Beispiel #1
0
        private Matrix GetBoundingBox(DX11ObjectRenderSettings obj)
        {
            if (obj.Geometry != null)
            {
                if (obj.Geometry.HasBoundingBox)
                {
                    Vector3 min = obj.Geometry.BoundingBox.Minimum;

                    Vector3 scale = obj.Geometry.BoundingBox.Maximum - obj.Geometry.BoundingBox.Minimum;
                    scale.X = scale.X != 0.0f ? scale.X : 1.0f;
                    scale.Y = scale.Y != 0.0f ? scale.Y : 1.0f;
                    scale.Z = scale.Z != 0.0f ? scale.Z : 1.0f;

                    Matrix m = Matrix.Scaling(scale);

                    m.M41 = min.X;
                    m.M42 = min.Y;
                    m.M43 = min.Z;
                    return(Matrix.Invert(m));
                }
                else
                {
                    return(m);
                }
            }
            else
            {
                return(m);
            }
        }
 public void Apply(DX11ShaderInstance instance, DX11RenderSettings settings, DX11ObjectRenderSettings objectsettings)
 {
     foreach (string rv in this.variables.Keys)
     {
         this.variables[rv].Apply(instance, settings, objectsettings);
     }
 }
        private void ApplyOnly(DX11RenderContext context, DX11RenderSettings settings)
        {
            Device        device = context.Device;
            DeviceContext ctx    = context.CurrentDeviceContext;

            var            variableCache = this.shaderVariableCache[context];
            DX11ShaderData sdata         = this.deviceshaderdata[context];

            this.varmanager.SetGlobalSettings(sdata.ShaderInstance, settings);
            variableCache.ApplyGlobals(settings);

            DX11ObjectRenderSettings oset = new DX11ObjectRenderSettings();

            oset.DrawCallIndex  = 0;
            oset.Geometry       = null;
            oset.IterationCount = 1;
            oset.IterationIndex = 0;
            oset.WorldTransform = this.mworld[0 % this.mworldcount];
            variableCache.ApplySlice(oset, 0);
            sdata.ApplyPass(ctx);

            if (this.FInLayer.IsConnected)
            {
                this.FInLayer.RenderAll(context, settings);
            }
        }
Beispiel #4
0
 public void ApplySlice(DX11ObjectRenderSettings objectsettings, int slice)
 {
     for (int i = 0; i < this.spreadedpins.Count; i++)
     {
         this.spreadedpins[i](slice);
     }
     for (int i = 0; i < this.worldActions.Count; i++)
     {
         this.worldActions[i](this.globalsettings, objectsettings);
     }
 }
 public bool Validate(DX11ObjectRenderSettings obj)
 {
     if (ViewPortIndices.Count > 0)
     {
         return(ViewPortIndices[obj.DrawCallIndex % ViewPortIndices.Count] == settings.ViewportIndex);
     }
     else
     {
         return(true);
     }
 }
Beispiel #6
0
        public bool Validate(DX11ObjectRenderSettings obj)
        {
            if (obj.Geometry.HasBoundingBox == false)
            {
                return(true);
            }

            Matrix      worldMatrix = obj.WorldTransform;
            BoundingBox boundingBox = obj.Geometry.BoundingBox;

            boundingBox.Maximum = Vector3.TransformCoordinate(boundingBox.Maximum, worldMatrix);
            boundingBox.Minimum = Vector3.TransformCoordinate(boundingBox.Minimum, worldMatrix);
            return(BoundingSphere.Contains(this.BoundingSphere, boundingBox) != ContainmentType.Disjoint);
        }
        public bool Validate(DX11ObjectRenderSettings obj)
        {
            bool res = this.frustrum.Contains(obj.Geometry.BoundingBox, obj.WorldTransform);

            if (res)
            {
                Passed++;
            }
            else
            {
                Failed++;
            }
            return(res);
        }
 public override void Apply(DX11ShaderInstance shaderinstance, DX11RenderSettings settings, DX11ObjectRenderSettings obj)
 {
     if (obj.Geometry != null)
     {
         if (obj.Geometry.HasBoundingBox)
         {
             shaderinstance.SetByName(this.Name,obj.Geometry.BoundingBox.Minimum);
         }
         else
         {
             shaderinstance.SetByName(this.Name, vec);
         }
     }
     else
     {
         shaderinstance.SetByName(this.Name, vec);
     }
 }
Beispiel #9
0
 private Vector3 GetBoundingBox(DX11ObjectRenderSettings obj)
 {
     if (obj.Geometry != null)
     {
         if (obj.Geometry.HasBoundingBox)
         {
             return(obj.Geometry.BoundingBox.Maximum - obj.Geometry.BoundingBox.Minimum);
         }
         else
         {
             return(vec);
         }
     }
     else
     {
         return(vec);
     }
 }
Beispiel #10
0
        private Matrix GetBoundingBox(DX11ObjectRenderSettings obj)
        {
            if (obj.Geometry != null)
            {
                if (obj.Geometry.HasBoundingBox)
                {
                    Vector3 scale = obj.Geometry.BoundingBox.Maximum - obj.Geometry.BoundingBox.Minimum;
                    scale.X = scale.X != 0.0f ? 1.0f / scale.X : 1.0f;
                    scale.Y = scale.Y != 0.0f ? 1.0f / scale.Y : 1.0f;
                    scale.Z = scale.Z != 0.0f ? 1.0f / scale.Z : 1.0f;

                    return(Matrix.Scaling(scale));
                }
                else
                {
                    return(m);
                }
            }
            else
            {
                return(m);
            }
        }
Beispiel #11
0
 public abstract void Apply(DX11ShaderInstance shaderinstance, DX11RenderSettings settings, DX11ObjectRenderSettings obj);
 public bool Validate(DX11ObjectRenderSettings obj)
 {
     return(this.Cycling ? (obj.DrawCallIndex % ViewPortCount == settings.ViewportIndex) : (obj.DrawCallIndex == settings.ViewportIndex));
 }
        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (this.CalculateSpreadMax() == 0)
            {
                return;
            }

            Device        device = context.Device;
            DeviceContext ctx    = context.CurrentDeviceContext;

            if (!this.deviceshaderdata.ContainsKey(context))
            {
                this.deviceshaderdata.Add(context, new DX11ShaderData(context));
                this.deviceshaderdata[context].SetEffect(this.FShader);
            }

            DX11ShaderData shaderdata = this.deviceshaderdata[context];

            if (this.shaderupdated)
            {
                shaderdata.SetEffect(this.FShader);
                shaderdata.Update(this.FInTechnique[0].Index, 0, this.FIn);
                this.shaderupdated = false;
            }

            if (this.FInEnabled[0] && this.FIn.PluginIO.IsConnected)
            {
                //Clear shader stages (important here)
                shaderdata.ResetShaderStages(ctx);


                if (this.FIn.IsChanged || this.FInTechnique.IsChanged || shaderdata.LayoutValid.Count == 0)
                {
                    shaderdata.Update(this.FInTechnique[0].Index, 0, this.FIn);
                }

                if (shaderdata.IsLayoutValid(0) && this.varmanager.SetGlobalSettings(shaderdata.ShaderInstance, this.settings))
                {
                    this.OnBeginQuery(context);

                    this.settings                = new DX11RenderSettings();
                    this.settings.RenderWidth    = 1;
                    this.settings.RenderHeight   = 1;
                    this.settings.View           = this.FInView[0];
                    this.settings.Projection     = this.FInProjection[0];
                    this.settings.ViewProjection = this.settings.View * this.settings.Projection;
                    this.settings.RenderDepth    = 1;
                    this.settings.BackBuffer     = null;

                    if (this.FInSemantics.PluginIO.IsConnected)
                    {
                        this.settings.CustomSemantics.AddRange(this.FInSemantics.ToArray());
                    }
                    if (this.FInResSemantics.PluginIO.IsConnected)
                    {
                        this.settings.ResourceSemantics.AddRange(this.FInResSemantics.ToArray());
                    }

                    this.varmanager.ApplyGlobal(shaderdata.ShaderInstance);

                    if (this.clone == null || this.FIn.IsChanged || this.FInAsAuto.IsChanged || this.FInMaxElements.IsChanged || this.FInLayout.IsChanged || this.FInAutoLayout.IsChanged)
                    {
                        if (this.buffer != null)
                        {
                            this.buffer.Dispose();
                        }

                        bool           customlayout = this.FInLayout.PluginIO.IsConnected || this.FInAutoLayout[0];
                        InputElement[] elems        = null;
                        int            size         = 0;

                        if (this.FInAutoLayout[0])
                        {
                            elems = this.FShader.DefaultEffect.GetTechniqueByIndex(tid).GetPassByIndex(0).GetStreamOutputLayout(out size);
                        }
                        else
                        {
                            if (customlayout)
                            {
                                elems = this.BindInputLayout(out size);
                            }
                        }

                        #region Vertex Geom
                        if (this.FIn[0][context] is DX11VertexGeometry)
                        {
                            if (!this.FInAsAuto[0])
                            {
                                DX11VertexGeometry vg = (DX11VertexGeometry)this.FIn[0][context].ShallowCopy();

