Beispiel #1
0
        private bool Add(string name, IndexBufferView index, Resource data)
        {
            bool result = Resources.TryAdd(name, data);

            result = (result == true) ? Indices.TryAdd(name, index) : false;
            return(result);
        }
        public override void InitBuffer(MpGe.Data.Vertex[] verts, short[] indices, int size, int stride)
        {
            int vertexBufferSize = Utilities.SizeOf(verts);

            vertexBuffer = DXGlobal.device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);

            Utilities.Write(pVertexDataBegin, verts, 0, verts.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes  = Utilities.SizeOf <MpGe.Data.Vertex>();
            vertexBufferView.SizeInBytes    = vertexBufferSize;

            int indexBufferSize = Utilities.SizeOf(indices);

            indexBuffer = DXGlobal.device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indexBufferSize), ResourceStates.GenericRead);

            IntPtr pIndexDataBegin = indexBuffer.Map(0);

            Utilities.Write(pIndexDataBegin, indices, 0, indices.Length);
            indexBuffer.Unmap(0);

            indexBufferView = new IndexBufferView();
            indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress;
            indexBufferView.Format         = Format.R16_Typeless;
            indexBufferView.SizeInBytes    = indexBufferSize;


            IndexCount = indices.Length;
        }
        public Task <Mesh> GetMeshAsync(int meshIndex)
        {
            GltfLoader.Schema.Mesh mesh = gltf.Meshes[meshIndex];

            Span <byte>     indexBuffer     = Span <byte> .Empty;
            IndexBufferView?indexBufferView = null;
            bool            is32BitIndex    = false;

            if (mesh.Primitives[0].Indices.HasValue)
            {
                indexBuffer     = GetIndexBuffer(mesh, out int stride);
                is32BitIndex    = stride == sizeof(int);
                indexBufferView = new IndexBufferView(GraphicsResource.CreateBuffer(GraphicsDevice, indexBuffer, ResourceFlags.None), is32BitIndex);
            }

            VertexBufferView[] vertexBufferViews = GetVertexBufferViews(mesh, indexBuffer, is32BitIndex);

            int materialIndex = 0;

            if (mesh.Primitives[0].Material.HasValue)
            {
                materialIndex = mesh.Primitives[0].Material ?? throw new Exception();
            }

            Node node = gltf.Nodes.First(n => n.Mesh == meshIndex);

            float[] matrix = node.Matrix;

            Matrix4x4 worldMatrix = Matrix4x4.Transpose(new Matrix4x4(
                                                            matrix[0], matrix[1], matrix[2], matrix[3],
                                                            matrix[4], matrix[5], matrix[6], matrix[7],
                                                            matrix[8], matrix[9], matrix[10], matrix[11],
                                                            matrix[12], matrix[13], matrix[14], matrix[15]));

            float[] s = node.Scale;
            float[] r = node.Rotation;
            float[] t = node.Translation;

            Vector3    scale       = new Vector3(s[0], s[1], s[2]);
            Quaternion rotation    = new Quaternion(r[0], r[1], r[2], r[3]);
            Vector3    translation = new Vector3(t[0], t[1], t[2]);

            worldMatrix *= Matrix4x4.CreateScale(scale)
                           * Matrix4x4.CreateFromQuaternion(rotation)
                           * Matrix4x4.CreateTranslation(translation);

            MeshDraw meshDraw = new MeshDraw
            {
                IndexBufferView   = indexBufferView,
                VertexBufferViews = vertexBufferViews
            };

            return(Task.FromResult(new Mesh(meshDraw)
            {
                MaterialIndex = materialIndex, WorldMatrix = worldMatrix
            }));
        }
 void ConstructPlatformDependentMembers(Int64 bufferLocation, H1PixelFormat format, Int32 sizeInBytes)
 {
     m_IBVDesc = new IndexBufferView()
     {
         BufferLocation = bufferLocation,
         Format         = H1RHIDefinitionHelper.ConvertToFormat(format),
         SizeInBytes    = sizeInBytes,
     };
 }
Beispiel #5
0
        public void SetIndexBuffer(Buffer buffer, IndexType type)
        {
            IndexBufferView indexBufferView = new IndexBufferView()
            {
                BufferLocation = (ulong)buffer.GPUVirtualAddress,
                SizeInBytes    = buffer.SizeInBytes,
                Format         = ConvertExtensions.ToIndexType(type),
            };

            nativeCommandList.IASetIndexBuffer(indexBufferView);
        }
Beispiel #6
0
        //创建资源
        private void LoadAssets()
        {
            //创建一个空的根签名
            var rootSignatureDesc = new RootSignatureDescription(
                RootSignatureFlags.AllowInputAssemblerInputLayout,
                //根常量
                new[] {
                new RootParameter(ShaderVisibility.All,    //指定可以访问根签名绑定的内容的着色器,这里设置为顶点着色器
                                  new DescriptorRange()
                {
                    RangeType          = DescriptorRangeType.ConstantBufferView, //指定描述符范围,这里的参数是CBV
                    BaseShaderRegister = 0,                                      //指定描述符范围内的基本着色器
                    OffsetInDescriptorsFromTableStart = int.MinValue,            //描述符从根签名开始的偏移量
                    DescriptorCount = 1                                          //描述符范围内的描述符数
                })
            });

            //表示该根签名需要一组顶点缓冲区来绑定
            rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            //创建流水线状态,负责编译和加载着色器
#if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VS", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VS", "vs_5_0"));
#endif

//#if DEBUG
//            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PS", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
//#else
//            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PS", "ps_5_0"));
//#endif

            //描述输入装配器阶段的输入元素,这里定义顶点输入布局
            var inputElementDescs = new[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0)
            };

            //创建流水线状态对象(PSO)
            var psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout   = new InputLayoutDescription(inputElementDescs),  //描述输入缓冲器
                RootSignature = rootSignature,                                  //根签名
                VertexShader  = vertexShader,                                   //顶点着色器
                //PixelShader = pixelShader,//像素着色器
                RasterizerState       = RasterizerStateDescription.Default(),   //描述光栅器状态
                BlendState            = BlendStateDescription.Default(),        //描述混合状态
                DepthStencilFormat    = SharpDX.DXGI.Format.D32_Float,          //描述深度/模板格式(纹理资源)
                DepthStencilState     = DepthStencilStateDescription.Default(), //描述深度模板状态
                SampleMask            = int.MaxValue,                           //混合状态的样本掩码
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,         //定义该管道的几何或外壳着色器的输入类型,这里是三角
                RenderTargetCount     = 1,                                      //RTVFormat成员中的渲染目标格式数
                Flags             = PipelineStateFlags.None,                    //用于控制管道状态的标志,这里表示没有标志
                SampleDescription = new SampleDescription(1, 0),                //描述资源的多采样参数
                StreamOutput      = new StreamOutputDescription()               //描述输出缓冲器
            };
            psoDesc.RenderTargetFormats[0] = Format.R8G8B8A8_UNorm;             //描述渲染目标格式的数组

            //设置管道
            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            //创建命令列表
            commandList = device.CreateCommandList(
                CommandListType.Direct, //指定命令列表的创建类型,Direct命令列表不会继承任何GPU状态
                commandAllocator,       //指向设备创建的命令列表对象的指针
                pipelineState);         //指向(管道)内存块的指针

            commandList.Close();

            float aspectRatio = viewPort.Width / viewPort.Height;

            //定义待绘制图形的几何形状
            string bitmapPath = @"C:\Users\yulanli\Desktop\TerrainForm\heightMap.BMP";
            Bitmap bitmap     = new Bitmap(bitmapPath);
            xCount     = (bitmap.Width - 1) / 2;
            yCount     = (bitmap.Height - 1) / 2;
            cellWidth  = bitmap.Width / xCount;
            cellHeight = bitmap.Height / yCount;

            var vertices = new PositionTextured[(xCount + 1) * (yCount + 1)];//定义顶点
            for (int i = 0; i < yCount + 1; i++)
            {
                for (int j = 0; j < xCount + 1; j++)
                {
                    System.Drawing.Color color = bitmap.GetPixel((int)(j * cellWidth), (int)(i * cellHeight));
                    float height = float.Parse(color.R.ToString()) + float.Parse(color.G.ToString()) + float.Parse(color.B.ToString());
                    height /= 10;
                    vertices[j + i * (xCount + 1)].Position = new Vector3(j * cellWidth, height, i * cellHeight);
                    vertices[j + i * (xCount + 1)].Texcoord = new Vector2((float)j / (xCount + 1), (float)i / (yCount + 1));
                }
            }
            texture = TextureLoader.TextureLoader.CreateTextureFromDDS(device, @"C:\Users\yulanli\Desktop\TerrainForm\colorMapDDS.DDS");
            //创建待绘制图形的顶点索引
            indices = new int[6 * xCount * yCount];
            for (int i = 0; i < yCount; i++)
            {
                for (int j = 0; j < xCount; j++)
                {
                    indices[6 * (j + i * xCount)]     = j + i * (xCount + 1);
                    indices[6 * (j + i * xCount) + 1] = j + (i + 1) * (xCount + 1);
                    indices[6 * (j + i * xCount) + 2] = j + i * (xCount + 1) + 1;
                    indices[6 * (j + i * xCount) + 3] = j + i * (xCount + 1) + 1;
                    indices[6 * (j + i * xCount) + 4] = j + (i + 1) * (xCount + 1);
                    indices[6 * (j + i * xCount) + 5] = j + (i + 1) * (xCount + 1) + 1;
                }
            }
            //创建视锥体
            //创建摄像机
            CamTarget = new Vector3(bitmap.Width / 2, 0f, bitmap.Height / 2);
            view      = Matrix.LookAtLH(
                CamPostion,     //摄像机原点
                CamTarget,      //摄像机观察目标点
                Vector3.UnitY); //当前世界的向上方向的向量,通常为(0,1,0),即这里的UnitY参数
            proj = Matrix.Identity;
            proj = Matrix.PerspectiveFovLH(
                (float)Math.PI / 4.0f, //用弧度制表示垂直视场角,这里是45°角
                aspectRatio,           //纵横比
                0.3f,                  //到近平面的距离
                500.0f                 //到远平面的距离
                );
            var worldViewProj = Matrix.Multiply(proj, view);

