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AssetTestUtility.cs
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AssetTestUtility.cs
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// MonoGame - Copyright (C) The MonoGame Team
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.
using System;
using System.IO;
using Microsoft.Xna.Framework.Content;
#if !WINDOWS || DIRECTX || XNA
using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
using Microsoft.Xna.Framework.Content.Pipeline.Processors;
#endif
using Microsoft.Xna.Framework.Graphics;
namespace MonoGame.Tests.ContentPipeline
{
internal static class AssetTestUtility
{
public static Microsoft.Xna.Framework.Graphics.Effect LoadEffect(ContentManager content, string name)
{
#if DIRECTX
var gd = ((IGraphicsDeviceService) content.ServiceProvider.GetService(typeof(IGraphicsDeviceService))).GraphicsDevice;
return CompileEffect(gd, Paths.RawEffect(name));
#else
return content.Load<Microsoft.Xna.Framework.Graphics.Effect>(Paths.CompiledEffect(name));
#endif
}
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
}
}
}