                                int    vsize = customlayout ? size : vg.VertexSize;
                                Buffer vbo   = BufferHelper.CreateStreamOutBuffer(context, vsize, vg.VerticesCount);
                                if (customlayout)
                                {
                                    vg.VertexSize = vsize;
                                }
                                vg.VertexBuffer = vbo;

                                this.clone  = vg;
                                this.buffer = vbo;
                            }
                            else
                            {
                                DX11VertexGeometry vg = (DX11VertexGeometry)this.FIn[0][context].ShallowCopy();

                                int maxv = vg.VerticesCount;
                                if (this.FInMaxElements[0] > 0)
                                {
                                    maxv = this.FInMaxElements[0];
                                }

                                int    vsize = customlayout ? size : vg.VertexSize;
                                Buffer vbo   = BufferHelper.CreateStreamOutBuffer(context, vsize, maxv);
                                vg.VertexBuffer = vbo;
                                vg.AssignDrawer(new DX11VertexAutoDrawer());
                                if (customlayout)
                                {
                                    vg.VertexSize = vsize;
                                }

                                this.clone  = vg;
                                this.buffer = vbo;
                            }
                        }
                        #endregion

                        #region Inxexed geom
                        if (this.FIn[0][context] is DX11IndexedGeometry)
                        {
                            if (!this.FInAsAuto[0])
                            {
                                DX11IndexedGeometry ig = (DX11IndexedGeometry)this.FIn[0][context].ShallowCopy();

                                int    vsize = customlayout ? size : ig.VertexSize;
                                Buffer vbo   = BufferHelper.CreateStreamOutBuffer(context, vsize, ig.VerticesCount);
                                ig.VertexBuffer = vbo;
                                if (customlayout)
                                {
                                    ig.VertexSize = vsize;
                                }
                                this.clone  = ig;
                                this.buffer = vbo;
                            }
                            else
                            {
                                //Need to rebind indexed geom as vertex
                                DX11IndexedGeometry ig = (DX11IndexedGeometry)this.FIn[0][context];

                                int maxv = ig.VerticesCount;
                                if (this.FInMaxElements[0] > 0)
                                {
                                    maxv = this.FInMaxElements[0];
                                }

                                int    vsize = customlayout ? size : ig.VertexSize;
                                Buffer vbo   = BufferHelper.CreateStreamOutBuffer(context, vsize, maxv);

                                //Copy a new Vertex buffer with stream out
                                DX11VertexGeometry vg = new DX11VertexGeometry(context);
                                vg.AssignDrawer(new DX11VertexAutoDrawer());
                                vg.BoundingBox    = ig.BoundingBox;
                                vg.HasBoundingBox = ig.HasBoundingBox;
                                vg.InputLayout    = ig.InputLayout;
                                vg.Topology       = ig.Topology;
                                vg.VertexBuffer   = vbo;
                                vg.VertexSize     = ig.VertexSize;
                                vg.VerticesCount  = ig.VerticesCount;

                                if (customlayout)
                                {
                                    vg.VertexSize = vsize;
                                }

                                this.clone  = vg;
                                this.buffer = vbo;
                            }
                        }
                        #endregion

                        #region Null geom
                        if (this.FIn[0][context] is DX11NullGeometry)
                        {
                            DX11NullGeometry ng = (DX11NullGeometry)this.FIn[0][context];

                            Buffer vbo = BufferHelper.CreateStreamOutBuffer(context, size, this.FInMaxElements[0]);

                            //Copy a new Vertex buffer with stream out
                            DX11VertexGeometry vg = new DX11VertexGeometry(context);
                            vg.AssignDrawer(new DX11VertexAutoDrawer());
                            vg.BoundingBox    = ng.BoundingBox;
                            vg.HasBoundingBox = ng.HasBoundingBox;
                            vg.InputLayout    = ng.InputLayout;
                            vg.Topology       = ng.Topology;
                            vg.VertexBuffer   = vbo;
                            vg.VertexSize     = size;
                            vg.VerticesCount  = this.FInMaxElements[0];

                            this.clone  = vg;
                            this.buffer = vbo;
                        }
                        #endregion


                        #region Index Only geom
                        if (this.FIn[0][context] is DX11IndexOnlyGeometry)
                        {
                            DX11IndexOnlyGeometry ng = (DX11IndexOnlyGeometry)this.FIn[0][context];

                            Buffer vbo = BufferHelper.CreateStreamOutBuffer(context, size, this.FInMaxElements[0]);

                            //Copy a new Vertex buffer with stream out
                            DX11VertexGeometry vg = new DX11VertexGeometry(context);
                            vg.AssignDrawer(new DX11VertexAutoDrawer());
                            vg.BoundingBox    = ng.BoundingBox;
                            vg.HasBoundingBox = ng.HasBoundingBox;
                            vg.InputLayout    = ng.InputLayout;
                            vg.Topology       = ng.Topology;
                            vg.VertexBuffer   = vbo;
                            vg.VertexSize     = size;
                            vg.VerticesCount  = this.FInMaxElements[0];

                            this.clone  = vg;
                            this.buffer = vbo;
                        }
                        #endregion

                        if (customlayout)
                        {
                            this.clone.InputLayout = elems;
                        }

                        if (this.FOutBuffer[0][context] != null)
                        {
                            this.FOutBuffer[0][context].SRV.Dispose();
                        }

                        if (context.ComputeShaderSupport)
                        {
                            this.FOutBuffer[0][context] = new DX11RawBuffer(context, this.buffer);
                        }
                        else
                        {
                            this.FOutBuffer[0][context] = null;
                        }
                    }

                    ctx.StreamOutput.SetTargets(new StreamOutputBufferBinding(this.buffer, 0));
                    shaderdata.SetInputAssembler(ctx, this.FIn[0][context], 0);

                    DX11ObjectRenderSettings ors = new DX11ObjectRenderSettings();
                    ors.DrawCallIndex  = 0;
                    ors.Geometry       = this.FIn[0][context];
                    ors.WorldTransform = Matrix.Identity;

                    this.varmanager.ApplyPerObject(context, shaderdata.ShaderInstance, ors, 0);


                    shaderdata.ApplyPass(ctx);

                    this.FIn[0][context].Draw();

                    ctx.StreamOutput.SetTargets(null);

                    this.FOut[0][context] = this.clone;

                    this.OnEndQuery(context);
                }
                else
                {
                    this.FOut[0][context] = this.FIn[0][context];
                }
            }
            else
            {
                this.FOut[0][context] = this.FIn[0][context];
            }
        }
Beispiel #14
0
        public void ApplyPerObject(DX11RenderContext context, DX11ShaderInstance instance, DX11ObjectRenderSettings objectsettings, int slice)
        {
            this.worldvariables.Apply(instance, this.globalsettings, objectsettings);

            this.shaderpins.ApplySlice(instance, slice);
        }
Beispiel #15
0
 public override void Apply(DX11ShaderInstance shaderinstance, DX11RenderSettings settings, DX11ObjectRenderSettings obj)
 {
     shaderinstance.SetByName(this.Name, (float)obj.DrawCallIndex);
 }
Beispiel #16
0
 public override void Apply(DX11ShaderInstance shaderinstance, DX11RenderSettings settings, DX11ObjectRenderSettings obj)
 {
     shaderinstance.SetByName(this.Name, Matrix.Transpose(obj.WorldTransform));
 }
 public bool Validate(DX11ObjectRenderSettings obj)
 {
     return obj.DrawCallIndex != this.Index;
 }
 public override void Apply(DX11ShaderInstance shaderinstance, DX11RenderSettings settings, DX11ObjectRenderSettings obj)
 {
     shaderinstance.SetByName(this.Name, obj.IterationCount);
 }
        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            Device        device = context.Device;
            DeviceContext ctx    = context.CurrentDeviceContext;

            if (!this.deviceshaderdata.ContainsKey(context))
            {
                this.deviceshaderdata.Add(context, new DX11ShaderData(context));
                this.deviceshaderdata[context].SetEffect(this.FShader);
            }

            DX11ShaderData shaderdata = this.deviceshaderdata[context];

            if (this.shaderupdated)
            {
                shaderdata.SetEffect(this.FShader);
                this.shaderupdated = false;
            }

            context.RenderStateStack.Push(new DX11RenderState());

            this.OnBeginQuery(context);


            //Clear shader stages
            shaderdata.ResetShaderStages(ctx);
            context.Primitives.ApplyFullTriVS();

            foreach (DX11ResourcePoolEntry <DX11RenderTarget2D> rt in this.lastframetargets)
            {
                rt.UnLock();
            }
            this.lastframetargets.Clear();

            DX11ObjectRenderSettings or = new DX11ObjectRenderSettings();

            int wi, he;

            for (int i = 0; i < this.spmax; i++)
            {
                if (this.FInEnabled[i])
                {
                    List <DX11ResourcePoolEntry <DX11RenderTarget2D> > locktargets = new List <DX11ResourcePoolEntry <DX11RenderTarget2D> >();