            //使用上传堆来传递顶点缓冲区的数据

            /*--------------------------------------------------*
            * 不推荐使用上传堆来传递像顶点缓冲区这样的静态数据 *
            * 这里使用上载堆是为了代码的简洁性,并且还因为需要 *
            * 传递的资源很少                                   *
            *--------------------------------------------------*/
            var vertexBufferSize = Utilities.SizeOf(vertices);
            vertexBuffer = device.CreateCommittedResource(
                new HeapProperties(HeapType.Upload),
                HeapFlags.None,
                ResourceDescription.Buffer(vertexBufferSize),
                ResourceStates.GenericRead);

            //将顶点的数据复制到顶点缓冲区
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(
                pVertexDataBegin,
                vertices,
                0,
                vertices.Length);
            vertexBuffer.Unmap(0);

            //初始化顶点缓冲区视图
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes  = Utilities.SizeOf <PositionTextured>();
            vertexBufferView.SizeInBytes    = vertexBufferSize;


            //使用上传堆来传递索引缓冲区的数据
            int indexBufferSize = Utilities.SizeOf(indices);
            indexBuffer = device.CreateCommittedResource(
                new HeapProperties(HeapType.Upload),
                HeapFlags.None,
                ResourceDescription.Buffer(indexBufferSize),
                ResourceStates.GenericRead);

            //将索引的数据复制到索引缓冲区
            IntPtr pIndexDataBegin = indexBuffer.Map(0);
            Utilities.Write(
                pIndexDataBegin,
                indices,
                0,
                indices.Length);
            indexBuffer.Unmap(0);

            //初始化索引缓冲区视图
            indexBufferView = new IndexBufferView();
            indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress;
            indexBufferView.SizeInBytes    = indexBufferSize;
            indexBufferView.Format         = Format.R32_UInt;

            //创建bundle
            bundle = device.CreateCommandList(
                0,
                CommandListType.Bundle,
                bundleAllocator,
                pipelineState);
            bundle.SetGraphicsRootSignature(rootSignature);
            bundle.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList;
            bundle.SetVertexBuffer(0, vertexBufferView);
            bundle.SetIndexBuffer(indexBufferView);

            //bundle.DrawInstanced(
            //   vertices.Length,//VertexCountPerInstance,要绘制的顶点数
            //    1,//InstanceCount,要绘制的实例数,这里是1个
            //    0,//StartVertexLocation,第一个顶点的索引,这里是0
            //    0);//StartInstanceLocation,在从顶点缓冲区读取每个实例数据之前添加到每个索引的值

            bundle.DrawIndexedInstanced(
                indices.Length, //IndexCountPerInstance,要绘制的索引数
                1,              //InstanceCount,要绘制的实例数,这里是1个
                0,              //StartIndexLocation,第一个顶点的索引,这里是0
                0,              //BaseVertexLocation,,从顶点缓冲区读取顶点之前添加到每个索引的值
                0);             //StartInstanceLocation,在从顶点缓冲区读取每个实例数据之前添加到每个索引的值
            bundle.Close();

            //使用上传堆来传递常量缓冲区的数据

            /*--------------------------------------------------*
            * 不推荐使用上传堆来传递像垂直缓冲区这样的静态数据 *
            * 这里使用上载堆是为了代码的简洁性,并且还因为需要 *
            * 传递的资源很少                                   *
            *--------------------------------------------------*/
            constantBuffer = device.CreateCommittedResource(
                new HeapProperties(HeapType.Upload),
                HeapFlags.None,
                ResourceDescription.Buffer(1024 * 64),
                ResourceStates.GenericRead);

            //创建SRV视图
            var srvDesc = new ShaderResourceViewDescription();
            srvDesc.Texture2D.MostDetailedMip     = 0;
            srvDesc.Texture2D.ResourceMinLODClamp = 0.0f;
            device.CreateShaderResourceView(texture, srvDesc, shaderRenderViewHeap.CPUDescriptorHandleForHeapStart);

            //创建常量缓冲区视图(CBV)
            var cbvDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = constantBuffer.GPUVirtualAddress,
                SizeInBytes    = (Utilities.SizeOf <ConstantBuffer>() + 255) & ~255
            };
            device.CreateConstantBufferView(
                cbvDesc,
                constantBufferViewHeap.CPUDescriptorHandleForHeapStart);

            //初始化并映射常量缓冲区

            /*--------------------------------------------------*
            * 直到应用程序关闭,我们才会取消映射,因此在资源的 *
            * 生命周期中保持映射是可以的                       *
            *------------------------------------------------- */
            constantBufferPointer = constantBuffer.Map(0);
            Utilities.Write(constantBufferPointer, ref worldViewProj);

            //创建同步对象
            //创建围栏
            fence = device.CreateFence(
                0,                //围栏的初始值
                FenceFlags.None); //指定围栏的类型,None表示没有指定的类型
            fenceValue = 1;
            //创建用于帧同步的事件句柄
            fenceEvent = new AutoResetEvent(false);
        }
Beispiel #7
0
        private void LoadAssets()
        {
            DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange()
                                                               {
                                                                   RangeType = DescriptorRangeType.ConstantBufferView, BaseShaderRegister = 0, DescriptorCount = 1
                                                               } };
            RootParameter parameter = new RootParameter(ShaderVisibility.Vertex, ranges);

            // Create a root signature.
            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, new RootParameter[] { parameter });

            rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.

#if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0"));
#endif

#if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
#endif

            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 12, 0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout           = new InputLayoutDescription(inputElementDescs),
                RootSignature         = rootSignature,
                VertexShader          = vertexShader,
                PixelShader           = pixelShader,
                RasterizerState       = RasterizerStateDescription.Default(),
                BlendState            = BlendStateDescription.Default(),
                DepthStencilFormat    = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState     = DepthStencilStateDescription.Default(),
                SampleMask            = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                Flags             = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput      = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            // Define the geometry for a cube.

            Vertex[] vertices = new[]
            {
                ////TOP
                new Vertex(new Vector3(-5, 5, 5), new Vector4(0, 1, 0, 0)),
                new Vertex(new Vector3(5, 5, 5), new Vector4(0, 1, 0, 0)),
                new Vertex(new Vector3(5, 5, -5), new Vector4(0, 1, 0, 0)),
                new Vertex(new Vector3(-5, 5, -5), new Vector4(0, 1, 0, 0)),
                //BOTTOM
                new Vertex(new Vector3(-5, -5, 5), new Vector4(1, 0, 1, 1)),
                new Vertex(new Vector3(5, -5, 5), new Vector4(1, 0, 1, 1)),
                new Vertex(new Vector3(5, -5, -5), new Vector4(1, 0, 1, 1)),
                new Vertex(new Vector3(-5, -5, -5), new Vector4(1, 0, 1, 1)),
                //LEFT
                new Vertex(new Vector3(-5, -5, 5), new Vector4(1, 0, 0, 1)),
                new Vertex(new Vector3(-5, 5, 5), new Vector4(1, 0, 0, 1)),
                new Vertex(new Vector3(-5, 5, -5), new Vector4(1, 0, 0, 1)),
                new Vertex(new Vector3(-5, -5, -5), new Vector4(1, 0, 0, 1)),
                //RIGHT
                new Vertex(new Vector3(5, -5, 5), new Vector4(1, 1, 0, 1)),
                new Vertex(new Vector3(5, 5, 5), new Vector4(1, 1, 0, 1)),
                new Vertex(new Vector3(5, 5, -5), new Vector4(1, 1, 0, 1)),
                new Vertex(new Vector3(5, -5, -5), new Vector4(1, 1, 0, 1)),
                //FRONT
                new Vertex(new Vector3(-5, 5, 5), new Vector4(0, 1, 1, 1)),
                new Vertex(new Vector3(5, 5, 5), new Vector4(0, 1, 1, 1)),
                new Vertex(new Vector3(5, -5, 5), new Vector4(0, 1, 1, 1)),
                new Vertex(new Vector3(-5, -5, 5), new Vector4(0, 1, 1, 1)),
                //BACK
                new Vertex(new Vector3(-5, 5, -5), new Vector4(0, 0, 1, 1)),
                new Vertex(new Vector3(5, 5, -5), new Vector4(0, 0, 1, 1)),
                new Vertex(new Vector3(5, -5, -5), new Vector4(0, 0, 1, 1)),
                new Vertex(new Vector3(-5, -5, -5), new Vector4(0, 0, 1, 1))
            };

            int vertexBufferSize = Utilities.SizeOf(vertices);


