1 == ShaderType.FragmentShader).Select(t => t.Item2); //var vert = sources.Where(t => t.Item1 == ShaderType.VertexShader).Select(t => t.Item2); var all = sources.Select(t => t.Item2); var merged = all.Skip(1).Aggregate(all.First(), (current, d) => current.Merge(d)); // XNA doesnt support shader compilation so we have to generate a .fx file // with everything merged var cp = new SLContentProcessorContext(); var ep = new EffectProcessor(); var ec = new EffectContent { EffectCode = merged.ToHlslFx() }; var compiledEffect = ep.Process(ec, cp); return(new Program(compiledEffect)); }
public override void Load() { try { using (StreamReader reader = new StreamReader(Settings.GetLocation(typeof(Shader)) + filename)) { EffectContent effectSource = new EffectContent(); effectSource.Name = name; effectSource.Identity = new ContentIdentity(filename); effectSource.EffectCode = reader.ReadToEnd(); EffectProcessor processor = new EffectProcessor(); CompiledEffectContent compiledEffect = processor.Process(effectSource, new ProcessorContext()); HLSL_Shader = new Effect(Bootstrap.graphics.GraphicsDevice, compiledEffect.GetEffectCode()); } this.loaded = true; } catch (System.Exception e) { Debug.LogError(e.Message); } }
public Effect?Build(GraphicsDevice device, string path) { var content = new EffectContent { Identity = new ContentIdentity(path), EffectCode = File.ReadAllText(path) }; var processor = new EffectProcessor(); try { var compiled = processor.Process(content, new ProcessorContext(this.Logger, path)); return(new Effect(device, compiled.GetEffectCode())); } catch (InvalidContentException cex) { var match = this.EffectCompilerPattern.Match(cex.Message); if (match.Success) { var line = match.Captures[0].Value; var message = $"At {line}"; this.Logger.Error($"Failed to reload {path}\n\n{message}"); } else { this.Logger.Error(cex, "Failed to reload {@file}", path); } } catch (Exception ex) { this.Logger.Error(ex, "Failed to reload {@file}", path); } return(null); }
private static Dictionary <string, Dictionary <int, SpriteFont> > Fonts = new Dictionary <string, Dictionary <int, SpriteFont> >(); //Ref, size to font static void InitStatic(GraphicsControl control) { if (StaticInitialized) { return; } StaticInitialized = true; //Load effect /* * string code = Properties.Resources.horizontalBorderEffect; * * CompiledEffect cEffect = * Effect.CompileEffectFromSource(code, null, null, * CompilerOptions.None, TargetPlatform.Windows); * if (!cEffect.Success) * cEffect = cEffect; * * Effect = new Effect(control.GraphicsDevice, cEffect.GetEffectCode(), CompilerOptions.None, null); * //Save effect code * byte[] effectCode = cEffect.GetEffectCode(); * FileStream stream = File.Open("compiledEffect", FileMode.Create); * stream.Write(effectCode, 0, effectCode.Length); * stream.Close(); * stream.Dispose();*/ //Effect = new Effect(control.GraphicsDevice, Properties.Resources.compiledEffect, CompilerOptions.None, null); //byte[] ce = Properties.Resources.compiledEffect; //Effect = new Effect(control.GraphicsDevice, ce); //windywell load effect System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding(); string code = enc.GetString( util.Util.ReadAllBytes(File.Open("Effects\\Effects_ps3.0.fx", FileMode.Open)) // Properties.Resources.horizontalBorderEffect; ); code = code.Remove(0, 3); EffectProcessor ep = new EffectProcessor(); var effect = ep.Process(new EffectContent { EffectCode = code }, new CatalogContext()); byte[] ec = effect.GetEffectCode(); Effect = new Effect(control.GraphicsDevice, ec); //Load fonts string[] fontRefferences = new[] { @"UI\Fonts\Eurostile-Bol.otf", @"UI\Fonts\Eurostile-Reg.otf", @"UI\Fonts\EurostileExt-Med.otf", @"UI\Fonts\EurostileExt-Reg.otf", @"UI\Fonts\bl.ttf" }; string[] fontNames = new[] { "FontHeader", "FontStandard", "FontHeaderExtended", "FontStandardExtended", "FontInternational" }; int[] fontSizes = new[] { 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 28, 29, 30, 32, 33, 34, 35, 36, 38, 39, 40, 42, 43, 44, 47, 48, 50, 52, 56, 60, 62, 64, 68 }; //{ 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 