/// <summary>Compiles the effect for the provided graphics device</summary> /// <returns>The compiled effect</returns> internal static void Compile() { // Compile the effect code for x86 platforms { CompiledEffect compiledEffect = Effect.CompileEffectFromSource( EffectSource, null, null, CompilerOptions.None, TargetPlatform.Windows ); if (!compiledEffect.Success) { throw new Exception("Error compiling effect: " + compiledEffect.ErrorsAndWarnings); } using (FileStream effectFile = new FileStream("solidcolor.x86", FileMode.Create)) { byte[] code = compiledEffect.GetEffectCode(); effectFile.Write(code, 0, code.Length); } } // Compile the effect code for XBox 360 platforms { CompiledEffect compiledEffect = Effect.CompileEffectFromSource( EffectSource, null, null, CompilerOptions.None, TargetPlatform.Xbox360 ); if (!compiledEffect.Success) { throw new Exception("Error compiling effect: " + compiledEffect.ErrorsAndWarnings); } using (FileStream effectFile = new FileStream("solidcolor.360", FileMode.Create)) { byte[] code = compiledEffect.GetEffectCode(); effectFile.Write(code, 0, code.Length); } } }
public Renderer(VideoSystem videosystem) { if (videosystem == null) { throw new ArgumentNullException("videosystem"); } m_videosystem = videosystem; using (IO.File effectfile = m_videosystem.GetSubSystem <IO.FileSystem>().OpenFile("xnaMugen.data.Shader.fx")) { CompiledEffect compiled = Effect.CompileEffectFromSource(effectfile.ReadToEnd(), null, null, CompilerOptions.None, TargetPlatform.Windows); if (compiled.Success == false) { throw new InvalidOperationException("Cannot successfully create shader."); } m_effect = new Effect(Device, compiled.GetEffectCode(), CompilerOptions.NotCloneable, null); } m_drawbuffer = new Vertex[500]; m_parameters = new KeyedCollection <String, EffectParameter>(x => x.Name); m_nullpixels = m_videosystem.CreatePixelTexture(new Point(2, 2)); m_nullpalette = m_videosystem.CreatePaletteTexture(); Byte[] pixels = new Byte[] { 1, 2, 1, 2 }; m_nullpixels.SetData <Byte>(pixels); Color[] paldata = new Color[256]; paldata[1] = Color.White; paldata[2] = Color.Red; m_nullpalette.SetData <Color>(paldata); }
/// <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); }
/// <summary> /// Create a new game. /// </summary> public Game1() { InitializeComponent(); float aspectRatio = 640.0f / 480.0f; float fov = MathHelper.PiOver4; // Initialize the matrices. this.viewTransformation = Matrix.CreateLookAt(new Vector3(0, 0, 150), new Vector3(0, 0, 0), new Vector3(0, 1, 0)); this.projectionTransformation = Matrix.CreatePerspectiveFieldOfView(fov, aspectRatio, 1, 600); // Initialize the shader. CompiledEffect cEffect = Effect.CompileEffectFromFile("color.fx", null, null, CompilerOptions.None, TargetPlatform.Windows); this.effect = new Effect(this.graphics.GraphicsDevice, cEffect.GetShaderCode(), CompilerOptions.None, null); // Get the parameters. EffectParameterCollection coll = this.effect.Parameters; this.transform = coll.GetParameterBySemantic("WorldViewProjection"); this.color = coll.GetParameterBySemantic("Color"); // Create and add volumes. this.volumes = new List <BoundingVolume>(); this.AddBoundingVolumes(); }
/// <summary>compile and load an effect from a string containing effect code</summary> private Effect LoadContentRuntimeString(string content, string name) { Effect reffect = null; try { // ForcePixelShaderSoftwareNoOptimizations gives wrong answers // SkipOptimizations makes the variable size convolution work, but at what cost?? CompilerOptions copts = CompilerOptions.SkipOptimization; // | CompilerOptions.AvoidFlowControl; CompiledEffect compiledEffect = Effect.CompileEffectFromSource(content, null, null, copts, TargetPlatform.Windows); if (compiledEffect.Success) { EffectPool effectPool = new EffectPool(); reffect = new Effect(graphicsDevice, compiledEffect.GetEffectCode(), CompilerOptions.None, effectPool); } else { System.Windows.Forms.MessageBox.Show("Error in dynamic shader " + name + ". Previous version will be used.\n\n" + compiledEffect.ErrorsAndWarnings); } } catch (Exception e) { System.Windows.Forms.MessageBox.Show("Unexpected error in dynamic shader " + name + ". Previous version will be used.\n\n" + e); } return(reffect); }