            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, vertices, 0, vertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes  = Utilities.SizeOf <Vertex>();
            vertexBufferView.SizeInBytes    = vertexBufferSize;


            //Create Index Buffer
            //Indices
            int[] indices = new int[]
            {
                0, 1, 2, 0, 2, 3,
                4, 6, 5, 4, 7, 6,
                8, 9, 10, 8, 10, 11,
                12, 14, 13, 12, 15, 14,
                16, 18, 17, 16, 19, 18,
                20, 21, 22, 20, 22, 23
            };
            int indexBufferSize = Utilities.SizeOf(indices);

            indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pIndexDataBegin = indexBuffer.Map(0);
            Utilities.Write(pIndexDataBegin, indices, 0, indices.Length);
            indexBuffer.Unmap(0);

            // Initialize the index buffer view.
            indexBufferView = new IndexBufferView();
            indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress;
            indexBufferView.Format         = Format.R32_UInt;
            indexBufferView.SizeInBytes    = indexBufferSize;

            //constant Buffer for each cubes
            constantBufferViewHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                DescriptorCount = NumCubes,
                Type            = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView,
                Flags           = DescriptorHeapFlags.ShaderVisible
            });

            int constantBufferSize = (Utilities.SizeOf <Transform>() + 255) & ~255;
            constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(constantBufferSize * NumCubes), ResourceStates.GenericRead);
            constantBufferDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView);

            //First cube
            ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = constantBuffer.GPUVirtualAddress,
                SizeInBytes    = constantBufferSize
            };

            CpuDescriptorHandle cbHandleHeapStart = constantBufferViewHeap.CPUDescriptorHandleForHeapStart;

            for (int i = 0; i < NumCubes; i++)
            {
                device.CreateConstantBufferView(cbvDesc, cbHandleHeapStart);
                cbvDesc.BufferLocation += Utilities.SizeOf <Transform>();
                cbHandleHeapStart      += constantBufferDescriptorSize;
            }

            InitBundles();
        }
        private void LoadAssets()
        {
            // Create the root signature description.
            var rootSignatureDesc = new RootSignatureDescription(

                RootSignatureFlags.AllowInputAssemblerInputLayout,
                // Root Parameters
                new[]
            {
                new RootParameter(ShaderVisibility.All,
                                  new []
                {
                    new DescriptorRange()
                    {
                        RangeType       = DescriptorRangeType.ShaderResourceView,
                        DescriptorCount = 1,
                        OffsetInDescriptorsFromTableStart = int.MinValue,
                        BaseShaderRegister = 0
                    },
                    new DescriptorRange()
                    {
                        RangeType       = DescriptorRangeType.ConstantBufferView,
                        DescriptorCount = 1,
                        OffsetInDescriptorsFromTableStart = int.MinValue + 1,
                        BaseShaderRegister = 0
                    }
                }),
                new RootParameter(ShaderVisibility.Pixel,
                                  new DescriptorRange()
                {
                    RangeType       = DescriptorRangeType.Sampler,
                    DescriptorCount = 1,
                    OffsetInDescriptorsFromTableStart = int.MinValue,
                    BaseShaderRegister = 0
                }),
            });

            //// Samplers
            //new[]
            //{
            //    new StaticSamplerDescription(ShaderVisibility.Pixel, 0, 0)
            //    {
            //        Filter = Filter.MinimumMinMagMipPoint,
            //        AddressUVW = TextureAddressMode.Border,
            //    }
            //});

            rootSignature = device.CreateRootSignature(0, rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.
#if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0"));
#endif

#if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
#endif

#if DEBUG
            //var result = SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "GSMain", "gs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug);
            var geometryShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "GSMain", "gs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
#endif

            // Define the vertex input layout.
            var inputElementDescs = new[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            var psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout        = new InputLayoutDescription(inputElementDescs),
                RootSignature      = rootSignature,
                VertexShader       = vertexShader,
                GeometryShader     = geometryShader,
                PixelShader        = pixelShader,
                RasterizerState    = RasterizerStateDescription.Default(),
                BlendState         = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState  = new DepthStencilStateDescription()
                {
                    IsDepthEnabled   = true,
                    DepthComparison  = Comparison.LessEqual,
                    DepthWriteMask   = DepthWriteMask.All,
                    IsStencilEnabled = false
                },
                SampleMask            = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                Flags             = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput      = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);
            commandList.Close();

            // build vertex buffer

            var triangleVertices = new[]
            {
                //TOP
                new Vertex()
                {
                    Position = new Vector3(-1f, 1f, 1f), TexCoord = new Vector2(1f, 1f)
                },
                new Vertex()
                {
                    Position = new Vector3(1f, 1f, 1f), TexCoord = new Vector2(0f, 1f)
                },
                new Vertex()
                {
                    Position = new Vector3(1f, 1f, -1f), TexCoord = new Vector2(0f, 0f)
                },
                new Vertex()
                {
                    Position = new Vector3(-1f, 1f, -1f), TexCoord = new Vector2(1f, 0f)
                },
                //BOTTOM
                new Vertex()
                {
                    Position = new Vector3(-1f, -1f, 1f), TexCoord = new Vector2(1f, 1f)
                },
                new Vertex()
                {
                    Position = new Vector3(1f, -1f, 1f), TexCoord = new Vector2(0f, 1f)
                },
                new Vertex()
                {
                    Position = new Vector3(1f, -1f, -1f), TexCoord = new Vector2(0f, 0f)
                },
                new Vertex()
                {
                    Position = new Vector3(-1f, -1f, -1f), TexCoord = new Vector2(1f, 0f)
                },
                //LEFT
                new Vertex()
                {
                    Position = new Vector3(-1f, -1f, 1f), TexCoord = new Vector2(0f, 1f)
                },
                new Vertex()
                {
                    Position = new Vector3(-1f, 1f, 1f), TexCoord = new Vector2(0f, 0f)
                },
                new Vertex()
                {
                    Position = new Vector3(-1f, 1f, -1f), TexCoord = new Vector2(1f, 0f)
                },
                new Vertex()
                {
                    Position = new Vector3(-1f, -1f, -1f), TexCoord = new Vector2(1f, 1f)
                },
                //RIGHT
                new Vertex()
                {
                    Position = new Vector3(1f, -1f, 1f), TexCoord = new Vector2(1f, 1f)
                },
                new Vertex()
                {
                    Position = new Vector3(1f, 1f, 1f), TexCoord = new Vector2(1f, 0f)
                },
                new Vertex()
                {
                    Position = new Vector3(1f, 1f, -1f), TexCoord = new Vector2(0f, 0f)
                },
                new Vertex()
                {
                    Position = new Vector3(1f, -1f, -1f), TexCoord = new Vector2(0f, 1f)
                },
                //FRONT
                new Vertex()
                {
                    Position = new Vector3(-1f, 1f, 1f), TexCoord = new Vector2(1f, 0f)
                },
                new Vertex()
                {
                    Position = new Vector3(1f, 1f, 1f), TexCoord = new Vector2(0f, 0f)
                },
                new Vertex()
                {
                    Position = new Vector3(1f, -1f, 1f), TexCoord = new Vector2(0f, 1f)
                },
                new Vertex()
                {
                    Position = new Vector3(-1f, -1f, 1f), TexCoord = new Vector2(1f, 1f)
                },
                //BACK
                new Vertex()
                {
                    Position = new Vector3(-1f, 1f, -1f), TexCoord = new Vector2(0f, 0f)
                },
                new Vertex()
                {
                    Position = new Vector3(1f, 1f, -1f), TexCoord = new Vector2(1f, 0f)
                },
                new Vertex()
                {
                    Position = new Vector3(1f, -1f, -1f), TexCoord = new Vector2(1f, 1f)
                },
                new Vertex()
                {
                    Position = new Vector3(-1f, -1f, -1f), TexCoord = new Vector2(0f, 1f)
                }
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            vertexBuffer.Unmap(0);

            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes  = Utilities.SizeOf <Vertex>();
            vertexBufferView.SizeInBytes    = vertexBufferSize;

            // build index buffer

            var triangleIndexes = new uint[]
            {
                0, 1, 2,
                0, 2, 3,

                4, 6, 5,
                4, 7, 6,

                8, 9, 10,
                8, 10, 11,

                12, 14, 13,
                12, 15, 14,

                16, 18, 17,
                16, 19, 18,

                20, 21, 22,
                20, 22, 23
            };

            int indexBufferSize = Utilities.SizeOf(triangleIndexes);

            indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indexBufferSize), ResourceStates.GenericRead);
            IntPtr pIndexDataBegin = indexBuffer.Map(0);
            Utilities.Write(pIndexDataBegin, triangleIndexes, 0, triangleIndexes.Length);
            indexBuffer.Unmap(0);

            indexBufferView = new IndexBufferView();
            indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress;
            indexBufferView.SizeInBytes    = indexBufferSize;
            indexBufferView.Format         = Format.R32_UInt;

            // Create the texture.
            // Describe and create a Texture2D.
            var textureDesc = ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, TextureWidth, TextureHeight, 1, 1, 1, 0, ResourceFlags.None, TextureLayout.Unknown, 0);
            texture = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, textureDesc, ResourceStates.GenericRead, null);

