Exemplo n.º 1
0
        public override CompiledEffectContent Process(EffectContent input, ContentProcessorContext context)
        {
            //System.Diagnostics.Debugger.Launch();

            // If this isn't a MonoGame platform then do the default processing.
            var platform = ContentHelper.GetMonoGamePlatform();
            if (platform == MonoGamePlatform.None)
                return base.Process(input, context);

            var options = new Options();
            options.SourceFile = input.Identity.SourceFilename;
            options.Profile = platform == MonoGamePlatform.Windows8 ? ShaderProfile.DirectX_11 : ShaderProfile.OpenGL;
            options.Debug = DebugMode == EffectProcessorDebugMode.Debug;
            options.OutputFile = context.OutputFilename;

            // Parse the MGFX file expanding includes, macros, and returning the techniques.
            ShaderInfo shaderInfo;
            try
            {
                shaderInfo = ShaderInfo.FromFile(options.SourceFile, options);
                foreach (var dep in shaderInfo.Dependencies)
                    context.AddDependency(dep);
            }
            catch (Exception ex)
            {
                // TODO: Extract good line numbers from mgfx parser!
                throw new InvalidContentException(ex.Message, input.Identity, ex);
            }

            // Create the effect object.
            EffectObject effect = null;
            var shaderErrorsAndWarnings = string.Empty;
            try
            {
                effect = EffectObject.CompileEffect(shaderInfo, out shaderErrorsAndWarnings);
            }
            catch (ShaderCompilerException)
            {
                throw ProcessErrorsAndWarnings(shaderErrorsAndWarnings, input, context);
            }

            // Write out the effect to a runtime format.
            CompiledEffectContent result;
            try
            {
                using (var stream = new MemoryStream())
                {
                    using (var writer = new BinaryWriter(stream))
                        effect.Write(writer, options);

                    result = new CompiledEffectContent(stream.GetBuffer());
                }
            }
            catch (Exception ex)
            {
                throw new InvalidContentException("Failed to serialize the effect!", input.Identity, ex);
            }

            return result;
        }
        public override CompiledEffectContent Process(EffectContent input, ContentProcessorContext context)
        {
            //System.Diagnostics.Debugger.Launch();

            // If this isn't a MonoGame platform then do the default processing.
            var platform = ContentHelper.GetMonoGamePlatform();
            if (platform == MonoGamePlatform.None)
                return base.Process(input, context);

            var options = new Options();
            options.SourceFile = input.Identity.SourceFilename;
            options.DX11Profile = platform == MonoGamePlatform.Windows8 ? true : false;
            options.OutputFile = context.OutputFilename;

            // Parse the MGFX file expanding includes, macros, and returning the techniques.
            ShaderInfo shaderInfo;
            try
            {
                shaderInfo = ShaderInfo.FromFile(options.SourceFile, options);
            }
            catch (Exception ex)
            {
                throw new InvalidContentException("Failed to parse the effect!", ex);
            }

            // Create the effect object.
            DXEffectObject effect;
            try
            {
                effect = DXEffectObject.FromShaderInfo(shaderInfo);
            }
            catch (Exception ex)
            {
                throw new InvalidContentException("Failed to create the effect!", ex);
            }

            // Write out the effect to a runtime format.
            CompiledEffectContent result;
            try
            {
                using (var stream = new MemoryStream())
                {
                    using (var writer = new BinaryWriter(stream))
                        effect.Write(writer, options);

                    result = new CompiledEffectContent(stream.GetBuffer());
                }
            }
            catch (Exception ex)
            {
                throw new InvalidContentException("Failed to serialize the effect!", ex);
            }

            return result;
        }