private void CreateEffect(object sender, EventArgs e) { CompiledEffect ce = Effect.CompileEffectFromSource(EffectSource, new CompilerMacro[0], null, CompilerOptions.None, TargetPlatform.Windows); mEffect = new Effect(mGraphics.GraphicsDevice, ce.GetEffectCode(), CompilerOptions.None, null); }
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)) { 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 #region Compile the Effect #if DEBUG CompiledEffect compiledEffect = Effect.CompileEffectFromSource(GenerateEffectFromShader(shader, sw), null, null, CompilerOptions.Debug, TargetPlatform.Windows); #else 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); }
} // Dispose() #endregion #region Reload effect /// <summary> /// Reload /// </summary> public void Load() { if (effect != null) { return; } // Dispose old shader //Dispose(); string shaderContentName = Filename; // Load shader try { // We have to try, there is no "Exists" method. // We could try to check the xnb filename, but why bother? ^^ effect = BaseGame.Content.Load <Effect>( Path.Combine(Directories.ContentDirectory, shaderContentName)); } // try #if XBOX360 catch (Exception ex) { Log.Write("Failed to load shader " + shaderContentName + ". " + "Error: " + ex.ToString()); // Rethrow error, app can't continue! throw ex; } #else catch { // Try again by loading by filename (only allowed for windows!) // Content file was most likely removed for easier testing :) try { CompiledEffect compiledEffect = Effect.CompileEffectFromFile( Path.Combine("Shaders", shaderContentName + ".fx"), null, null, CompilerOptions.None, TargetPlatform.Windows); effect = new Effect(BaseGame.Device, compiledEffect.GetEffectCode(), CompilerOptions.None, null); } // try catch (Exception ex) { Log.Write("Failed to load shader " + shaderContentName + ". " + "Error: " + ex.ToString()); // Rethrow error, app can't continue! throw ex; } // catch } // catch #endif ResetParameters(); GetParameters(); } // Load()
/// <summary> /// Event handler called when the graphics device is created /// </summary> /// <param name="sender">unused</param> /// <param name="e">unused</param> private void OnDeviceCreated(object sender, EventArgs e) { GraphicsDevice device = mGraphics.GraphicsDevice; CompiledEffect ce = Effect.CompileEffectFromSource(EffectSource, new CompilerMacro[0], null, CompilerOptions.None, TargetPlatform.Windows); mEffect = new Effect(mGraphics.GraphicsDevice, ce.GetEffectCode(), CompilerOptions.None, null); mVertexDeclaration = new VertexDeclaration(device, new VertexElement[] { new VertexElement(0, 0, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Position, 0) }); }
} // Dispose() /// <summary> /// Reload effect (can be useful if we change the fx file dynamically). /// </summary> public virtual void Load(Microsoft.Xna.Framework.Content.ContentManager content) { //obs? // Dispose old shader if (effect != null) { effect.Dispose(); effect = null; } // Load shader try { // We have to try, there is no "Exists" method. // We could try to check the xnb filename, but why bother? ^^ effect = content.Load <Effect>(shaderContentName); //Path.Combine( Directories.ContentDirectory, shaderContentName ) ); } // try catch { if (System.IO.File.Exists(shaderContentName) == false) { throw new System.IO.FileNotFoundException("Shader file '" + shaderContentName + "' not found!"); } // Try again by loading by filename (only allowed for windows!) // Content file was most likely removed for easier testing :) try { CompiledEffect compiledEffect = Effect.CompileEffectFromFile( shaderContentName, //Path.Combine( "Shaders", shaderContentName + ".fx" ), null, null, CompilerOptions.None, TargetPlatform.Windows); effect = new Effect(game.GraphicsDevice, compiledEffect.GetEffectCode(), CompilerOptions.None, null); } // try catch (Exception ex) { /*Log.Write( "Failed to load shader " + shaderContentName + ". " + * "Error: " + ex.ToString() );*/ // Rethrow error, app can't continue! throw ex; } // catch } // catch GetParameters(); } // Load()
