noodle-learns-programming / monoxna

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Effects system/pipeline #77

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
I've been working on the Effects system in the past week.

I've created an XML spec for OpenGL effects, which is basically a glorified way 
to list uniforms, functions and shader programs with a similar technique/pass 
structure from DirectX effects. I've also created an additional binary file 
spec and a utility to convert the XML files to that spec. The binary files are 
meant to be processed by the Effect class.

I've mostly implemented the related Effect classes and have it working with 
SpriteBatch similarly with Microsoft's implementation. For now it only works 
with SpriteBatch.

To see my progress, look into my Mercurial repo of MonoXNA under the 
EffectsPipeline branch at: http://bitbucket.org/alisci01/monoxna

The associated project with the XML and binary file spec is at: 
http://bitbucket.org/alisci01/ogleffects

If I should focus on anything particular, let me know.

Original issue reported on code.google.com by ali.scis...@gmail.com on 29 Nov 2011 at 11:02

GoogleCodeExporter commented 9 years ago
Unity uses an HLSL-to-GLSL converter when cross-compiling for mobile platforms. 
However, their converter is based on AMD's open-source converter ( 
http://sourceforge.net/projects/hlsl2glsl/ ). Might want to check it out before 
you homebrew a solution.

Original comment by gurwinde...@gmail.com on 30 Nov 2011 at 3:44

GoogleCodeExporter commented 9 years ago
The file specs I created weren't real tough and I would eventually want to 
start work on HLSL code/binary fx files (possibly using Unity's fork of 
hlsl2glsl and MojoShader), but I needed to get the Effects system underway 
first, which was where the bulk of my work went into.

Original comment by ali.scis...@gmail.com on 30 Nov 2011 at 4:45

GoogleCodeExporter commented 9 years ago
My effects system works pretty close to MS spec. I don't know if I should push 
the changes with my own OpenGL effects spec, though, as it seems completely 
arbitrary from XNA. I want to start work on getting HLSL effects converted over 
eventually, as the system is already there.

Original comment by ali.scis...@gmail.com on 15 Dec 2011 at 8:44