            // Copy data to the intermediate upload heap and then schedule a copy
            // from the upload heap to the Texture2D.
            byte[] textureData = Utilities.ReadStream(new FileStream("../../texture1.dds", FileMode.Open));

            texture.Name = "Texture";

            var handle = GCHandle.Alloc(textureData, GCHandleType.Pinned);
            var ptr    = Marshal.UnsafeAddrOfPinnedArrayElement(textureData, 0);
            texture.WriteToSubresource(0, null, ptr, TextureWidth * 4, textureData.Length);
            handle.Free();

            // Describe and create a SRV for the texture.
            var srvDesc = new ShaderResourceViewDescription
            {
                Shader4ComponentMapping = ((((0) & 0x7) | (((1) & 0x7) << 3) | (((2) & 0x7) << (3 * 2)) | (((3) & 0x7) << (3 * 3)) | (1 << (3 * 4)))),

                Format    = textureDesc.Format,
                Dimension = ShaderResourceViewDimension.Texture2D,
                Texture2D =
                {
                    MipLevels           = 1,
                    MostDetailedMip     = 0,
                    PlaneSlice          = 0,
                    ResourceMinLODClamp = 0.0f
                },
            };

            device.CreateShaderResourceView(texture, srvDesc, srvCbvHeap.CPUDescriptorHandleForHeapStart);

            SamplerStateDescription samplerDesc = new SamplerStateDescription
            {
                Filter             = Filter.MinMagMipLinear,
                AddressU           = TextureAddressMode.Clamp,
                AddressV           = TextureAddressMode.Clamp,
                AddressW           = TextureAddressMode.Clamp,
                MaximumAnisotropy  = 0,
                MaximumLod         = float.MaxValue,
                MinimumLod         = -float.MaxValue,
                MipLodBias         = 0,
                ComparisonFunction = Comparison.Never
            };

            device.CreateSampler(samplerDesc, samplerViewHeap.CPUDescriptorHandleForHeapStart);

            // build constant buffer

            constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(1024 * 64), ResourceStates.GenericRead);

            var cbDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = constantBuffer.GPUVirtualAddress,
                SizeInBytes    = (Utilities.SizeOf <ConstantBufferData>() + 255) & ~255
            };
            var srvCbvStep = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView);
            device.CreateConstantBufferView(cbDesc, srvCbvHeap.CPUDescriptorHandleForHeapStart + srvCbvStep);

            constantBufferData = new ConstantBufferData
            {
                Project = Matrix.Identity
            };

            constantBufferPointer = constantBuffer.Map(0);
            Utilities.Write(constantBufferPointer, ref constantBufferData);

            // build depth buffer

            DescriptorHeapDescription descDescriptorHeapDSB = new DescriptorHeapDescription()
            {
                DescriptorCount = 1,
                Type            = DescriptorHeapType.DepthStencilView,
                Flags           = DescriptorHeapFlags.None
            };

            DescriptorHeap      descriptorHeapDSB = device.CreateDescriptorHeap(descDescriptorHeapDSB);
            ResourceDescription descDepth         = new ResourceDescription()
            {
                Dimension         = ResourceDimension.Texture2D,
                DepthOrArraySize  = 1,
                MipLevels         = 0,
                Flags             = ResourceFlags.AllowDepthStencil,
                Width             = (int)viewport.Width,
                Height            = (int)viewport.Height,
                Format            = Format.R32_Typeless,
                Layout            = TextureLayout.Unknown,
                SampleDescription = new SampleDescription()
                {
                    Count = 1
                }
            };

            ClearValue dsvClearValue = new ClearValue()
            {
                Format       = Format.D32_Float,
                DepthStencil = new DepthStencilValue()
                {
                    Depth   = 1.0f,
                    Stencil = 0
                }
            };

            Resource renderTargetDepth = device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, descDepth, ResourceStates.GenericRead, dsvClearValue);

            DepthStencilViewDescription depthDSV = new DepthStencilViewDescription()
            {
                Dimension = DepthStencilViewDimension.Texture2D,
                Format    = Format.D32_Float,
                Texture2D = new DepthStencilViewDescription.Texture2DResource()
                {
                    MipSlice = 0
                }
            };

            device.CreateDepthStencilView(renderTargetDepth, depthDSV, descriptorHeapDSB.CPUDescriptorHandleForHeapStart);
            handleDSV = descriptorHeapDSB.CPUDescriptorHandleForHeapStart;

            fence      = device.CreateFence(0, FenceFlags.None);
            fenceValue = 1;
            fenceEvent = new AutoResetEvent(false);
        }
Beispiel #9
0
        public void BuildPSO(Device3 device, GraphicsCommandList commandList)
        {
            buffer = new CBuffer()
            {
                Rows    = 3,
                Columns = 5
            };

            DescriptorHeapDescription cbvHeapDesc = new DescriptorHeapDescription()
            {
                DescriptorCount = 1,
                Flags           = DescriptorHeapFlags.ShaderVisible,
                Type            = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView
            };

            _constantBufferViewHeap = device.CreateDescriptorHeap(cbvHeapDesc);


            DescriptorHeapDescription srvHeapDesc = new DescriptorHeapDescription()
            {
                DescriptorCount = 1,
                Flags           = DescriptorHeapFlags.ShaderVisible,
                Type            = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView
            };

            _srvDescriptorHeap = device.CreateDescriptorHeap(srvHeapDesc);

            DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange()
                                                               {
                                                                   RangeType = DescriptorRangeType.ShaderResourceView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0
                                                               } };

            //Get sampler state setup
            StaticSamplerDescription sampler = new StaticSamplerDescription()
            {
                Filter           = Filter.MinimumMinMagMipPoint,
                AddressU         = TextureAddressMode.Border,
                AddressV         = TextureAddressMode.Border,
                AddressW         = TextureAddressMode.Border,
                MipLODBias       = 0,
                MaxAnisotropy    = 0,
                ComparisonFunc   = Comparison.Never,
                BorderColor      = StaticBorderColor.TransparentBlack,
                MinLOD           = 0.0f,
                MaxLOD           = float.MaxValue,
                ShaderRegister   = 0,
                RegisterSpace    = 0,
                ShaderVisibility = ShaderVisibility.Pixel,
            };

            RootParameter[] rootParameters = new RootParameter[] { new RootParameter(ShaderVisibility.Pixel, ranges),
                                                                   new RootParameter(ShaderVisibility.Pixel, new RootDescriptor(1, 0), RootParameterType.ConstantBufferView) };


            // Create an empty root signature.
            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rootParameters, new StaticSamplerDescription[] { sampler });

            _rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.

#if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/AtlasWalk.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/AtlasWalk.hlsl", "VSMain", "vs_5_0"));
#endif

#if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/AtlasWalk.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/AtlasWalk.hlsl", "PSMain", "ps_5_0"));
#endif

            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout        = new InputLayoutDescription(inputElementDescs),
                RootSignature      = _rootSignature,
                VertexShader       = vertexShader,
                PixelShader        = pixelShader,
                RasterizerState    = RasterizerStateDescription.Default(),
                BlendState         = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState  = new DepthStencilStateDescription()
                {
                    IsDepthEnabled = false, IsStencilEnabled = false
                },
                SampleMask            = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                Flags             = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput      = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            _pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Define the geometry for a triangle.
            Vertex[] triangleVertices = new Vertex[]
            {
                new Vertex()
                {
                    position = new Vector3(-0.5f, -0.5f, 0.5f), texCoord = new Vector2(1.0f, 1.0f)
                },
                new Vertex()
                {
                    position = new Vector3(-0.5f, 0.5f, 0.5f), texCoord = new Vector2(1.0f, 0.0f)
                },
                new Vertex()
                {
                    position = new Vector3(0.5f, -0.5f, 0.5f), texCoord = new Vector2(0.0f, 1.0f)
                },
                new Vertex()
                {
                    position = new Vector3(0.5f, 0.5f, 0.5f), texCoord = new Vector2(0.0f, 0.0f)
                }
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            _vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = _vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            _vertexBuffer.Unmap(0);

            _indicies = new int[] { 0, 1, 2,
                                    3, 2, 1 };

            int indBufferSize = Utilities.SizeOf(_indicies);

            _indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indBufferSize), ResourceStates.GenericRead);

            IntPtr pIndBegin = _indexBuffer.Map(0);
            Utilities.Write(pIndBegin, _indicies, 0, _indicies.Length);
            _indexBuffer.Unmap(0);

            _indexBufferView = new IndexBufferView()
            {
                BufferLocation = _indexBuffer.GPUVirtualAddress,
                Format         = Format.R32_UInt,
                SizeInBytes    = indBufferSize
            };

            // Initialize the vertex buffer view.
            _vertexBufferView = new VertexBufferView
            {
                BufferLocation = _vertexBuffer.GPUVirtualAddress,
                StrideInBytes  = Utilities.SizeOf <Vertex>(),
                SizeInBytes    = vertexBufferSize
            };

            Resource textureUploadHeap;

            // Create the texture.
            // Describe and create a Texture2D.
            ResourceDescription textureDesc = ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, textureWidth, textureHeight);
            _texture = device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, textureDesc, ResourceStates.CopyDestination);

            long uploadBufferSize = GetRequiredIntermediateSize(device, _texture, 0, 1);

            // Create the GPU upload buffer.
            textureUploadHeap = device.CreateCommittedResource(new HeapProperties(CpuPageProperty.WriteBack, MemoryPool.L0), HeapFlags.None, ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, textureWidth, textureHeight), ResourceStates.GenericRead);

            // Copy data to the intermediate upload heap and then schedule a copy
            // from the upload heap to the Texture2D.
            byte[] textureData = GenerateTextureData();