                    DX11Texture2D initial;
                    if (this.FIn.PluginIO.IsConnected)
                    {
                        if (this.FInUseDefaultSize[0])
                        {
                            initial = context.DefaultTextures.WhiteTexture;
                            wi      = (int)this.FInSize[0].X;
                            he      = (int)this.FInSize[0].Y;
                        }
                        else
                        {
                            initial = this.FIn[i][context];
                            if (initial != null)
                            {
                                wi = initial.Width;
                                he = initial.Height;
                            }
                            else
                            {
                                initial = context.DefaultTextures.WhiteTexture;
                                wi      = (int)this.FInSize[0].X;
                                he      = (int)this.FInSize[0].Y;
                            }
                        }
                    }
                    else
                    {
                        initial = context.DefaultTextures.WhiteTexture;
                        wi      = (int)this.FInSize[0].X;
                        he      = (int)this.FInSize[0].Y;
                    }

                    DX11RenderSettings r = new DX11RenderSettings();
                    r.RenderWidth  = wi;
                    r.RenderHeight = he;
                    if (this.FInSemantics.PluginIO.IsConnected)
                    {
                        r.CustomSemantics.AddRange(this.FInSemantics.ToArray());
                    }
                    if (this.FInResSemantics.PluginIO.IsConnected)
                    {
                        r.ResourceSemantics.AddRange(this.FInResSemantics.ToArray());
                    }

                    this.varmanager.SetGlobalSettings(shaderdata.ShaderInstance, r);

                    this.varmanager.ApplyGlobal(shaderdata.ShaderInstance);

                    DX11Texture2D lastrt = initial;
                    DX11ResourcePoolEntry <DX11RenderTarget2D> lasttmp = null;

                    List <DX11Texture2D> rtlist = new List <DX11Texture2D>();

                    //Bind Initial (once only is ok)
                    this.BindTextureSemantic(shaderdata.ShaderInstance.Effect, "INITIAL", initial);

                    if (this.persistedframe != null)
                    {
                        this.BindSemanticSRV(shaderdata.ShaderInstance.Effect, "LASTFRAME", persistedframe.SRV);
                    }

                    //Go trough all passes
                    EffectTechnique tech = shaderdata.ShaderInstance.Effect.GetTechniqueByIndex(tid);


                    for (int j = 0; j < tech.Description.PassCount; j++)
                    {
                        ImageShaderPass pi   = this.varmanager.passes[j];
                        EffectPass      pass = tech.GetPassByIndex(j);

                        if (j > 0)
                        {
                            int    pid   = j - 1;
                            string pname = "PASSRESULT" + pid;

                            this.BindTextureSemantic(shaderdata.ShaderInstance.Effect, pname, rtlist[pid]);
                        }

                        Format fmt = initial.Format;
                        if (pi.CustomFormat)
                        {
                            fmt = pi.Format;
                        }
                        bool mips = pi.Mips;

                        int w, h;
                        if (j == 0)
                        {
                            h = he;
                            w = wi;
                        }
                        else
                        {
                            h = pi.Reference == ImageShaderPass.eImageScaleReference.Initial ? he : lastrt.Height;
                            w = pi.Reference == ImageShaderPass.eImageScaleReference.Initial ? wi : lastrt.Width;
                        }

                        if (pi.DoScale)
                        {
                            h = Convert.ToInt32((float)h * pi.Scale);
                            w = Convert.ToInt32((float)w * pi.Scale);
                            h = Math.Max(h, 1);
                            w = Math.Max(w, 1);
                        }

                        //Check format support for render target, and default to rgb8 if not
                        if (!context.IsSupported(FormatSupport.RenderTarget, fmt))
                        {
                            fmt = Format.R8G8B8A8_UNorm;
                        }

                        //Since device is not capable of telling us BGR not supported
                        if (fmt == Format.B8G8R8A8_UNorm)
                        {
                            fmt = Format.R8G8B8A8_UNorm;
                        }


                        DX11ResourcePoolEntry <DX11RenderTarget2D> elem = context.ResourcePool.LockRenderTarget(w, h, fmt, new SampleDescription(1, 0), mips, 0);
                        locktargets.Add(elem);
                        DX11RenderTarget2D rt = elem.Element;
                        ctx.OutputMerger.SetTargets(rt.RTV);

                        r.RenderWidth  = w;
                        r.RenderHeight = h;
                        r.BackBuffer   = rt;
                        this.varmanager.ApplyGlobal(shaderdata.ShaderInstance);

                        //Apply settings (note that textures swap is handled later)
                        this.varmanager.ApplyPerObject(context, shaderdata.ShaderInstance, or, i);

                        Viewport vp = new Viewport();
                        vp.Width  = rt.Width;
                        vp.Height = rt.Height;
                        ctx.Rasterizer.SetViewports(vp);

                        //Bind last render target
                        this.BindTextureSemantic(shaderdata.ShaderInstance.Effect, "PREVIOUS", lastrt);

                        //Apply pass and draw quad
                        pass.Apply(ctx);

                        if (pi.ComputeData.Enabled)
                        {
                            pi.ComputeData.Dispatch(context, w, h);
                            context.CleanUpCS();
                        }
                        else
                        {
                            ctx.ComputeShader.Set(null);
                            context.Primitives.FullScreenTriangle.Draw();
                            ctx.OutputMerger.SetTargets(this.nullrtvs);
                        }

                        //Generate mips if applicable
                        if (pi.Mips)
                        {
                            ctx.GenerateMips(rt.SRV);
                        }

                        rtlist.Add(rt);

                        lastrt  = rt;
                        lasttmp = elem;
                    }

                    //Set last render target
                    this.FOut[i][context] = lastrt;

                    //Unlock all resources
                    foreach (DX11ResourcePoolEntry <DX11RenderTarget2D> lt in locktargets)
                    {
                        lt.UnLock();
                    }

                    //Keep lock on last rt, since don't want it overidden
                    lasttmp.Lock();

                    //this.lastframetargets.
                    //this.lasttarget = lasttmp;

                    this.lastframetargets.Add(lasttmp);


                    //previousrts[context] = lasttmp.Element;
                }
                else
                {
                    this.FOut[i][context] = this.FIn[i][context];
                }
            }

            context.RenderStateStack.Pop();

            this.OnEndQuery(context);

            //UnLock previous frame in applicable
            //if (previoustarget != null) { context.ResourcePool.Unlock(previoustarget); }
        }
        public override void Apply(DX11ShaderInstance shaderinstance, DX11RenderSettings settings, DX11ObjectRenderSettings obj)
        {
            if (obj.Geometry != null)
            {
                if (obj.Geometry.HasBoundingBox)
                {
                    Vector3 scale = obj.Geometry.BoundingBox.Maximum - obj.Geometry.BoundingBox.Minimum;
                    scale.X = scale.X != 0.0f ? 1.0f / scale.X : 1.0f;
                    scale.Y = scale.Y != 0.0f ? 1.0f / scale.Y : 1.0f;
                    scale.Z = scale.Z != 0.0f ? 1.0f / scale.Z : 1.0f;

                    Matrix m = Matrix.Scaling(scale);

                    shaderinstance.SetByName(this.Name, m);
                }
                else
                {
                    shaderinstance.SetByName(this.Name, m);
                }
            }
            else
            {
                shaderinstance.SetByName(this.Name, m);
            }
        }
 public override void Apply(DX11ShaderInstance shaderinstance, DX11RenderSettings settings, DX11ObjectRenderSettings obj)
 {
     shaderinstance.SetByName(this.Name, Matrix.Transpose(Matrix.Invert(obj.WorldTransform)));
 }
Beispiel #22
0
        public void Render(IPluginIO pin, DX11RenderContext context, DX11RenderSettings settings)
        {
            Device        device = context.Device;
            DeviceContext ctx    = context.CurrentDeviceContext;

            bool popstate = false;

            bool multistate = this.FInState.IsConnected && this.FInState.SliceCount > 1;

            if (this.FInEnabled[0])
            {
                //In that case we do not care about geometry, but only apply pass for globals
                if (settings.RenderHint == eRenderHint.ApplyOnly)
                {
                    DX11ShaderData sdata = this.deviceshaderdata[context];
                    this.varmanager.SetGlobalSettings(sdata.ShaderInstance, settings);
                    this.varmanager.ApplyGlobal(sdata.ShaderInstance);

                    DX11ObjectRenderSettings oset = new DX11ObjectRenderSettings();
                    oset.DrawCallIndex  = 0;
                    oset.Geometry       = null;
                    oset.IterationCount = 1;
                    oset.IterationIndex = 0;
                    oset.WorldTransform = this.mworld[0 % this.mworldcount];
                    this.varmanager.ApplyPerObject(context, sdata.ShaderInstance, oset, 0);
                    sdata.ApplyPass(ctx);


                    if (this.FInLayer.IsConnected)
                    {
                        this.FInLayer[0][context].Render(this.FInLayer.PluginIO, context, settings);
                    }

                    return;
                }

                if (settings.RenderHint == eRenderHint.Collector)
                {
                    if (this.FGeometry.PluginIO.IsConnected)
                    {
                        DX11ObjectGroup group = new DX11ObjectGroup();
                        group.ShaderName = this.Source.Name;
                        group.Semantics.AddRange(settings.CustomSemantics);