private void SetupXNADevice() { device = graphics.GraphicsDevice; graphics.PreferredBackBufferWidth = 500; graphics.PreferredBackBufferHeight = 500; graphics.IsFullScreen = false; graphics.ApplyChanges(); Window.Title = "riemer`s XNA tutorial 02 - series 1"; CompiledEffect compiledEffect = Effect.CompileEffectFromFile("@/../../../../effects.fx", null, null, CompilerOptions.None, TargetPlatform.Windows); // effects.fx파일로 부터 effect코드 컴파일 effect = new Effect(graphics.GraphicsDevice, compiledEffect.GetEffectCode(), CompilerOptions.None, null); // effect 설정 }
private void compileEffectButton_Click(object sender, EventArgs e) { // Get the effect source string effectSource = string.Empty; for (int i = 0; i < effectEditBox.Lines.Length; i++) { effectSource += effectEditBox.Lines[i] + Environment.NewLine; } // Start output effectCompileOutput.Clear(); effectCompileOutput.AppendText("Compiling Effect..." + Environment.NewLine); // Compile the effect CompiledEffect effectCompiled = Effect.CompileEffectFromSource( effectSource, null, //new CompilerMacro[] { }, null, CompilerOptions.None, TargetPlatform.Windows); // Check for errors if (!effectCompiled.Success) { effectCompileOutput.AppendText("There were errors:" + Environment.NewLine); effectCompileOutput.AppendText(" " + effectCompiled.ErrorsAndWarnings + Environment.NewLine); } else { effectCompileOutput.AppendText("Success!"); effectPropertyGrid.SelectedObject = null; // Apply the effect Effect effect = modelViewPanel.ApplyEffect(effectCompiled.GetEffectCode()); // Set the property grid EffectPropertyEditor editor = new EffectPropertyEditor(effect); effectPropertyGrid.SelectedObject = editor; // Switch tabs mainTabControl.SelectedTab = mainTabControl.TabPages[0]; } }
static void EffectParser(string inputfile, string outputfile) { CompilerMacro[] macroArray = null; macroArray = new CompilerMacro[2]; macroArray[0].Name = "XBOX"; macroArray[1].Name = "XBOX360"; CompiledEffect compiledEffect = Microsoft.Xna.Framework.Graphics.Effect.CompileEffectFromFile(inputfile, macroArray, null, CompilerOptions.None, TargetPlatform.Xbox360); if (compiledEffect.Success) { System.IO.File.WriteAllBytes(outputfile, compiledEffect.GetEffectCode()); } else { Console.WriteLine("Error compiling effect:"); } if (compiledEffect.ErrorsAndWarnings != string.Empty) { Console.WriteLine(compiledEffect.ErrorsAndWarnings); } }
private Effect LoadEffectFromFile(string source_file) { CompiledEffect compiled_effect = Effect.CompileEffectFromFile(source_file, null, null, CompilerOptions.None, Microsoft.Xna.Framework.TargetPlatform.Windows); return(new Effect(device, compiled_effect.GetEffectCode(), CompilerOptions.None, null)); }
public WaterSurface(GraphicsDevice device, Camera camera, Vector3 normal, float position, int sizeX, int sizeY) { Vector3 x; Device = device; Camera = camera; Normal = normal; Position = position; Plane = new Plane(normal, position); NoiseMaker = new NoiseMaker(Device, GridSizeX, GridSizeY); PlaneWithinFrustum = false; // Set the initial water color WaterColor = Color.Aquamarine; // Calculate the U and V vectors if (Math.Abs(Vector3.Dot(Vector3.UnitX, normal)) < Math.Abs(Vector3.Dot(Vector3.UnitY, normal))) { x = Vector3.UnitX; } else { x = Vector3.UnitY; } U = x - normal * Vector3.Dot(normal, x); U = Vector3.Normalize(U); // Get V (cross) V = Vector3.Cross(U, normal); GridSizeX = sizeX + 1; GridSizeY = sizeY + 1; SetDisplacementAmplitude(0); if (!InitializeBuffers()) { return; } // Load the textures if ((Fresnel = Texture2D.FromFile(Device, "textures/fresnel_water_linear.bmp")) == null) { return; } if ((XYNoise = Texture2D.FromFile(Device, "textures/xynoise.png")) == null) { return; } // Initialize the reflection and refraction textures, and the depth stencil Reflection = new