            GCHandle handle = GCHandle.Alloc(textureData, GCHandleType.Pinned);
            IntPtr   ptr    = Marshal.UnsafeAddrOfPinnedArrayElement(textureData, 0);
            textureUploadHeap.WriteToSubresource(0, null, ptr, 4 * textureWidth, textureData.Length);
            handle.Free();

            commandList.CopyTextureRegion(new TextureCopyLocation(_texture, 0), 0, 0, 0, new TextureCopyLocation(textureUploadHeap, 0), null);

            commandList.ResourceBarrierTransition(_texture, ResourceStates.CopyDestination, ResourceStates.PixelShaderResource);

            // Describe and create a SRV for the texture.
            ShaderResourceViewDescription srvDesc = new ShaderResourceViewDescription()
            {
                Shader4ComponentMapping = ComponentMapping(0, 1, 2, 3),
                Format    = textureDesc.Format,
                Dimension = ShaderResourceViewDimension.Texture2D,
            };
            srvDesc.Texture2D.MipLevels = 1;

            device.CreateShaderResourceView(_texture, srvDesc, _srvDescriptorHeap.CPUDescriptorHandleForHeapStart);

            _constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(1024 * 64), ResourceStates.GenericRead);

            //// Describe and create a constant buffer view.
            ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = _constantBuffer.GPUVirtualAddress,
                SizeInBytes    = (Utilities.SizeOf <CBuffer>() + 255) & ~255
            };
            device.CreateConstantBufferView(cbvDesc, _constantBufferViewHeap.CPUDescriptorHandleForHeapStart);

            // Initialize and map the constant buffers. We don't unmap this until the
            // app closes. Keeping things mapped for the lifetime of the resource is okay.
            _constantBufferPointer = _constantBuffer.Map(0);
            Utilities.Write(_constantBufferPointer, ref buffer);

            _resources = new[] { new GraphicsResource()
                                 {
                                     Heap = _srvDescriptorHeap, Register = 0, type = ResourceType.DescriptorTable
                                 },
                                 new GraphicsResource()
                                 {
                                     Resource = _constantBuffer, Register = 1, type = ResourceType.ConstantBufferView
                                 } };
        }
Beispiel #10
0
        private void LoadMesh(CpuDescriptorHandle heapStart)
        {
            SamplerStateDescription samplerDesc = new SamplerStateDescription()
            {
                Filter             = Filter.ComparisonMinMagMipLinear,
                AddressU           = TextureAddressMode.Wrap,
                AddressV           = TextureAddressMode.Wrap,
                AddressW           = TextureAddressMode.Wrap,
                MinimumLod         = float.MinValue,
                MaximumLod         = float.MaxValue,
                MipLodBias         = 0,
                MaximumAnisotropy  = 0,
                ComparisonFunction = Comparison.Never
            };
            var heapPosition = heapStart;

            // Load model from obj.
            var importer = new Assimp.AssimpContext();
            var scene    = importer.ImportFile(@"../../../Models/lara/lara.obj", PostProcessSteps.GenerateSmoothNormals | PostProcessSteps.FlipUVs | PostProcessSteps.PreTransformVertices);


            Vertex[] vertices = new Vertex[scene.Meshes.Sum(m => m.VertexCount)];
            int[]    indices  = new int[scene.Meshes.Sum(m => m.FaceCount * 3)];
            faceCounts = new List <int>();

            int vertexOffSet = 0;
            int indexOffSet  = 0;

            foreach (var mesh in scene.Meshes)
            {
                var positions = mesh.Vertices;
                var normals   = mesh.Normals;
                var texs      = mesh.TextureCoordinateChannels[0];
                for (int i = 0; i < mesh.VertexCount; i++)
                {
                    vertices[vertexOffSet + i] = new Vertex()
                    {
                        position          = new Vector3(positions[i].X, positions[i].Y, positions[i].Z),
                        normal            = new Vector3(normals[i].X, normals[i].Y, normals[i].Z),
                        textureCoordinate = new Vector3(texs[i].X, texs[i].Y, texs[i].Z)
                    };
                }

                var faces = mesh.Faces;
                for (int i = 0; i < mesh.FaceCount; i++)
                {
                    indices[i * 3 + indexOffSet]     = (int)faces[i].Indices[0] + vertexOffSet;
                    indices[i * 3 + 1 + indexOffSet] = (int)faces[i].Indices[1] + vertexOffSet;
                    indices[i * 3 + 2 + indexOffSet] = (int)faces[i].Indices[2] + vertexOffSet;
                }

                faceCounts.Add(mesh.FaceCount * 3);
                vertexOffSet += mesh.VertexCount;
                indexOffSet  += mesh.FaceCount * 3;

                string textureName = System.IO.Path.GetFileName(scene.Materials[mesh.MaterialIndex].TextureDiffuse.FilePath);
                var    texResource = TextureUtilities.CreateTextureFromDDS(device, @"../../../Models/lara/" + textureName);
                textures.Add(texResource);

                int D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING = 5768;
                ShaderResourceViewDescription desc           = new ShaderResourceViewDescription
                {
                    Dimension = ShaderResourceViewDimension.Texture2D,
                    Format    = texResource.Description.Format,
                    Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
                };
                desc.Texture2D.MipLevels           = 1;
                desc.Texture2D.MostDetailedMip     = 0;
                desc.Texture2D.ResourceMinLODClamp = 0;

                device.CreateShaderResourceView(texResource, desc, heapStart);
                heapStart += constantBufferDescriptorSize;
            }

            int vertexBufferSize = Utilities.SizeOf(vertices);


            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);

            Utilities.Write(pVertexDataBegin, vertices, 0, vertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes  = Utilities.SizeOf <Vertex>();
            vertexBufferView.SizeInBytes    = vertexBufferSize;


            //Create Index Buffer
            int indexBufferSize = Utilities.SizeOf(indices);

            indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pIndexDataBegin = indexBuffer.Map(0);

            Utilities.Write(pIndexDataBegin, indices, 0, indices.Length);
            indexBuffer.Unmap(0);

            // Initialize the index buffer view.
            indexBufferView = new IndexBufferView();
            indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress;
            indexBufferView.Format         = Format.R32_UInt;
            indexBufferView.SizeInBytes    = indexBufferSize;
        }
 private bool Add(string name, IndexBufferView index, Resource data)
 {
     bool result = Resources.TryAdd(name, data);
     result = (result == true) ? Indices.TryAdd(name, index) : false;
     return result;
 }
Beispiel #12
0
        public void BuildPSO(Device3 device, GraphicsCommandList commandList)
        {
            _resources = new GraphicsResource[0];
            // Create an empty root signature.
            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout);

            _rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.

#if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/SimpleShader.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/SimpleShader.hlsl", "VSMain", "vs_5_0"));
#endif

#if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/SimpleShader.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/SimpleShader.hlsl", "PSMain", "ps_5_0"));
#endif

            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 12, 0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout        = new InputLayoutDescription(inputElementDescs),
                RootSignature      = _rootSignature,
                VertexShader       = vertexShader,
                PixelShader        = pixelShader,
                RasterizerState    = RasterizerStateDescription.Default(),
                BlendState         = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState  = new DepthStencilStateDescription()
                {
                    IsDepthEnabled = false, IsStencilEnabled = false
                },
                SampleMask            = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                Flags             = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput      = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            _pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Define the geometry for a triangle.
            Vertex[] triangleVertices = new Vertex[]
            {
                new Vertex()
                {
                    position = new Vector3(-0.5f, -0.5f, 0.5f), color = new Vector4(1.0f, 0.0f, 0.0f, 1.0f)
                },
                new Vertex()
                {
                    position = new Vector3(-0.5f, 0.5f, 0.5f), color = new Vector4(1.0f, 0.0f, 0.0f, 1.0f)
                },
                new Vertex()
                {
                    position = new Vector3(0.5f, -0.5f, 0.5f), color = new Vector4(1.0f, 0.0f, 0.0f, 1.0f)
                },
                new Vertex()
                {
                    position = new Vector3(0.5f, 0.5f, 0.5f), color = new Vector4(1.0f, 0.0f, 0.0f, 1.0f)
                }
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            _vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = _vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            _vertexBuffer.Unmap(0);

            _indicies = new int[] { 0, 1, 2,
                                    3, 2, 1 };

            int indBufferSize = Utilities.SizeOf(_indicies);

            _indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indBufferSize), ResourceStates.GenericRead);

            IntPtr pIndBegin = _indexBuffer.Map(0);
            Utilities.Write(pIndBegin, _indicies, 0, _indicies.Length);
            _indexBuffer.Unmap(0);

            _indexBufferView = new IndexBufferView()
            {
                BufferLocation = _indexBuffer.GPUVirtualAddress,
                Format         = Format.R32_UInt,
                SizeInBytes    = indBufferSize
            };

            // Initialize the vertex buffer view.
            _vertexBufferView = new VertexBufferView
            {
                BufferLocation = _vertexBuffer.GPUVirtualAddress,
                StrideInBytes  = Utilities.SizeOf <Vertex>(),
                SizeInBytes    = vertexBufferSize
            };
        }
        private void LoadMesh(CpuDescriptorHandle heapStart)
        {
            SamplerStateDescription samplerDesc = new SamplerStateDescription()
            {
                Filter = Filter.ComparisonMinMagMipLinear,
                AddressU = TextureAddressMode.Wrap,
                AddressV = TextureAddressMode.Wrap,
                AddressW = TextureAddressMode.Wrap,
                MinimumLod = float.MinValue,
                MaximumLod = float.MaxValue,
                MipLodBias = 0,
                MaximumAnisotropy = 0,
                ComparisonFunction = Comparison.Never