                        if (this.FGeometry.SliceCount == 1)
                        {
                            IDX11Geometry g = this.FGeometry[0][context];
                            if (g.Tag != null)
                            {
                                DX11RenderObject o = new DX11RenderObject();
                                o.ObjectType = g.PrimitiveType;
                                o.Descriptor = g.Tag;
                                o.Transforms = new Matrix[spmax];
                                for (int i = 0; i < this.spmax; i++)
                                {
                                    o.Transforms[i] = this.mworld[i % this.mworldcount];
                                }
                                group.RenderObjects.Add(o);

                                settings.SceneDescriptor.Groups.Add(group);
                            }
                        }
                        else
                        {
                            for (int i = 0; i < this.spmax; i++)
                            {
                                IDX11Geometry g = this.FGeometry[i][context];
                                if (g.Tag != null)
                                {
                                    DX11RenderObject o = new DX11RenderObject();
                                    o.ObjectType    = g.PrimitiveType;
                                    o.Descriptor    = g.Tag;
                                    o.Transforms    = new Matrix[1];
                                    o.Transforms[0] = this.mworld[i % this.mworldcount];
                                    group.RenderObjects.Add(o);
                                }
                            }

                            settings.SceneDescriptor.Groups.Add(group);
                        }
                    }
                    return;
                }

                DX11ShaderData shaderdata = this.deviceshaderdata[context];
                if ((shaderdata.IsValid &&
                     (this.geomconnected || settings.Geometry != null) &&
                     this.spmax > 0 && this.varmanager.SetGlobalSettings(shaderdata.ShaderInstance, settings)) ||
                    this.FInApplyOnly[0])
                {
                    this.OnBeginQuery(context);

                    //Select preferred technique if available
                    if (settings.PreferredTechniques.Count == 0 && this.techniqueindex != this.FInTechnique[0].Index)
                    {
                        this.techniqueindex   = this.FInTechnique[0].Index;
                        this.techniquechanged = true;
                    }
                    else if (settings.PreferredTechniques.Count > 0)
                    {
                        int i = settings.GetPreferredTechnique(this.FShader);
                        if (i == -1)
                        {
                            i = this.FInTechnique[0].Index;
                        }
                        if (i != this.techniqueindex)
                        {
                            this.techniqueindex   = i;
                            this.techniquechanged = true;
                        }
                    }

                    //Need to build input layout
                    if (this.FGeometry.IsChanged || this.techniquechanged || shaderdata.LayoutValid.Count == 0)
                    {
                        shaderdata.Update(this.techniqueindex, 0, this.FGeometry);
                        this.FOutLayoutValid.AssignFrom(shaderdata.LayoutValid);
                        this.FOutLayoutMsg.AssignFrom(shaderdata.LayoutMsg);

                        int           errorCount = 0;
                        StringBuilder sbMsg      = new StringBuilder();
                        sbMsg.Append("Invalid layout detected for slices:");
                        for (int i = 0; i < shaderdata.LayoutValid.Count; i++)
                        {
                            if (shaderdata.LayoutValid[i] == false)
                            {
                                errorCount++;
                                sbMsg.Append(i + ",");
                            }
                        }

                        if (errorCount > 0)
                        {
                            this.FHost.Log(TLogType.Warning, sbMsg.ToString());
                        }

                        this.techniquechanged = false;
                    }

                    if (this.stateconnected && !multistate)
                    {
                        context.RenderStateStack.Push(this.FInState[0]);
                        popstate = true;
                    }

                    ShaderPipelineState pipelineState = null;
                    if (!settings.PreserveShaderStages)
                    {
                        shaderdata.ResetShaderStages(ctx);
                    }
                    else
                    {
                        pipelineState = new ShaderPipelineState(context);
                    }

                    settings.DrawCallCount = spmax; //Set number of draw calls

                    this.varmanager.ApplyGlobal(shaderdata.ShaderInstance);

                    //IDX11Geometry drawgeom = null;
                    objectsettings.Geometry = null;
                    DX11Resource <IDX11Geometry> pg = null;
                    bool       doOrder       = false;
                    List <int> orderedSlices = null;
                    if (settings.LayerOrder != null && settings.LayerOrder.Enabled)
                    {
                        this.orderedObjectSettings.Clear();
                        for (int i = 0; i < this.spmax; i++)
                        {
                            DX11ObjectRenderSettings objSettings = new DX11ObjectRenderSettings();
                            objSettings.DrawCallIndex  = i;
                            objSettings.Geometry       = null;
                            objSettings.IterationCount = 1;
                            objSettings.IterationIndex = 0;
                            objSettings.WorldTransform = this.mworld[i % this.mworldcount];

                            this.orderedObjectSettings.Add(objSettings);
                        }

                        orderedSlices = settings.LayerOrder.Reorder(settings, orderedObjectSettings);
                        doOrder       = true;
                    }

                    int drawCount = doOrder ? orderedSlices.Count : this.spmax;

                    if (this.spmax == 0)
                    {
                        drawCount = 0;
                    }

                    for (int i = 0; i < drawCount; i++)
                    {
                        int idx = doOrder ? orderedSlices[i] : i;
                        if (multistate)
                        {
                            context.RenderStateStack.Push(this.FInState[idx]);
                        }

                        if (shaderdata.IsLayoutValid(idx) || settings.Geometry != null)
                        {
                            objectsettings.IterationCount = this.FIter[idx];

                            for (int k = 0; k < objectsettings.IterationCount; k++)
                            {
                                objectsettings.IterationIndex = k;
                                if (settings.Geometry == null)
                                {
                                    if (this.FGeometry[idx] != pg)
                                    {
                                        pg = this.FGeometry[idx];

                                        objectsettings.Geometry = pg[context];

                                        shaderdata.SetInputAssembler(ctx, objectsettings.Geometry, idx);
                                    }
                                }
                                else
                                {
                                    objectsettings.Geometry = settings.Geometry;
                                    shaderdata.SetInputAssembler(ctx, objectsettings.Geometry, idx);
                                }

                                //Prepare settings
                                objectsettings.DrawCallIndex  = idx;
                                objectsettings.WorldTransform = this.mworld[idx % this.mworldcount];

                                if (settings.ValidateObject(objectsettings))
                                {
                                    this.varmanager.ApplyPerObject(context, shaderdata.ShaderInstance, this.objectsettings, idx);

                                    shaderdata.ApplyPass(ctx);

                                    if (settings.DepthOnly)
                                    {
                                        ctx.PixelShader.Set(null);
                                    }

                                    if (settings.PostPassAction != null)
                                    {
                                        settings.PostPassAction(context);
                                    }


                                    objectsettings.Geometry.Draw();
                                    shaderdata.ShaderInstance.CleanUp();
                                }
                            }
                        }

                        if (multistate)
                        {
                            context.RenderStateStack.Pop();
                        }

                        if (settings.PostShaderAction != null)
                        {
                            settings.PostShaderAction(context);
                        }
                    }

                    if (pipelineState != null)
                    {
                        pipelineState.Restore(context);
                    }


                    this.OnEndQuery(context);
                }
                //this.query.End();
            }

            if (popstate)
            {
                context.RenderStateStack.Pop();
            }
            else
            {
                //Since shaders can define their own states, reapply top of the stack
                context.RenderStateStack.Apply();
            }

            if (this.FInLayer.IsConnected && this.FInEnabled[0])
            {
                this.FInLayer[0][context].Render(this.FInLayer.PluginIO, context, settings);
            }
        }
 public bool Validate(DX11ObjectRenderSettings obj)
 {
     return this.Selection[obj.DrawCallIndex];
 }
 public override void Apply(DX11ShaderInstance shaderinstance, DX11RenderSettings settings, DX11ObjectRenderSettings obj)
 {
     shaderinstance.SetByName(this.Name, obj.WorldTransform * settings.ViewProjection);
 }
        public void ApplyPerObject(DX11RenderContext context, DX11ShaderInstance instance, DX11ObjectRenderSettings objectsettings, int slice)
        {
            this.worldvariables.Apply(instance, this.globalsettings, objectsettings);

            this.shaderpins.ApplySlice(instance, slice);
        }
 public bool Validate(DX11ObjectRenderSettings obj)
 {
     return obj.DrawCallIndex >= this.MinIndex && obj.DrawCallIndex <= this.MaxIndex;
 }
Beispiel #27
0
        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            Device        device = context.Device;
            DeviceContext ctx    = context.CurrentDeviceContext;

            if (!this.deviceshaderdata.ContainsKey(context))
            {
                this.deviceshaderdata.Add(context, new DX11ShaderData(context));
                this.deviceshaderdata[context].SetEffect(this.FShader);
            }