Texture2D(Device, REFLREFRDETAIL, REFLREFRDETAIL, 1, ResourceUsage.RenderTarget, SurfaceFormat.Color, ResourcePool.Default); Refraction = new Texture2D(Device, REFLREFRDETAIL, REFLREFRDETAIL, 1, ResourceUsage.RenderTarget, SurfaceFormat.Color, ResourcePool.Default); DepthStencil = Device.CreateDepthStencilSurface(REFLREFRDETAIL, REFLREFRDETAIL, DepthFormat.Depth24Stencil8, MultiSampleType.None, 0, true); // Load the effect CompiledEffect water = Effect.CompileEffectFromFile("shaders/watereffect.fx", null, null, CompilerOptions.Debug | CompilerOptions.SkipOptimization, TargetPlatform.Windows); if (!water.Success) { return; } else { WaterEffect = new Effect(Device, water.GetShaderCode(), CompilerOptions.None, null); } Initialized = true; }
} // Dispose() #endregion #region Reload effect /// <summary> /// Reload effect (can be useful if we change the fx file dynamically). /// </summary> public void Load() { if (effect != null) { return; } /*obs * // Dispose old shader * if (effect != null) * Dispose(); */ // Load shader try { // We have to try, there is no "Exists" method. // We could try to check the xnb filename, but why bother? ^^ effect = BaseGame.Content.Load <Effect>( Path.Combine(Directories.ContentDirectory, shaderContentName)); } // try #if XBOX360 catch (Exception ex) { Log.Write("Failed to load shader " + shaderContentName + ". " + "Error: " + ex.ToString()); // Rethrow error, app can't continue! throw ex; } #else catch { // Try again by loading by filename (only allowed for windows!) // Content file was most likely removed for easier testing :) try { CompiledEffect compiledEffect = Effect.CompileEffectFromFile( Path.Combine("Shaders", shaderContentName + ".fx"), null, null, CompilerOptions.None, TargetPlatform.Windows); effect = new Effect(BaseGame.Device, compiledEffect.GetEffectCode(), CompilerOptions.None, null); } // try catch (Exception ex) { /*obs * Log.Write("Failed to compile shader, this happend most likely " + * "because the shader has some syntax error, please check it. " + * "Error: " + ex.ToString()); */ Log.Write("Failed to load shader " + shaderContentName + ". " + "Error: " + ex.ToString()); // Rethrow error, app can't continue! throw ex; } // catch } // catch #endif // Reset and get all avialable parameters. // This is especially important for derived classes. ResetParameters(); GetParameters(); } // Reload()
/// <summary> /// Procesar el mapa de alturas /// </summary> /// <param name="input">Información del escenario de entrada</param> /// <param name="context">Contexto de procesado</param> /// <returns>Devuelve la información de escenario leída</returns> public override SceneryInfo Process(SceneryFile input, ContentProcessorContext context) { // Cargar la textura del mapa de alturas Texture2DContent terrain = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.HeightMapFile), null); // Obtener el mapa de alturas HeightMap heightMap = this.BuildHeightMap(terrain, input.HeightMapCellScale, context); // Generar los vértices e inicializar el buffer de vértices VertexMultitextured[] vertList = heightMap.BuildVertices( input.HeightMapCellSize, input.ProportionTexture1, input.ProportionTexture2, input.ProportionTexture3); VertexBufferContent vertexBuffer = new VertexBufferContent(VertexMultitextured.SizeInBytes * vertList.Length); vertexBuffer.Write <VertexMultitextured>(0, VertexMultitextured.SizeInBytes, vertList, context.TargetPlatform); // Generar los índices e inicializar los buffers de índices double lowOrderLevels = (Math.Sqrt(heightMap.DataLength) - 1) * 0.5f; int levelCount = Convert.ToInt32(Math.Log(lowOrderLevels, 4.0d)); SceneryNodeInfo sceneryIndexInfo = SceneryNodeInfo.Build( vertList, heightMap.Width, heightMap.Deep, levelCount); // Efecto de renderización CompiledEffect effect = Effect.CompileEffectFromFile( input.EffectFile, null, null, CompilerOptions.None, context.TargetPlatform); // Texturas del terreno Texture2DContent texture1 = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.Texture1File), null); Texture2DContent