            };
            var heapPosition = heapStart;

            // Load model from obj.
            var importer = new Assimp.AssimpContext();
            var scene = importer.ImportFile(@"../../../Models/lara/lara.obj", PostProcessSteps.GenerateSmoothNormals | PostProcessSteps.FlipUVs | PostProcessSteps.PreTransformVertices);

            Vertex[] vertices = new Vertex[scene.Meshes.Sum(m => m.VertexCount)];
            int[] indices = new int[scene.Meshes.Sum(m => m.FaceCount * 3)];
            faceCounts = new List<int>();

            int vertexOffSet = 0;
            int indexOffSet = 0;
            foreach (var mesh in scene.Meshes)
            {
                var positions = mesh.Vertices;
                var normals = mesh.Normals;
                var texs = mesh.TextureCoordinateChannels[0];
                for (int i = 0; i < mesh.VertexCount; i++)
                {
                    vertices[vertexOffSet + i] = new Vertex()
                    {
                        position = new Vector3(positions[i].X, positions[i].Y, positions[i].Z),
                        normal = new Vector3(normals[i].X, normals[i].Y, normals[i].Z),
                        textureCoordinate = new Vector3(texs[i].X, texs[i].Y, texs[i].Z)
                    };
                }

                var faces = mesh.Faces;
                for (int i = 0; i < mesh.FaceCount; i++)
                {
                    indices[i * 3 + indexOffSet] = (int)faces[i].Indices[0] + vertexOffSet;
                    indices[i * 3 + 1 + indexOffSet] = (int)faces[i].Indices[1] + vertexOffSet;
                    indices[i * 3 + 2 + indexOffSet] = (int)faces[i].Indices[2] + vertexOffSet;
                }

                faceCounts.Add(mesh.FaceCount * 3);
                vertexOffSet += mesh.VertexCount;
                indexOffSet += mesh.FaceCount * 3;

                string textureName = System.IO.Path.GetFileName(scene.Materials[mesh.MaterialIndex].TextureDiffuse.FilePath);
                var texResource = TextureUtilities.CreateTextureFromDDS(device, @"../../../Models/lara/" + textureName);
                textures.Add(texResource);

                int D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING = 5768;
                ShaderResourceViewDescription desc = new ShaderResourceViewDescription
                {
                    Dimension = ShaderResourceViewDimension.Texture2D,
                    Format = texResource.Description.Format,
                    Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
                };
                desc.Texture2D.MipLevels = 1;
                desc.Texture2D.MostDetailedMip = 0;
                desc.Texture2D.ResourceMinLODClamp = 0;

                device.CreateShaderResourceView(texResource, desc, heapStart);
                heapStart += constantBufferDescriptorSize;
            }

            int vertexBufferSize = Utilities.SizeOf(vertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, vertices, 0, vertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            //Create Index Buffer
            int indexBufferSize = Utilities.SizeOf(indices);
            indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pIndexDataBegin = indexBuffer.Map(0);
            Utilities.Write(pIndexDataBegin, indices, 0, indices.Length);
            indexBuffer.Unmap(0);

            // Initialize the index buffer view.
            indexBufferView = new IndexBufferView();
            indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress;
            indexBufferView.Format = Format.R32_UInt;
            indexBufferView.SizeInBytes = indexBufferSize;
        }
        public void SetIndexBuffer(Buffer buffer, int offset, bool is32bits)
        {
            var newIndexBuffer = new IndexBufferView(buffer, offset, is32bits);
            if (indexBuffer != newIndexBuffer)
            {
                // Setup index buffer
                indexBuffer = newIndexBuffer;

                // Setup index buffer
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, indexBuffer.Buffer != null ? indexBuffer.Buffer.BufferId : 0);
            }
        }
Beispiel #15
0
        public void BuildPSO(Device3 device, GraphicsCommandList commandList)
        {
            Projection = Matrix.PerspectiveFovLH((float)Math.PI / 3f, 4f / 3f, 1, 1000);
            View       = Matrix.LookAtLH(new Vector3(10 * (float)Math.Sin(rotation), 5, 10 * (float)Math.Cos(rotation)), Vector3.Zero, Vector3.UnitY);
            World      = Matrix.Translation(-2.5f, -2.5f, -2.5f);

            DescriptorHeapDescription cbvHeapDesc = new DescriptorHeapDescription()
            {
                DescriptorCount = 1,
                Flags           = DescriptorHeapFlags.ShaderVisible,
                Type            = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView
            };

            _perPassViewHeap = device.CreateDescriptorHeap(cbvHeapDesc);

            RootParameter[] rootParameters = new RootParameter[] { new RootParameter(ShaderVisibility.All, new RootDescriptor(0, 0), RootParameterType.ConstantBufferView) };


            // Create an empty root signature.
            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rootParameters);

            _rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.

#if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/Untextured.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/Untextured.hlsl", "VSMain", "vs_5_0"));
#endif

#if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/Untextured.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/Untextured.hlsl", "PSMain", "ps_5_0"));
#endif

            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 12, 0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout           = new InputLayoutDescription(inputElementDescs),
                RootSignature         = _rootSignature,
                VertexShader          = vertexShader,
                PixelShader           = pixelShader,
                RasterizerState       = RasterizerStateDescription.Default(),
                BlendState            = BlendStateDescription.Default(),
                DepthStencilFormat    = SharpDX.DXGI.Format.D24_UNorm_S8_UInt,
                DepthStencilState     = DepthStencilStateDescription.Default(),
                SampleMask            = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                Flags             = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput      = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            _pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Define the geometry for a triangle.
            Vertex[] triangleVertices = new Vertex[]
            {
                //Front
                new Vertex()
                {
                    Position = new Vector3(0, 0, 0), Color = new Vector4(0, 0, 1, 1)
                },
                new Vertex()
                {
                    Position = new Vector3(0, 5, 0), Color = new Vector4(0, 0, 1, 1)
                },
                new Vertex()
                {
                    Position = new Vector3(5, 0, 0), Color = new Vector4(0, 0, 1, 1)
                },
                new Vertex()
                {
                    Position = new Vector3(5, 5, 0), Color = new Vector4(0, 0, 1, 1)
                },

                //Back
                new Vertex()
                {
                    Position = new Vector3(0, 0, 5), Color = new Vector4(0, 0, 1, 1)
                },
                new Vertex()
                {
                    Position = new Vector3(0, 5, 5), Color = new Vector4(0, 0, 1, 1)
                },
                new Vertex()
                {
                    Position = new Vector3(5, 0, 5), Color = new Vector4(0, 0, 1, 1)
                },
                new Vertex()
                {
                    Position = new Vector3(5, 5, 5), Color = new Vector4(0, 0, 1, 1)
                },

                //Left
                new Vertex()
                {
                    Position = new Vector3(0, 0, 0), Color = new Vector4(0, 1, 0, 1)
                },
                new Vertex()
                {
                    Position = new Vector3(0, 5, 0), Color = new Vector4(0, 1, 0, 1)
                },
                new Vertex()
                {
                    Position = new Vector3(0, 0, 5), Color = new Vector4(0, 1, 0, 1)
                },
                new Vertex()
                {
                    Position = new Vector3(0, 5, 5), Color = new Vector4(0, 1, 0, 1)
                },

                //Right
                new Vertex()
                {
                    Position = new Vector3(5, 0, 0), Color = new Vector4(0, 1, 0, 1)
                },
                new Vertex()
                {
                    Position = new Vector3(5, 5, 0), Color = new Vector4(0, 1, 0, 1)
                },
                new Vertex()
                {
                    Position = new Vector3(5, 0, 5), Color = new Vector4(0, 1, 0, 1)
                },
                new Vertex()
                {
                    Position = new Vector3(5, 5, 5), Color = new Vector4(0, 1, 0, 1)
                },

                //Top
                new Vertex()
                {
                    Position = new Vector3(0, 0, 0), Color = new Vector4(1, 0, 0, 1)
                },
                new Vertex()
                {
                    Position = new Vector3(0, 0, 5), Color = new Vector4(1, 0, 0, 1)
                },
                new Vertex()
                {
                    Position = new Vector3(5, 0, 0), Color = new Vector4(1, 0, 0, 1)
                },
                new Vertex()
                {
                    Position = new Vector3(5, 0, 5), Color = new Vector4(1, 0, 0, 1)
                },

                //Bottom
                new Vertex()
                {
                    Position = new Vector3(0, 5, 0), Color = new Vector4(1, 0, 0, 1)
                },
                new Vertex()
                {
                    Position = new Vector3(0, 5, 5), Color = new Vector4(1, 0, 0, 1)
                },
                new Vertex()
                {
                    Position = new Vector3(5, 5, 0), Color = new Vector4(1, 0, 0, 1)
                },
                new Vertex()
                {
                    Position = new Vector3(5, 5, 5), Color = new Vector4(1, 0, 0, 1)
                }
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            _vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = _vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            _vertexBuffer.Unmap(0);

            _indicies = new int[] { 0, 1, 2,
                                    3, 2, 1,
                                    6, 5, 4,
                                    5, 6, 7,