            DX11ShaderData shaderdata = this.deviceshaderdata[context];

            if (this.shaderupdated)
            {
                shaderdata.SetEffect(this.FShader);
                this.shaderupdated = false;
            }

            context.RenderStateStack.Push(new DX11RenderState());

            this.OnBeginQuery(context);


            //Clear shader stages
            shaderdata.ResetShaderStages(ctx);
            context.Primitives.ApplyFullTriVS();

            foreach (DX11ResourcePoolEntry <DX11RenderTarget2D> rt in this.lastframetargets)
            {
                rt.UnLock();
            }
            this.lastframetargets.Clear();

            DX11ObjectRenderSettings or = new DX11ObjectRenderSettings();

            int  wi, he;
            bool preserve = false;
            DX11ResourcePoolEntry <DX11RenderTarget2D> preservedtarget = null;

            for (int i = 0; i < this.spmax; i++)
            {
                int passcounter = 0;

                if (this.FInEnabled[i])
                {
                    List <DX11ResourcePoolEntry <DX11RenderTarget2D> > locktargets = new List <DX11ResourcePoolEntry <DX11RenderTarget2D> >();


                    #region Manage size
                    DX11Texture2D initial;
                    if (this.FIn.PluginIO.IsConnected)
                    {
                        if (this.FInUseDefaultSize[0])
                        {
                            initial = context.DefaultTextures.WhiteTexture;
                            wi      = (int)this.FInSize[0].X;
                            he      = (int)this.FInSize[0].Y;
                        }
                        else
                        {
                            initial = this.FIn[i][context];
                            if (initial != null)
                            {
                                wi = initial.Width;
                                he = initial.Height;
                            }
                            else
                            {
                                initial = context.DefaultTextures.WhiteTexture;
                                wi      = (int)this.FInSize[0].X;
                                he      = (int)this.FInSize[0].Y;
                            }
                        }
                    }
                    else
                    {
                        initial = context.DefaultTextures.WhiteTexture;
                        wi      = (int)this.FInSize[0].X;
                        he      = (int)this.FInSize[0].Y;
                    }
                    #endregion

                    DX11RenderSettings r = new DX11RenderSettings();
                    r.RenderWidth  = wi;
                    r.RenderHeight = he;
                    if (this.FInSemantics.PluginIO.IsConnected)
                    {
                        r.CustomSemantics.AddRange(this.FInSemantics.ToArray());
                    }
                    if (this.FInResSemantics.PluginIO.IsConnected)
                    {
                        r.ResourceSemantics.AddRange(this.FInResSemantics.ToArray());
                    }

                    this.varmanager.SetGlobalSettings(shaderdata.ShaderInstance, r);

                    this.varmanager.ApplyGlobal(shaderdata.ShaderInstance);

                    DX11Texture2D lastrt = initial;
                    DX11ResourcePoolEntry <DX11RenderTarget2D> lasttmp = null;

                    List <DX11Texture2D> rtlist = new List <DX11Texture2D>();

                    //Bind Initial (once only is ok)
                    this.BindTextureSemantic(shaderdata.ShaderInstance.Effect, "INITIAL", initial);

                    //Go trough all passes
                    EffectTechnique tech = shaderdata.ShaderInstance.Effect.GetTechniqueByIndex(tid);

                    for (int j = 0; j < tech.Description.PassCount; j++)
                    {
                        ImageShaderPass pi   = this.varmanager.passes[j];
                        EffectPass      pass = tech.GetPassByIndex(j);

                        for (int kiter = 0; kiter < pi.IterationCount; kiter++)
                        {
                            if (passcounter > 0)
                            {
                                for (int pid = 0; pid < passcounter; pid++)
                                {
                                    string pname = "PASSRESULT" + pid;
                                    this.BindTextureSemantic(shaderdata.ShaderInstance.Effect, pname, rtlist[pid]);
                                }
                            }

                            Format fmt = initial.Format;
                            if (pi.CustomFormat)
                            {
                                fmt = pi.Format;
                            }
                            bool mips = pi.Mips;

                            int w, h;
                            if (j == 0)
                            {
                                h = he;
                                w = wi;
                            }
                            else
                            {
                                h = pi.Reference == ImageShaderPass.eImageScaleReference.Initial ? he : lastrt.Height;
                                w = pi.Reference == ImageShaderPass.eImageScaleReference.Initial ? wi : lastrt.Width;
                            }

                            if (pi.DoScale)
                            {
                                if (pi.Absolute)
                                {
                                    w = Convert.ToInt32(pi.ScaleVector.X);
                                    h = Convert.ToInt32(pi.ScaleVector.Y);
                                }
                                else
                                {
                                    w = Convert.ToInt32((float)w * pi.ScaleVector.X);
                                    h = Convert.ToInt32((float)h * pi.ScaleVector.Y);
                                }

                                w = Math.Max(w, 1);
                                h = Math.Max(h, 1);
                            }

                            //Check format support for render target, and default to rgb8 if not
                            if (!context.IsSupported(FormatSupport.RenderTarget, fmt))
                            {
                                fmt = Format.R8G8B8A8_UNorm;
                            }

                            //Since device is not capable of telling us BGR not supported
                            if (fmt == Format.B8G8R8A8_UNorm)
                            {
                                fmt = Format.R8G8B8A8_UNorm;
                            }

                            DX11ResourcePoolEntry <DX11RenderTarget2D> elem;
                            if (preservedtarget != null)
                            {
                                elem = preservedtarget;
                            }
                            else
                            {
                                elem = context.ResourcePool.LockRenderTarget(w, h, fmt, new SampleDescription(1, 0), mips, 0);
                                locktargets.Add(elem);
                            }
                            DX11RenderTarget2D rt = elem.Element;


                            if (this.FDepthIn.PluginIO.IsConnected && pi.UseDepth)
                            {
                                context.RenderTargetStack.Push(this.FDepthIn[0][context], true, elem.Element);
                            }
                            else
                            {
                                context.RenderTargetStack.Push(elem.Element);
                            }

                            if (pi.Clear)
                            {
                                elem.Element.Clear(new Color4(0, 0, 0, 0));
                            }

                            #region Check for depth/blend preset
                            bool validdepth = false;
                            bool validblend = false;

                            DepthStencilStateDescription ds = new DepthStencilStateDescription();
                            BlendStateDescription        bs = new BlendStateDescription();

                            if (pi.DepthPreset != "")
                            {
                                try
                                {
                                    ds         = DX11DepthStencilStates.Instance.GetState(pi.DepthPreset);
                                    validdepth = true;
                                }
                                catch
                                {
                                }
                            }

                            if (pi.BlendPreset != "")
                            {
                                try
                                {
                                    bs         = DX11BlendStates.Instance.GetState(pi.BlendPreset);
                                    validblend = true;
                                }
                                catch
                                {
                                }
                            }
                            #endregion

                            if (validdepth || validblend)
                            {
                                DX11RenderState state = new DX11RenderState();
                                if (validdepth)
                                {
                                    state.DepthStencil = ds;
                                }
                                if (validblend)
                                {
                                    state.Blend = bs;
                                }
                                context.RenderStateStack.Push(state);
                            }

                            r.RenderWidth  = w;
                            r.RenderHeight = h;
                            r.BackBuffer   = elem.Element;
                            this.varmanager.ApplyGlobal(shaderdata.ShaderInstance);

                            //Apply settings (note that textures swap is handled later)
                            this.varmanager.ApplyPerObject(context, shaderdata.ShaderInstance, or, i);

                            //Bind last render target
                            this.BindTextureSemantic(shaderdata.ShaderInstance.Effect, "PREVIOUS", lastrt);

                            this.BindPassIndexSemantic(shaderdata.ShaderInstance.Effect, j);
                            this.BindPassIterIndexSemantic(shaderdata.ShaderInstance.Effect, kiter);

                            if (this.FDepthIn.PluginIO.IsConnected)
                            {
                                if (this.FDepthIn[0].Contains(context))
                                {
                                    this.BindTextureSemantic(shaderdata.ShaderInstance.Effect, "DEPTHTEXTURE", this.FDepthIn[0][context]);
                                }
                            }

                            //Apply pass and draw quad
                            pass.Apply(ctx);

                            if (pi.ComputeData.Enabled)
                            {
                                pi.ComputeData.Dispatch(context, w, h);
                                context.CleanUpCS();
                            }
                            else
                            {
                                ctx.ComputeShader.Set(null);
                                context.Primitives.FullScreenTriangle.Draw();
                                ctx.OutputMerger.SetTargets(this.nullrtvs);
                            }

                            //Generate mips if applicable
                            if (pi.Mips)
                            {
                                ctx.GenerateMips(rt.SRV);
                            }

                            if (!pi.KeepTarget)
                            {
                                preserve = false;
                                rtlist.Add(rt);
                                lastrt          = rt;
                                lasttmp         = elem;
                                preservedtarget = null;
                                passcounter++;
                            }
                            else
                            {
                                preserve        = true;
                                preservedtarget = elem;
                            }


                            context.RenderTargetStack.Pop();

                            if (validblend || validdepth)
                            {
                                context.RenderStateStack.Pop();
                            }