texture2 = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.Texture2File), null); Texture2DContent texture3 = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.Texture3File), null); Texture2DContent texture4 = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.Texture4File), null); Texture2DContent detailTexture1 = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.DetailTexture1File), null); Texture2DContent detailTexture2 = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.DetailTexture2File), null); Texture2DContent detailTexture3 = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.DetailTexture3File), null); Texture2DContent detailTexture4 = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.DetailTexture4File), null); CompiledEffect billboardEffect = Effect.CompileEffectFromFile( input.BillboardEffectFile, null, null, CompilerOptions.None, context.TargetPlatform); Texture2DContent billboardGrassTexture = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.BillboardGrassTextureFile), null); Texture2DContent billboardTreeTexture = context.BuildAndLoadAsset <Texture2DContent, Texture2DContent>(new ExternalReference <Texture2DContent>(input.BillboardTreeTextureFile), null); int billboardsPerTriangle = input.BillboardsPerTriangle; float billboardTreesPercent = input.BillboardTreesPercent; return(new SceneryInfo() { Terrain = terrain, TerrainBuffer = vertexBuffer, TerrainBufferVertexCount = vertList.Length, TerrainInfo = sceneryIndexInfo, Effect = effect, Texture1 = texture1, Texture2 = texture2, Texture3 = texture3, Texture4 = texture4, DetailTexture1 = detailTexture1, DetailTexture2 = detailTexture2, DetailTexture3 = detailTexture3, DetailTexture4 = detailTexture4, BillboardEffect = billboardEffect, BillboardGrass = billboardGrassTexture, BillboardTree = billboardTreeTexture, BillboardsPerTriangle = billboardsPerTriangle, BillboardTreesPercent = billboardTreesPercent, }); }
public DecompiledEffect(SourceShader source, Platform platform) { CompilerMacro[] macros = null; if (platform == Platform.Xbox) { macros = XboxCompileMacros; } CompilerIncludeHandler include = null; TargetPlatform target = TargetPlatform.Windows; this.techniqueDefaults = new Dictionary <string, TechniqueExtraData>(); if (platform != Platform.Both) { include = new VFetchIncludeHandler(source.FileName, true); //ALWAYS target the PC for the vfetch macro } else { include = new VFetchIncludeHandler(source.FileName); //Acts as a generic handler } CompiledEffect compiledEffect = Effect.CompileEffectFromSource(source.ShaderSource, macros, include, source.CompilerOptions, target); if (!compiledEffect.Success) { Common.ThrowError(compiledEffect.ErrorsAndWarnings, source.ShaderSource); } //now pull the good stuff out. using (EffectPool pool = new EffectPool()) using (Effect effect = new Effect(Graphics.GraphicsDevice, compiledEffect.GetEffectCode(), CompilerOptions.None, pool)) { Register[] registers = new Register[effect.Parameters.Count]; List <Register> textures = new List <Register>(); for (int i = 0; i < registers.Length; i++) { if (effect.Parameters[i].ParameterType == EffectParameterType.Single || effect.Parameters[i].ParameterType == EffectParameterType.Int32 || effect.Parameters[i].ParameterType == EffectParameterType.Bool) { registers[i].Name = effect.Parameters[i].Name; registers[i].Semantic = effect.Parameters[i].Semantic; } if (effect.Parameters[i].ParameterType >= EffectParameterType.Texture && effect.Parameters[i].ParameterType <= EffectParameterType.TextureCube) { EffectParameterType type = effect.Parameters[i].ParameterType; if (type == EffectParameterType.Texture1D) { type = EffectParameterType.Texture2D; } registers[i].Name = effect.Parameters[i].Name; registers[i].Semantic = effect.Parameters[i].Semantic; registers[i].Type = type.ToString(); textures.Add(registers[i]); } } this.effectRegisters = new RegisterSet(registers); this.decompiledAsm = Effect.Disassemble(effect, false); ExtractEffectDefaults(effect, textures, source, platform); } }