                                    10, 9, 8,
                                    9, 10, 11,
                                    12, 13, 14,
                                    15, 14, 13,

                                    18, 17, 16,
                                    17, 18, 19,
                                    20, 21, 22,
                                    23, 22, 21 };

            int indBufferSize = Utilities.SizeOf(_indicies);

            _indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indBufferSize), ResourceStates.GenericRead);

            IntPtr pIndBegin = _indexBuffer.Map(0);
            Utilities.Write(pIndBegin, _indicies, 0, _indicies.Length);
            _indexBuffer.Unmap(0);

            _indexBufferView = new IndexBufferView()
            {
                BufferLocation = _indexBuffer.GPUVirtualAddress,
                Format         = Format.R32_UInt,
                SizeInBytes    = indBufferSize
            };

            // Initialize the vertex buffer view.
            _vertexBufferView = new VertexBufferView
            {
                BufferLocation = _vertexBuffer.GPUVirtualAddress,
                StrideInBytes  = Utilities.SizeOf <Vertex>(),
                SizeInBytes    = vertexBufferSize
            };

            _perPassBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(Utilities.SizeOf <PerPass>()), ResourceStates.GenericRead);

            //// Describe and create a constant buffer view.
            ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = _perPassBuffer.GPUVirtualAddress,
                SizeInBytes    = (Utilities.SizeOf <PerPass>() + 255) & ~255
            };
            device.CreateConstantBufferView(cbvDesc, _perPassViewHeap.CPUDescriptorHandleForHeapStart);

            // Initialize and map the constant buffers. We don't unmap this until the
            // app closes. Keeping things mapped for the lifetime of the resource is okay.
            _perPassPointer = _perPassBuffer.Map(0);
            Utilities.Write(_perPassPointer, ref buffer);

            _resources = new[] { new GraphicsResource()
                                 {
                                     Resource = _perPassBuffer, Register = 0, type = ResourceType.ConstantBufferView
                                 } };
        }
        private void LoadAssets()
        {
            // Create the root signature description.
            var rootSignatureDesc = new RootSignatureDescription(

                RootSignatureFlags.AllowInputAssemblerInputLayout,
                // Root Parameters
                new[]
                {
                    new RootParameter(ShaderVisibility.All,
                        new []
                        {
                            new DescriptorRange()
                            {
                                RangeType = DescriptorRangeType.ShaderResourceView,
                                DescriptorCount = 1,
                                OffsetInDescriptorsFromTableStart = int.MinValue,
                                BaseShaderRegister = 0
                            },
                            new DescriptorRange()
                            {
                                RangeType = DescriptorRangeType.ConstantBufferView,
                                DescriptorCount = 1,
                                OffsetInDescriptorsFromTableStart = int.MinValue + 1,
                                BaseShaderRegister = 0
                            }
                        }),
                    new RootParameter(ShaderVisibility.Pixel,
                        new DescriptorRange()
                        {
                            RangeType = DescriptorRangeType.Sampler,
                            DescriptorCount = 1,
                            OffsetInDescriptorsFromTableStart = int.MinValue,
                            BaseShaderRegister = 0
                        }),
                });
                //// Samplers
                //new[]
                //{
                //    new StaticSamplerDescription(ShaderVisibility.Pixel, 0, 0)
                //    {
                //        Filter = Filter.MinimumMinMagMipPoint,
                //        AddressUVW = TextureAddressMode.Border,
                //    }
                //});

            rootSignature = device.CreateRootSignature(0, rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.
            #if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0"));
            #endif

            #if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
            #endif

            #if DEBUG
            //var result = SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "GSMain", "gs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug);
            var geometryShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.Compile(SharpDX.IO.NativeFile.ReadAllText("../../shaders.hlsl"), "GSMain", "gs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
            #endif

            // Define the vertex input layout.
            var inputElementDescs = new[]
            {
                    new InputElement("POSITION",0,Format.R32G32B32_Float,0,0),
                    new InputElement("TEXCOORD",0,Format.R32G32_Float,12,0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            var psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                GeometryShader = geometryShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = new DepthStencilStateDescription()
                {
                    IsDepthEnabled = true,
                    DepthComparison = Comparison.LessEqual,
                    DepthWriteMask = DepthWriteMask.All,
                    IsStencilEnabled = false
                },
                SampleMask = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount = 1,
                Flags = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);
            commandList.Close();

            // build vertex buffer

            var triangleVertices = new[]
            {
                //TOP
                new Vertex() {Position = new Vector3(-1f , 1f , 1f) , TexCoord = new Vector2(1f ,1f)} ,
                new Vertex() {Position = new Vector3(1f , 1f , 1f) , TexCoord = new Vector2(0f ,1f)} ,
                new Vertex() {Position = new Vector3(1f , 1f ,-1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(-1f , 1f ,-1f) , TexCoord = new Vector2(1f ,0f)} ,
                //BOTTOM
                new Vertex() {Position = new Vector3(-1f ,-1f , 1f) , TexCoord = new Vector2(1f ,1f)} ,
                new Vertex() {Position = new Vector3(1f ,-1f , 1f) , TexCoord = new Vector2(0f ,1f)} ,
                new Vertex() {Position = new Vector3(1f ,-1f ,-1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(-1f ,-1f ,-1f) , TexCoord = new Vector2(1f ,0f)} ,
                //LEFT
                new Vertex() {Position = new Vector3(-1f ,-1f , 1f) , TexCoord = new Vector2(0f ,1f)} ,
                new Vertex() {Position = new Vector3(-1f , 1f , 1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(-1f , 1f ,-1f) , TexCoord = new Vector2(1f ,0f)} ,
                new Vertex() {Position = new Vector3(-1f ,-1f ,-1f) , TexCoord = new Vector2(1f ,1f)} ,
                //RIGHT
                new Vertex() {Position = new Vector3(1f ,-1f , 1f) , TexCoord = new Vector2(1f ,1f)} ,
                new Vertex() {Position = new Vector3(1f , 1f , 1f) , TexCoord = new Vector2(1f ,0f)} ,
                new Vertex() {Position = new Vector3(1f , 1f ,-1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(1f ,-1f ,-1f) , TexCoord = new Vector2(0f ,1f)} ,
                //FRONT
                new Vertex() {Position = new Vector3(-1f , 1f , 1f) , TexCoord = new Vector2(1f ,0f)} ,
                new Vertex() {Position = new Vector3(1f , 1f , 1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(1f ,-1f , 1f) , TexCoord = new Vector2(0f ,1f)} ,
                new Vertex() {Position = new Vector3(-1f ,-1f , 1f) , TexCoord = new Vector2(1f ,1f)} ,
                //BACK
                new Vertex() {Position = new Vector3(-1f , 1f ,-1f) , TexCoord = new Vector2(0f ,0f)} ,
                new Vertex() {Position = new Vector3(1f , 1f ,-1f) , TexCoord = new Vector2(1f ,0f)} ,
                new Vertex() {Position = new Vector3(1f ,-1f ,-1f) , TexCoord = new Vector2(1f ,1f)} ,
                new Vertex() {Position = new Vector3(-1f ,-1f ,-1f) , TexCoord = new Vector2(0f ,1f)}
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            vertexBuffer.Unmap(0);

            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            // build index buffer

            var triangleIndexes = new uint[]
            {
                0,1,2,
                0,2,3,

                4,6,5,
                4,7,6,

                8,9,10,
                8,10,11,

                12,14,13,
                12,15,14,

                16,18,17,
                16,19,18,

                20,21,22,
                20,22,23
            };

            int indexBufferSize = Utilities.SizeOf(triangleIndexes);

            indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indexBufferSize), ResourceStates.GenericRead);
            IntPtr pIndexDataBegin = indexBuffer.Map(0);
            Utilities.Write(pIndexDataBegin, triangleIndexes, 0, triangleIndexes.Length);
            indexBuffer.Unmap(0);

            indexBufferView = new IndexBufferView();
            indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress;
            indexBufferView.SizeInBytes = indexBufferSize;
            indexBufferView.Format = Format.R32_UInt;

            // Create the texture.
            // Describe and create a Texture2D.
            var textureDesc = ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, TextureWidth, TextureHeight, 1, 1, 1, 0, ResourceFlags.None, TextureLayout.Unknown, 0);
            texture = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, textureDesc, ResourceStates.GenericRead, null);

            // Copy data to the intermediate upload heap and then schedule a copy
            // from the upload heap to the Texture2D.
            byte[] textureData = Utilities.ReadStream(new FileStream("../../texture1.dds", FileMode.Open));

            texture.Name = "Texture";

            var handle = GCHandle.Alloc(textureData, GCHandleType.Pinned);
            var ptr = Marshal.UnsafeAddrOfPinnedArrayElement(textureData, 0);
            texture.WriteToSubresource(0, null, ptr, TextureWidth * 4, textureData.Length);
            handle.Free();

            // Describe and create a SRV for the texture.
            var srvDesc = new ShaderResourceViewDescription
            {
                Shader4ComponentMapping = ((((0) & 0x7) |(((1) & 0x7) << 3) |(((2) & 0x7) << (3 * 2)) |(((3) & 0x7) << (3 * 3)) | (1 << (3 * 4)))),

                Format = textureDesc.Format,
                Dimension = ShaderResourceViewDimension.Texture2D,
                Texture2D =
                {
                    MipLevels = 1,
                    MostDetailedMip = 0,
                    PlaneSlice = 0,
                    ResourceMinLODClamp = 0.0f
                },
            };

            device.CreateShaderResourceView(texture, srvDesc, srvCbvHeap.CPUDescriptorHandleForHeapStart);