                            if (pi.HasState)
                            {
                                context.RenderStateStack.Apply();
                            }
                        }
                    }

                    //Set last render target
                    this.FOut[i][context] = lastrt;

                    //Unlock all resources
                    foreach (DX11ResourcePoolEntry <DX11RenderTarget2D> lt in locktargets)
                    {
                        lt.UnLock();
                    }

                    //Keep lock on last rt, since don't want it overidden
                    lasttmp.Lock();

                    this.lastframetargets.Add(lasttmp);
                }
                else
                {
                    this.FOut[i][context] = this.FIn[i][context];
                }
            }

            context.RenderStateStack.Pop();

            this.OnEndQuery(context);

            //UnLock previous frame in applicable
            //if (previoustarget != null) { context.ResourcePool.Unlock(previoustarget); }
        }
 public bool Validate(DX11ObjectRenderSettings obj)
 {
     return this.Index.Contains(obj.DrawCallIndex);
 }
 public bool Validate(DX11ObjectRenderSettings obj)
 {
     return(obj.DrawCallIndex == settings.ViewportIndex);
 }
 public bool Validate(DX11ObjectRenderSettings obj)
 {
     return(obj.DrawCallIndex != this.Index);
 }
Beispiel #31
0
 public override void Apply(DX11ShaderInstance shaderinstance, DX11RenderSettings settings, DX11ObjectRenderSettings obj)
 {
     shaderinstance.SetByName(this.Name, obj.WorldTransform * settings.View);
 }
        public override void Apply(DX11ShaderInstance shaderinstance, DX11RenderSettings settings, DX11ObjectRenderSettings obj)
        {
            if (obj.Geometry != null)
            {
                if (obj.Geometry.HasBoundingBox)
                {
                    Vector3 min = obj.Geometry.BoundingBox.Minimum;

                    Vector3 scale = obj.Geometry.BoundingBox.Maximum - obj.Geometry.BoundingBox.Minimum;
                    scale.X = scale.X != 0.0f ? scale.X : 1.0f;
                    scale.Y = scale.Y != 0.0f ? scale.Y : 1.0f;
                    scale.Z = scale.Z != 0.0f ? scale.Z : 1.0f;

                    Matrix m = Matrix.Scaling(scale);

                    m.M41 = min.X;
                    m.M42 = min.Y;
                    m.M43 = min.Z;
                    shaderinstance.SetByName(this.Name, Matrix.Invert(m));
                }
                else
                {
                    shaderinstance.SetByName(this.Name, m);
                }
            }
            else
            {
                shaderinstance.SetByName(this.Name, m);
            }
        }
Beispiel #33
0
 public override void Apply(DX11ShaderInstance shaderinstance, DX11RenderSettings settings, DX11ObjectRenderSettings obj)
 {
     shaderinstance.SetByName(this.Name, obj.IterationIndex);
 }
 public bool Validate(DX11ObjectRenderSettings obj)
 {
     return(this.Index.Contains(obj.DrawCallIndex));
 }
Beispiel #35
0
        public void Render(IPluginIO pin, DX11RenderContext context, DX11RenderSettings settings)
        {
            Device device = context.Device;
            DeviceContext ctx = context.CurrentDeviceContext;

            bool popstate = false;

            bool multistate = this.FInState.IsConnected && this.FInState.SliceCount > 1;
            bool stateConnected = this.FInState.IsConnected;

            if (this.FInEnabled[0])
            {
                //In that case we do not care about geometry, but only apply pass for globals
                if (settings.RenderHint == eRenderHint.ApplyOnly)
                {
                    DX11ShaderData sdata = this.deviceshaderdata[context];
                    this.varmanager.SetGlobalSettings(sdata.ShaderInstance, settings);
                    this.varmanager.ApplyGlobal(sdata.ShaderInstance);

                    DX11ObjectRenderSettings oset = new DX11ObjectRenderSettings();
                    oset.DrawCallIndex = 0;
                    oset.Geometry = null;
                    oset.IterationCount = 1;
                    oset.IterationIndex = 0;
                    oset.WorldTransform = this.mworld[0 % this.mworldcount];
                    this.varmanager.ApplyPerObject(context, sdata.ShaderInstance, oset, 0);
                    sdata.ApplyPass(ctx);

                    if (this.FInLayer.IsConnected)
                    {
                        this.FInLayer[0][context].Render(this.FInLayer.PluginIO, context, settings);
                    }

                    return;
                }

                if (settings.RenderHint == eRenderHint.Collector)
                {
                    if (this.FGeometry.PluginIO.IsConnected)
                    {
                        DX11ObjectGroup group = new DX11ObjectGroup();
                        group.ShaderName = this.Source.Name;
                        group.Semantics.AddRange(settings.CustomSemantics);

                        if (this.FGeometry.SliceCount == 1)
                        {
                            IDX11Geometry g = this.FGeometry[0][context];
                            if (g.Tag != null)
                            {
                                DX11RenderObject o = new DX11RenderObject();
                                o.ObjectType = g.PrimitiveType;
                                o.Descriptor = g.Tag;
                                o.Transforms = new Matrix[spmax];
                                for (int i = 0; i < this.spmax; i++)
                                {
                                    o.Transforms[i] = this.mworld[i % this.mworldcount];
                                }
                                group.RenderObjects.Add(o);

                                settings.SceneDescriptor.Groups.Add(group);
                            }
                        }
                        else
                        {
                            for (int i = 0; i < this.spmax; i++)
                            {
                                IDX11Geometry g = this.FGeometry[i][context];
                                if (g.Tag != null)
                                {
                                    DX11RenderObject o = new DX11RenderObject();
                                    o.ObjectType = g.PrimitiveType;
                                    o.Descriptor = g.Tag;
                                    o.Transforms = new Matrix[1];
                                    o.Transforms[0] = this.mworld[i % this.mworldcount];
                                    group.RenderObjects.Add(o);
                                }
                            }

                            settings.SceneDescriptor.Groups.Add(group);

                        }

                    }
                    return;
                }

                DX11ShaderData shaderdata = this.deviceshaderdata[context];
                if ((shaderdata.IsValid &&
                    (this.geomconnected || settings.Geometry != null)
                    && this.spmax > 0 && this.varmanager.SetGlobalSettings(shaderdata.ShaderInstance, settings))
                    || this.FInApplyOnly[0])
                {
                    this.OnBeginQuery(context);

                    //Select preferred technique if available
                    if (settings.PreferredTechniques.Count == 0 && this.techniqueindex != this.FInTechnique[0].Index)
                    {
                        this.techniqueindex = this.FInTechnique[0].Index;
                        this.techniquechanged = true;
                    }
                    else if (settings.PreferredTechniques.Count > 0)
                    {
                        int i = settings.GetPreferredTechnique(this.FShader);
                        if (i == -1)
                        {
                            i = this.FInTechnique[0].Index;
                        }
                        if (i != this.techniqueindex)
                        {
                            this.techniqueindex = i;
                            this.techniquechanged = true;
                        }
                    }

                    //Need to build input layout
                    if (this.FGeometry.IsChanged || this.techniquechanged || shaderdata.LayoutValid.Count == 0)
                    {
                        shaderdata.Update(this.techniqueindex, 0, this.FGeometry);
                        this.FOutLayoutValid.AssignFrom(shaderdata.LayoutValid);
                        this.FOutLayoutMsg.AssignFrom(shaderdata.LayoutMsg);

                        int errorCount = 0;
                        StringBuilder sbMsg = new StringBuilder();
                        sbMsg.Append("Invalid layout detected for slices:");
                        for(int i = 0; i < shaderdata.LayoutValid.Count; i++)
                        {
                            if (shaderdata.LayoutValid[i] == false)
                            {
                                errorCount++;
                                sbMsg.Append(i + ",");
                            }
                        }

                        if (errorCount > 0)
                        {
                            this.FHost.Log(TLogType.Warning, sbMsg.ToString());
                        }

                        this.techniquechanged = false;
                    }

                    if (this.stateconnected && !multistate)
                    {
                        context.RenderStateStack.Push(this.FInState[0]);
                        popstate = true;
                    }

                    ShaderPipelineState pipelineState = null;
                    if (!settings.PreserveShaderStages)
                    {
                        shaderdata.ResetShaderStages(ctx);
                    }
                    else
                    {
                        pipelineState = new ShaderPipelineState(context);
                    }

                    settings.DrawCallCount = spmax; //Set number of draw calls

                    this.varmanager.ApplyGlobal(shaderdata.ShaderInstance);

                    //IDX11Geometry drawgeom = null;
                    objectsettings.Geometry = null;
                    DX11Resource<IDX11Geometry> pg = null;
                    bool doOrder = false;
                    List<int> orderedSlices = null;
                    if (settings.LayerOrder != null && settings.LayerOrder.Enabled)
                    {
                        this.orderedObjectSettings.Clear();
                        for (int i = 0; i < this.spmax; i++)
                        {
                            DX11ObjectRenderSettings objSettings = new DX11ObjectRenderSettings();
                            objSettings.DrawCallIndex = i;
                            objSettings.Geometry = null;
                            objSettings.IterationCount = 1;
                            objSettings.IterationIndex = 0;
                            objSettings.WorldTransform = this.mworld[i % this.mworldcount];
                            objSettings.RenderStateTag = stateConnected ? this.FInState[i].Tag : null;