24, 25, 26, 28, 30, 32, 34, 35, 36, 38, 40, 42, 48, 50, 52, 56, 60, 62, 64, 68 }; ContentManager contentManager = new ContentManager(control.Services); for (int i = 0; i < fontRefferences.Length; i++) { FontNames[fontRefferences[i]] = fontNames[i]; Fonts[fontRefferences[i]] = new Dictionary <int, SpriteFont>(); foreach (int fontSize in fontSizes) { string name = fontNames[i] + fontSize; if (File.Exists("Fonts\\" + name + ".xnb")) { Fonts[fontRefferences[i]][fontSize] = contentManager.Load <SpriteFont>("Fonts\\" + name); } } } //defaultTexture = new Texture2D(control.GraphicsDevice, 1, 1, true, TextureUsage.None, SurfaceFormat.Color); defaultTexture = new Texture2D(control.GraphicsDevice, 1, 1, true, SurfaceFormat.Color); defaultTexture.SetData(new[] { new Color(0.5f, 0.5f, 1, 1) }); }
protected virtual void ProcessMaterial(MaterialContent input, MaterialContent output, ContentProcessorContext context) { BasicMaterialContent basicMaterial = input as BasicMaterialContent; if (basicMaterial != null) { if (output is SkinnedModelMaterialContent) { SkinnedModelMaterialContent skinnedModelMaterial = output as SkinnedModelMaterialContent; skinnedModelMaterial.EmissiveColor = basicMaterial.EmissiveColor.GetValueOrDefault( Vector3.Zero); skinnedModelMaterial.DiffuseColor = basicMaterial.DiffuseColor.GetValueOrDefault( Vector3.One); skinnedModelMaterial.SpecularColor = basicMaterial.SpecularColor.GetValueOrDefault( Vector3.One); skinnedModelMaterial.SpecularPower = basicMaterial.SpecularPower.GetValueOrDefault( 16); EffectContent effectContent = new EffectContent(); effectContent.EffectCode = Resources.SkinnedModelEffect; EffectProcessor effectProcessor = new EffectProcessor(); skinnedModelMaterial.SkinnedEffectContent = effectProcessor.Process(effectContent, context); } else if (output is SkinnedMaterialContent) { SkinnedMaterialContent skinnedModelMaterial = output as SkinnedMaterialContent; skinnedModelMaterial.EmissiveColor = basicMaterial.EmissiveColor.GetValueOrDefault( Vector3.Zero); skinnedModelMaterial.DiffuseColor = basicMaterial.DiffuseColor.GetValueOrDefault( Vector3.One); skinnedModelMaterial.SpecularColor = basicMaterial.SpecularColor.GetValueOrDefault( Vector3.One); skinnedModelMaterial.SpecularPower = basicMaterial.SpecularPower.GetValueOrDefault( 16); } } }
static void Main(string[] args) { Log("Effect farm compiler to efb {0}.", EFParser.EfbVersion); if (args.Length < 2) { Log("Usage: efc <input_file> <config_file> [output_file]"); return; } try { var inputFile = args[0]; if (!File.Exists(inputFile)) { Log("Could not find '0'.", inputFile); return; } var configFile = args[1]; if (!File.Exists(inputFile)) { Log("Could not find '0'.", inputFile); return; } var doc = XDocument.Parse(File.ReadAllText(configFile)); // Parse config var config = new Config { Targets = ParseTargets(doc) }; if (config.Targets.Length == 0) { GenerateError("No target platforms."); } var rootEntry = (from n in doc.Descendants("RootEntry") select n).FirstOrDefault(); if (rootEntry == null) { GenerateError("Could not find 'RootEntry' node."); } config.Root = ParseEntry(rootEntry); var variants = config.BuildVariants().ToArray(); var outputFile = string.Empty; if (args.Length < 3) { outputFile = Path.ChangeExtension(inputFile, "efb"); } else { outputFile = Path.ChangeExtension(args[2], "efb"); } var outputLwt = File.GetLastWriteTime(outputFile); if (File.Exists(outputFile) && outputLwt > File.GetLastWriteTime(inputFile) && outputLwt > File.GetLastWriteTime(configFile)) { var resultVariants = Substract(variants, outputFile); if (resultVariants.Length == 0) { Log("{0} is up to date.", Path.GetFileName(outputFile)); return; } } var workingFolder = Path.GetDirectoryName(inputFile); var includeFx = new IncludeFX(workingFolder); var importerContext = new ImporterContext(); var processorContext = new ProcessorContext(); var effectImporter = new EffectImporter(); var effectProcesor = new EffectProcessor(); Log("{0} variants of effects are going to be compiled.", variants.Length); using (var stream = File.Open(outputFile, FileMode.Create)) using (var