                            this.orderedObjectSettings.Add(objSettings);
                        }

                        orderedSlices = settings.LayerOrder.Reorder(settings, orderedObjectSettings);
                        doOrder = true;
                    }

                    int drawCount = doOrder ? orderedSlices.Count : this.spmax;

                    if (this.spmax == 0)
                    {
                        drawCount = 0;
                    }

                    for (int i = 0; i < drawCount; i++)
                    {
                        int idx = doOrder ? orderedSlices[i] : i;
                        if (multistate)
                        {
                            context.RenderStateStack.Push(this.FInState[idx]);

                        }

                        if (shaderdata.IsLayoutValid(idx) || settings.Geometry != null)
                        {
                            objectsettings.IterationCount = this.FIter[idx];
                            objectsettings.RenderStateTag = this.FInState[idx] != null ? this.FInState[idx].Tag : null;

                            for (int k = 0; k < objectsettings.IterationCount; k++)
                            {
                                objectsettings.IterationIndex = k;
                                if (settings.Geometry == null)
                                {
                                    if (this.FGeometry[idx] != pg)
                                    {
                                        pg = this.FGeometry[idx];

                                        objectsettings.Geometry = pg[context];

                                        shaderdata.SetInputAssembler(ctx, objectsettings.Geometry, idx);
                                    }
                                }
                                else
                                {
                                    objectsettings.Geometry = settings.Geometry;
                                    shaderdata.SetInputAssembler(ctx, objectsettings.Geometry, idx);
                                }

                                //Prepare settings
                                objectsettings.DrawCallIndex = idx;
                                objectsettings.WorldTransform = this.mworld[idx % this.mworldcount];

                                if (settings.ValidateObject(objectsettings))
                                {
                                    this.varmanager.ApplyPerObject(context, shaderdata.ShaderInstance, this.objectsettings, idx);

                                    for (int ip = 0; ip < shaderdata.PassCount;ip++)
                                    {
                                        shaderdata.ApplyPass(ctx, ip);

                                        if (settings.DepthOnly) { ctx.PixelShader.Set(null); }

                                        if (settings.PostPassAction != null) { settings.PostPassAction(context); }

                                        objectsettings.Geometry.Draw();
                                        shaderdata.ShaderInstance.CleanUp();
                                    }
                                }
                            }
                        }

                        if (multistate)
                        {
                            context.RenderStateStack.Pop();
                        }

                        if (settings.PostShaderAction != null)
                        {
                            settings.PostShaderAction(context);
                        }
                    }

                    if (pipelineState != null)
                    {
                        pipelineState.Restore(context);
                    }

                    this.OnEndQuery(context);
                }
                //this.query.End();
            }

            if (popstate)
            {
                context.RenderStateStack.Pop();
            }
            else
            {
                //Since shaders can define their own states, reapply top of the stack
                context.RenderStateStack.Apply();
            }

            if (this.FInLayer.IsConnected && this.FInEnabled[0])
            {
                this.FInLayer[0][context].Render(this.FInLayer.PluginIO, context, settings);
            }
        }
        public void Render(DX11RenderContext context, DX11RenderSettings settings)
        {
            Device        device = context.Device;
            DeviceContext ctx    = context.CurrentDeviceContext;

            bool popstate = false;

            bool multistate     = this.FInState.IsConnected && this.FInState.SliceCount > 1;
            bool stateConnected = this.FInState.IsConnected;

            if (this.FInEnabled[0])
            {
                //In that case we do not care about geometry, but only apply pass for globals
                if (settings.RenderHint == eRenderHint.ApplyOnly)
                {
                    this.ApplyOnly(context, settings);
                    return;
                }

                if (settings.RenderHint == eRenderHint.Collector)
                {
                    this.Collect(context, settings);
                    return;
                }

                DX11ShaderData shaderdata = this.deviceshaderdata[context];
                if ((shaderdata.IsValid &&
                     (this.geomconnected || settings.Geometry != null) &&
                     this.spmax > 0 && this.varmanager.SetGlobalSettings(shaderdata.ShaderInstance, settings)) ||
                    this.FInApplyOnly[0])
                {
                    this.OnBeginQuery(context);

                    //Select preferred technique if available
                    if (settings.PreferredTechniques.Count == 0 && this.techniqueindex != this.FInTechnique[0].Index)
                    {
                        this.techniqueindex   = this.FInTechnique[0].Index;
                        this.techniquechanged = true;
                    }
                    else if (settings.PreferredTechniques.Count > 0)
                    {
                        int i = settings.GetPreferredTechnique(this.FShader);
                        if (i == -1)
                        {
                            i = this.FInTechnique[0].Index;
                        }
                        if (i != this.techniqueindex)
                        {
                            this.techniqueindex   = i;
                            this.techniquechanged = true;
                        }
                    }

                    //Need to build input layout
                    if (this.FGeometry.IsChanged || this.techniquechanged || shaderdata.LayoutValid.Count == 0)
                    {
                        shaderdata.Update(this.techniqueindex, 0, this.FGeometry);
                        this.FOutLayoutValid.AssignFrom(shaderdata.LayoutValid);
                        this.FOutLayoutMsg.AssignFrom(shaderdata.LayoutMsg);

                        int           errorCount = 0;
                        StringBuilder sbMsg      = new StringBuilder();
                        sbMsg.Append("Invalid layout detected for slices:");
                        for (int i = 0; i < shaderdata.LayoutValid.Count; i++)
                        {
                            if (shaderdata.LayoutValid[i] == false)
                            {
                                errorCount++;
                                sbMsg.Append(i + ",");
                            }
                        }

                        if (errorCount > 0)
                        {
                            this.FHost.Log(TLogType.Warning, sbMsg.ToString());
                        }

                        this.techniquechanged = false;
                    }

                    if (this.stateconnected && !multistate)
                    {
                        context.RenderStateStack.Push(this.FInState[0]);
                        popstate = true;
                    }

                    ShaderPipelineState pipelineState = null;
                    if (!settings.PreserveShaderStages)
                    {
                        shaderdata.ResetShaderStages(ctx);
                    }
                    else
                    {
                        pipelineState = new ShaderPipelineState(context);
                    }

                    settings.DrawCallCount = spmax; //Set number of draw calls

                    var objectsettings = this.objectSettings[context];
#pragma warning disable 0618
                    objectsettings.GeometryFromLayer = false;
#pragma warning restore 0618
                    var orderedobjectsettings = this.orderedObjectSettings[context];
                    var variableCache         = this.shaderVariableCache[context];
                    variableCache.ApplyGlobals(settings);

                    //IDX11Geometry drawgeom = null;
                    objectsettings.Geometry = null;
                    DX11Resource <IDX11Geometry> pg = null;
                    bool       doOrder       = false;
                    List <int> orderedSlices = null;
                    if (settings.LayerOrder != null && settings.LayerOrder.Enabled)
                    {
                        orderedobjectsettings.Clear();
                        for (int i = 0; i < this.spmax; i++)
                        {
                            DX11ObjectRenderSettings objSettings = new DX11ObjectRenderSettings();
                            objSettings.DrawCallIndex  = i;
                            objSettings.Geometry       = null;
                            objSettings.IterationCount = 1;
                            objSettings.IterationIndex = 0;
                            objSettings.WorldTransform = this.mworld[i % this.mworldcount];
                            objSettings.RenderStateTag = stateConnected ? this.FInState[i].Tag : null;
                            orderedobjectsettings.Add(objSettings);
                        }

                        orderedSlices = settings.LayerOrder.Reorder(settings, orderedobjectsettings);
                        doOrder       = true;
                    }

                    int drawCount = doOrder ? orderedSlices.Count : this.spmax;

                    if (this.spmax == 0)
                    {
                        drawCount = 0;
                    }

                    bool singleGeometry = this.FGeometry.SliceCount == 1 || settings.Geometry != null;
                    if (settings.Geometry != null && this.FGeometry.IsConnected == false)
                    {
#pragma warning disable 0618
                        objectsettings.GeometryFromLayer = true;
#pragma warning restore 0618

                        objectsettings.Geometry = settings.Geometry;
                        singleGeometry          = true;
                        if (!shaderdata.SetInputAssemblerFromLayer(ctx, objectsettings.Geometry, 0))
                        {
                            return;
                        }
                    }
                    else if (singleGeometry)
                    {
                        pg = this.FGeometry[0];
                        objectsettings.Geometry = pg[context];


                        if (objectsettings.Geometry == null)
                        {
                            objectsettings.Geometry = new DX11InvalidGeometry();
                        }
                        shaderdata.SetInputAssembler(ctx, objectsettings.Geometry, 0);
                    }

                    if (!multistate)
                    {
                        objectsettings.RenderStateTag = this.FInState[0] != null ? this.FInState[0].Tag : null;
                    }

                    for (int i = 0; i < drawCount; i++)
                    {
                        int idx = doOrder ? orderedSlices[i] : i;
                        if (multistate)
                        {
                            context.RenderStateStack.Push(this.FInState[idx]);
                            objectsettings.RenderStateTag = this.FInState[idx] != null ? this.FInState[idx].Tag : null;
                        }

                        if (shaderdata.IsLayoutValid(idx) || settings.Geometry != null)
                        {
                            objectsettings.IterationCount = this.FIter[idx];

                            for (int k = 0; k < objectsettings.IterationCount; k++)
                            {
                                objectsettings.IterationIndex = k;

                                if (!singleGeometry)
                                {
                                    if (settings.Geometry == null)
                                    {
                                        if (this.FGeometry[idx] != pg)
                                        {
                                            pg = this.FGeometry[idx];

                                            objectsettings.Geometry = pg[context];
                                            if (objectsettings.Geometry == null)
                                            {
                                                objectsettings.Geometry = new DX11InvalidGeometry();
                                            }

                                            shaderdata.SetInputAssembler(ctx, objectsettings.Geometry, idx);
                                        }
                                    }
                                    else
                                    {
                                        objectsettings.Geometry = settings.Geometry;
                                        shaderdata.SetInputAssembler(ctx, objectsettings.Geometry, idx);
                                    }
                                }


                                //Prepare settings
                                objectsettings.DrawCallIndex  = idx;
                                objectsettings.WorldTransform = this.mworld[idx % this.mworldcount];

                                if (settings.ValidateObject(objectsettings))
                                {
                                    variableCache.ApplySlice(objectsettings, idx);

                                    for (int ip = 0; ip < shaderdata.PassCount; ip++)
                                    {
                                        shaderdata.ApplyPass(ctx, ip);

                                        if (settings.DepthOnly)
                                        {
                                            ctx.PixelShader.Set(null);
                                        }

                                        objectsettings.Geometry.Draw();
                                    }
                                }
                            }
                        }

                        if (multistate)
                        {
                            context.RenderStateStack.Pop();
                        }
                    }

                    shaderdata.ShaderInstance.CleanUp();

                    if (pipelineState != null)
                    {
                        pipelineState.Restore(context);
                    }


                    this.OnEndQuery(context);
                }
                //this.query.End();
            }

            if (popstate)
            {
                context.RenderStateStack.Pop();
            }
            else
            {
                //Since shaders can define their own states, reapply top of the stack
                context.RenderStateStack.Apply();
            }

            if (this.FInLayer.IsConnected && this.FInEnabled[0])
            {
                this.FInLayer.RenderAll(context, settings);
            }
        }
Beispiel #37
0
 public bool Validate(DX11ObjectRenderSettings obj)
 {
     return(this.Selection[obj.DrawCallIndex]);
 }
 public override void Apply(DX11ShaderInstance shaderinstance, DX11RenderSettings settings, DX11ObjectRenderSettings obj)
 {
     shaderinstance.SetByName(this.Name, obj.DrawCallIndex);
 }
 public override void Apply(DX11ShaderInstance shaderinstance, DX11RenderSettings settings, DX11ObjectRenderSettings obj)
 {
     if (obj.Geometry != null)
     {
         if (obj.Geometry.HasBoundingBox)
         {
             shaderinstance.SetByName(this.Name, obj.Geometry.BoundingBox.Maximum - obj.Geometry.BoundingBox.Minimum);
         }
         else
         {
             shaderinstance.SetByName(this.Name, vec);
         }
     }
     else
     {
         shaderinstance.SetByName(this.Name, vec);
     }
 }
 public bool Validate(DX11ObjectRenderSettings obj)
 {
     return this.Cycling ? (obj.DrawCallIndex % ViewPortCount == settings.ViewportIndex) : (obj.DrawCallIndex == settings.ViewportIndex);
 }
Beispiel #41
0
        private void Render(DX11RenderContext context, DX11RenderSettings settings)
        {
            if (this.spreadMax == 0)
            {
                return;
            }

            if (this.FInEnabled[0])
            {
                float w = (float)settings.RenderWidth;
                float h = (float)settings.RenderHeight;
                SharpDX.Direct3D11.DeviceContext shaprdxContext = new SharpDX.Direct3D11.DeviceContext(context.CurrentDeviceContext.ComPointer);

                FontWrapper fw = this.FTextRenderer.IsConnected ? this.FTextRenderer[0][context].FontWrapper : FontWrapperFactory.GetWrapper(context, this.dwFactory);

                var renderStates = fw.RenderStates;

                float *rawMatPtr;
                int    transformCount;
                this.transformIn.GetMatrixPointer(out transformCount, out rawMatPtr);

                SharpDX.Matrix *matrixPointer       = (SharpDX.Matrix *)rawMatPtr;
                SlimDX.Matrix * slimDxmatrixPointer = (SlimDX.Matrix *)rawMatPtr;

                bool applyState = this.FStateIn.IsConnected;

                var sView = settings.View;
                var sProj = settings.Projection;

                SharpDX.Matrix view       = *(SharpDX.Matrix *) & sView;
                SharpDX.Matrix projection = *(SharpDX.Matrix *) & sProj;

                var objectsettings        = this.objectSettings[context];
                var orderedobjectsettings = this.orderedObjectSettings[context];
                objectsettings.IterationCount = 1;
                objectsettings.Geometry       = null;

                bool       doOrder       = false;
                List <int> orderedSlices = null;
                if (settings.LayerOrder != null && settings.LayerOrder.Enabled)
                {
                    orderedobjectsettings.Clear();
                    for (int i = 0; i < this.spreadMax; i++)
                    {
                        DX11ObjectRenderSettings objSettings = new DX11ObjectRenderSettings();
                        objSettings.DrawCallIndex  = i;
                        objSettings.Geometry       = null;
                        objSettings.IterationCount = 1;
                        objSettings.IterationIndex = 0;
                        objSettings.WorldTransform = slimDxmatrixPointer[i % transformCount];
                        objSettings.RenderStateTag = null;
                        orderedobjectsettings.Add(objSettings);
                    }

                    orderedSlices = settings.LayerOrder.Reorder(settings, orderedobjectsettings);
                    doOrder       = true;
                }

                int drawCount = doOrder ? orderedSlices.Count : this.spreadMax;

                for (int drawIdx = 0; drawIdx < drawCount; drawIdx++)
                {
                    int            idx      = doOrder ? orderedSlices[drawIdx] : drawIdx;
                    SharpDX.Matrix preScale = SharpDX.Matrix.Scaling(1.0f, -1.0f, 1.0f);

                    SharpDX.Matrix sm = matrixPointer[idx % transformCount];

                    SharpDX.Matrix mat = SharpDX.Matrix.Multiply(preScale, sm);
                    mat = SharpDX.Matrix.Multiply(mat, view);
                    mat = SharpDX.Matrix.Multiply(mat, projection);

                    SlimDX.Color4 color = this.FInColor[idx];
                    color.Alpha *= SharpDX.MathUtil.Clamp(settings.LayerOpacity, 0.0f, 1.0f);
                    SharpDX.Color4 sdxColor = *(SharpDX.Color4 *) & color;

                    objectsettings.DrawCallIndex  = idx;
                    objectsettings.WorldTransform = *(SlimDX.Matrix *) & mat;

                    if (settings.ValidateObject(objectsettings))
                    {
                        if (applyState)
                        {
                            var textLayout = this.FLayout[idx];

                            if (textLayout != null)
                            {
                                renderStates.SetStates(shaprdxContext, 0);

                                context.RenderStateStack.Push(this.FStateIn[idx]);

                                fw.DrawTextLayout(shaprdxContext, new SharpDX.DirectWrite.TextLayout(textLayout.ComPointer), SharpDX.Vector2.Zero,
                                                  mat, sdxColor, TextFlags.StatePrepared);

                                context.RenderStateStack.Pop();
                            }
                        }
                        else
                        {
                            var textLayout = this.FLayout[idx];

                            if (textLayout != null)
                            {
                                fw.DrawTextLayout(shaprdxContext, new SharpDX.DirectWrite.TextLayout(textLayout.ComPointer), SharpDX.Vector2.Zero,
                                                  mat, sdxColor, TextFlags.None);
                            }
                        }
                    }
                }

                //Apply old states back
                context.RenderStateStack.Apply();
                context.CleanShaderStages();
            }
        }
 public bool Validate(DX11ObjectRenderSettings obj)
 {
     bool res = this.frustrum.Contains(obj.Geometry.BoundingBox, obj.WorldTransform);
     if (res) { Passed++; } else { Failed++; }
     return res;
 }
 public abstract void Apply(DX11ShaderInstance shaderinstance, DX11RenderSettings settings, DX11ObjectRenderSettings obj);
Beispiel #44
0
 public bool Validate(DX11ObjectRenderSettings obj)
 {
     return(obj.DrawCallIndex >= this.MinIndex && obj.DrawCallIndex <= this.MaxIndex);
 }