writer = new BinaryWriter(stream)) { writer.Write(Encoding.UTF8.GetBytes(EFParser.EfbSignature)); writer.Write(EFParser.EfbVersion); var idx = 0; foreach (var variant in variants) { Log("#" + idx + ": " + variant.ToString()); switch (variant.Platform) { case EFPlatform.MonoGameDirectX: case EFPlatform.MonoGameOpenGL: { var content = effectImporter.Import(inputFile, importerContext); processorContext._targetPlatform = variant.Platform == EFPlatform.MonoGameDirectX ? TargetPlatform.Windows : TargetPlatform.DesktopGL; effectProcesor.Defines = EFVariant.BuildKey(variant.Defines); var result = effectProcesor.Process(content, processorContext); WriteOutput(writer, variant, result.GetEffectCode()); } break; case EFPlatform.FNA: { var result = ShaderBytecode.CompileFromFile(inputFile, "fx_2_0", ShaderFlags.OptimizationLevel3, EffectFlags.None, ToMacroses(variant), includeFx); if (result.ResultCode != Result.Ok) { GenerateError(result.Message); } WriteOutput(writer, variant, result.Bytecode); } break; } ++idx; } } Log("Compilation to {0} was succesful.", Path.GetFileName(outputFile)); } catch (Exception ex) { Log(ex.ToString()); } }
public override EffectBinary Process(EffectSourceCode input, ContentProcessorContext context) { // Remove comments Regex commentRegex = new Regex("//.*$", RegexOptions.IgnoreCase | RegexOptions.Multiline); string effectCode = commentRegex.Replace(input.EffectCode, ""); // Remove carriage returns and line feeds commentRegex = new Regex(@"(\r\n)|\n", RegexOptions.IgnoreCase); effectCode = commentRegex.Replace(effectCode, ""); // Check effect validity // EffectProcessor should check almost all potential errors in the effect code EffectContent content = new EffectContent { EffectCode = effectCode }; EffectProcessor compiler = new EffectProcessor { DebugMode = EffectProcessorDebugMode.Auto }; compiler.Process(content, context); // If we are here, the effect is assumed to be ok! // Extract techniques IEnumerable <EffectTechnique> techniques = ExtractTechniques(effectCode); // Now we have to find entry points for each pass and compile them Compiler helper = new Compiler(); EffectBinary result = new EffectBinary(); foreach (var technique in techniques) { EffectTechniqueBinary effectTechniqueBinary = new EffectTechniqueBinary { Name = technique.Name }; foreach (var pass in technique.Passes) { List <string> errors = new List <string>(); // Compiling vertex shader CompilerResult vsResult = helper.Process(effectCode, errors, "vs_2_0", pass.VertexShaderEntryPoint, 3, false, true); // This should not happen but... if (errors.Count > 0) { ExceptionHelper.RaiseException(String.Join("\n", errors)); } // Compiling pixel shader CompilerResult psResult = helper.Process(effectCode, errors, "ps_2_0", pass.PixelShaderEntryPoint, 3, false, true); // This should not happen but... if (errors.Count > 0) { ExceptionHelper.RaiseException(String.Join("\n", errors)); } // Generating a pass binary EffectPassBinary passBinary = new EffectPassBinary { Name = pass.Name, RenderStates = pass.RenderStates, VertexShaderByteCode = vsResult.ShaderCode, VertexShaderParameters = Encoding.Unicode.GetBytes(vsResult.ConstantsDefinition), PixelShaderByteCode = psResult.ShaderCode, PixelShaderParameters = Encoding.Unicode.GetBytes(psResult.ConstantsDefinition) }; effectTechniqueBinary.PassBinaries.Add(passBinary); } result.TechniquesBinaries.Add(effectTechniqueBinary); } return(result); }
public override T Load <T>(string assetName) { var g = (IGraphicsDeviceService)ServiceProvider.GetService(typeof(IGraphicsDeviceService)); if (typeof(T) == typeof(Texture2D)) { if (_textures.ContainsKey(assetName)) { return((T)(object)_textures[assetName]); } using (var img = Image.FromFile(ContentProjectManager.GetTexturePath(assetName))) { var bmp = new Bitmap(img); var data = new uint[bmp.Width * bmp.Height]; for (var y = 0; y < bmp.Height; ++y) { for (var x = 0; x < bmp.Width; ++x) { var pixel = bmp.GetPixel(x, y); data[x + y * bmp.Width] = Microsoft.Xna.Framework.Color.FromNonPremultiplied(pixel.R, pixel.G, pixel.B, pixel.A). PackedValue; } } if (g != null) { var t = new Texture2D(g.GraphicsDevice, img.Width, img.Height); t.SetData(data); _textures.Add(assetName, t); return((T)(object)t); } else { throw new InvalidOperationException("Must wait with loading until graphics device is initialized."); } } } else if (typeof(T) == typeof(Effect)) { if (_shaders.ContainsKey(assetName)) { return((T)(object)_shaders[assetName]); } var shaderPath = ContentProjectManager.GetShaderPath(assetName); if (shaderPath != null) { using (var file = File.OpenText(shaderPath)) { var sourceCode = file.ReadToEnd(); var effectSource = new EffectContent { EffectCode = sourceCode, Identity = new ContentIdentity { SourceFilename = assetName } }; var processor = new EffectProcessor(); var compiledEffect = processor.Process(effectSource, new DummyProcessorContext()); var effect = new Effect(g.GraphicsDevice, compiledEffect.GetEffectCode()); _shaders.Add(assetName, effect); return((T)(object)effect); } } } else if (typeof(T) == typeof(ParticleEffect)) { using (var xmlReader = XmlReader.Create(ContentProjectManager.GetEffectPath(assetName))) { var effect = IntermediateSerializer.Deserialize <ParticleEffect>(xmlReader, null); effect.Initialise(); effect.LoadContent(this); return((T)(object)effect); } } else if (typeof(T) == typeof(IFactory[])) { return((T)(object)FactoryManager.GetFactoriesFromFile(assetName).ToArray()); } else if (typeof(T) == typeof(ItemPool[])) { return((T)(object)ItemPoolManager.GetItemPools().ToArray()); } else if (typeof(T) == typeof(AttributePool[])) { return((T)(object)AttributePoolManager.GetAttributePools().ToArray()); } return(default(T)); }
public override TOutput Process(TInput input, ContentProcessorContext context) { Dictionary <string, Q3BSPMaterialContent> processedDictionary = new Dictionary <string, Q3BSPMaterialContent>(); #region Initialize StreamWriter, if necessary #if DEBUG StreamWriter sw = new StreamWriter(context.OutputFilename.Substring(0, context.OutputFilename.LastIndexOf('.')) + ".compiled.txt"); #else StreamWriter sw = null; #endif #endregion for (int i = 0; i < input.Count; i++) { Q3BSPMaterialContent shader = input[i]; #region Throw any errors in the parsed shader if (shader.stages.Count > 8) { throw new InvalidContentException(shader.shaderName + " has " + shader.stages.Count + " stages, but the maximum supported is 8."); } if (processedDictionary.ContainsKey(shader.shaderName)) { context.Logger.LogWarning("", new ContentIdentity(), "Material " + shader.shaderName + " is defined more than once."); continue; //throw new InvalidContentException("Material " + shader.shaderName + " is defined more than once."); } #endregion #region Log any needed warnings if (shader.stages.Count > 4 && shaderModel == ShaderModel.ShaderModel1) { context.Logger.LogWarning("", new ContentIdentity(), shader.shaderName + " has more than 4 stages, Shader Model 2.0 is required."); } #endregion EffectProcessor processor = new EffectProcessor(); processor.DebugMode = EffectProcessorDebugMode.Debug; EffectContent effectContent = new EffectContent(); effectContent.EffectCode = GenerateEffectFromShader(shader, sw); #region Compile the Effect #if DEBUG CompiledEffectContent compiledEffect = processor.Process(effectContent, context); //CompiledEffect compiledEffect = Effect.CompileEffectFromSource(GenerateEffectFromShader(shader, sw), null, null, CompilerOptions.Debug, TargetPlatform.Windows); #else processor.DebugMode = EffectProcessorDebugMode.Auto; CompiledEffectContent compiledEffect = processor.Process(effectContent, context); //CompiledEffect compiledEffect = Effect.CompileEffectFromSource(GenerateEffectFromShader(shader, sw), null, null, CompilerOptions.None, TargetPlatform.Windows); #endif #endregion /* * if (compiledEffect.ErrorsAndWarnings.Contains("error")) * { * throw new InvalidContentException(shader.shaderName + ": " + compiledEffect.ErrorsAndWarnings); * } */ shader.compiledEffect = compiledEffect; shader.ShaderCode = compiledEffect.GetEffectCode(); processedDictionary.Add(shader.shaderName, shader); } #if DEBUG sw.Flush(); sw.Dispose(); #endif return(processedDictionary); }