            SamplerStateDescription samplerDesc = new SamplerStateDescription
            {
                Filter = Filter.MinMagMipLinear,
                AddressU = TextureAddressMode.Clamp,
                AddressV = TextureAddressMode.Clamp,
                AddressW = TextureAddressMode.Clamp,
                MaximumAnisotropy = 0,
                MaximumLod = float.MaxValue,
                MinimumLod = -float.MaxValue,
                MipLodBias = 0,
                ComparisonFunction = Comparison.Never
            };

            device.CreateSampler(samplerDesc, samplerViewHeap.CPUDescriptorHandleForHeapStart);

            // build constant buffer

            constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(1024 * 64), ResourceStates.GenericRead);

            var cbDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = constantBuffer.GPUVirtualAddress,
                SizeInBytes = (Utilities.SizeOf<ConstantBufferData>() + 255) & ~255
            };
            var srvCbvStep = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView);
            device.CreateConstantBufferView(cbDesc, srvCbvHeap.CPUDescriptorHandleForHeapStart + srvCbvStep);

            constantBufferData = new ConstantBufferData
            {
                Project = Matrix.Identity
            };

            constantBufferPointer = constantBuffer.Map(0);
            Utilities.Write(constantBufferPointer, ref constantBufferData);

            // build depth buffer

            DescriptorHeapDescription descDescriptorHeapDSB = new DescriptorHeapDescription()
            {
                DescriptorCount = 1,
                Type = DescriptorHeapType.DepthStencilView,
                Flags = DescriptorHeapFlags.None
            };

            DescriptorHeap descriptorHeapDSB = device.CreateDescriptorHeap(descDescriptorHeapDSB);
            ResourceDescription descDepth = new ResourceDescription()
            {
                Dimension = ResourceDimension.Texture2D,
                DepthOrArraySize = 1,
                MipLevels = 0,
                Flags = ResourceFlags.AllowDepthStencil,
                Width = (int)viewport.Width,
                Height = (int)viewport.Height,
                Format = Format.R32_Typeless,
                Layout = TextureLayout.Unknown,
                SampleDescription = new SampleDescription() { Count = 1 }
            };

            ClearValue dsvClearValue = new ClearValue()
            {
                Format = Format.D32_Float,
                DepthStencil = new DepthStencilValue()
                {
                    Depth = 1.0f,
                    Stencil = 0
                }
            };

            Resource renderTargetDepth = device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, descDepth, ResourceStates.GenericRead, dsvClearValue);

            DepthStencilViewDescription depthDSV = new DepthStencilViewDescription()
            {
                Dimension = DepthStencilViewDimension.Texture2D,
                Format = Format.D32_Float,
                Texture2D = new DepthStencilViewDescription.Texture2DResource()
                {
                    MipSlice = 0
                }
            };

            device.CreateDepthStencilView(renderTargetDepth, depthDSV, descriptorHeapDSB.CPUDescriptorHandleForHeapStart);
            handleDSV = descriptorHeapDSB.CPUDescriptorHandleForHeapStart;

            fence = device.CreateFence(0, FenceFlags.None);
            fenceValue = 1;
            fenceEvent = new AutoResetEvent(false);
        }
Beispiel #17
0
        /// <summary>
        /// Setup resources for rendering
        /// </summary>
        void LoadAssets()
        {
            // Create the main command list
            commandList = Collect(device.CreateCommandList(CommandListType.Direct, commandListAllocator, pipelineState));

            // Create the descriptor heap for the render target view
            descriptorHeapRT = Collect(device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                Type            = DescriptorHeapType.RenderTargetView,
                DescriptorCount = 1
            }));
#if USE_DEPTH
            descriptorHeapDS = Collect(device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                Type            = DescriptorHeapType.DepthStencilView,
                DescriptorCount = 1
            }));
#endif
#if USE_TEXTURE
            descriptorHeapCB = Collect(device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                Type            = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView,
                DescriptorCount = 2,
                Flags           = DescriptorHeapFlags.ShaderVisible,
            }));
            descriptorHeapS = Collect(device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                Type            = DescriptorHeapType.Sampler,
                DescriptorCount = 1,
                Flags           = DescriptorHeapFlags.ShaderVisible,
            }));
            descriptorsHeaps[0] = descriptorHeapCB;
            descriptorsHeaps[1] = descriptorHeapS;
#else
            descriptorHeapCB = Collect(device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                Type            = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView,
                DescriptorCount = 1,
                Flags           = DescriptorHeapFlags.ShaderVisible,
            }));
            descriptorsHeaps[0] = descriptorHeapCB;
#endif
#if true // root signature in code
            var rsparams = new RootParameter[]
            {
                new RootParameter(ShaderVisibility.Vertex, new RootDescriptor(), RootParameterType.ConstantBufferView),
                new RootParameter(ShaderVisibility.Vertex,
                                  new DescriptorRange
                {
                    RangeType          = DescriptorRangeType.ConstantBufferView,
                    BaseShaderRegister = 1,
                    DescriptorCount    = 1,
                }),
#if USE_TEXTURE
                new RootParameter(ShaderVisibility.Pixel,
                                  new DescriptorRange
                {
                    RangeType          = DescriptorRangeType.ShaderResourceView,
                    BaseShaderRegister = 0,
                    DescriptorCount    = 1,
                }),
                new RootParameter(ShaderVisibility.Pixel,
                                  new DescriptorRange
                {
                    RangeType          = DescriptorRangeType.Sampler,
                    BaseShaderRegister = 0,
                    DescriptorCount    = 1,
                }),
#endif
            };
            var rs = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rsparams);
            rootSignature = Collect(device.CreateRootSignature(rs.Serialize()));
#else
            var rootSignatureByteCode = Utilities.ReadStream(assembly.GetManifestResourceStream("Shaders.Cube" + shaderNameSuffix + ".rs"));
            using (var bufferRootSignature = DataBuffer.Create(rootSignatureByteCode))
                rootSignature = Collect(device.CreateRootSignature(bufferRootSignature));
#endif
            byte[] vertexShaderByteCode = GetResourceBytes("Cube" + shaderNameSuffix + ".vso");
            byte[] pixelShaderByteCode  = GetResourceBytes("Cube" + shaderNameSuffix + ".pso");

            var layout = new InputLayoutDescription(new InputElement[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0),
                new InputElement("NORMAL", 0, Format.R32G32B32_Float, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 0),
#if USE_INSTANCES
                new InputElement("OFFSET", 0, Format.R32G32B32_Float, 0, 1, InputClassification.PerInstanceData, 1),
#endif
            });

            #region pipeline state
            var psd = new GraphicsPipelineStateDescription
            {
                InputLayout           = layout,
                VertexShader          = vertexShaderByteCode,
                PixelShader           = pixelShaderByteCode,
                RootSignature         = rootSignature,
                DepthStencilState     = DepthStencilStateDescription.Default(),
                DepthStencilFormat    = Format.Unknown,
                BlendState            = BlendStateDescription.Default(),
                RasterizerState       = RasterizerStateDescription.Default(),
                SampleDescription     = new SampleDescription(1, 0),
                RenderTargetCount     = 1,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                SampleMask            = -1,
                StreamOutput          = new StreamOutputDescription()
            };
            psd.RenderTargetFormats[0] = Format.R8G8B8A8_UNorm;
#if USE_DEPTH
            psd.DepthStencilFormat = Format.D32_Float;
#else
            psd.DepthStencilState.IsDepthEnabled = false;
#endif
            //psd.RasterizerState.CullMode = CullMode.None;
            pipelineState = Collect(device.CreateGraphicsPipelineState(psd));
            #endregion pipeline state

            #region vertices
            var vertices = new[]
            {
                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                       // Front
                -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,

                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                        // BACK
                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                        // BACK
                1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,

                -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                        // Top
                -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                        // Top
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,

                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                       // Bottom
                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                       // Bottom
                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,

                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                       // Left
                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                       // Left
                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,

                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                        // Right
                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,                        // Right
                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
            };
            #endregion vertices
            #region vertex buffer
            // Instantiate Vertex buiffer from vertex data
            int sizeOfFloat = sizeof(float);
            int sizeInBytes = vertices.Length * sizeOfFloat;
            vertexBuffer = Collect(device.CreateCommittedResource(
                                       new HeapProperties(HeapType.Upload),
                                       HeapFlags.None,
                                       new ResourceDescription(ResourceDimension.Buffer, 0, sizeInBytes, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None),
                                       ResourceStates.GenericRead));
            vertexBufferView = new[]
            {
                new VertexBufferView
                {
                    BufferLocation = vertexBuffer.GPUVirtualAddress,
                    SizeInBytes    = sizeInBytes,
                    StrideInBytes  = sizeOfFloat * 8,
                }
            };
            var ptr = vertexBuffer.Map(0);
            Utilities.Write(ptr, vertices, 0, vertices.Length);
            vertexBuffer.Unmap(0);
            #endregion vertex buffer
            #region instances
#if USE_INSTANCES
            int instanceSizeInBytes = sizeOfFloat * instances.Length;
            instancesBuffer = Collect(device.CreateCommittedResource(
                                          new HeapProperties(HeapType.Upload),
                                          HeapFlags.None,
                                          new ResourceDescription(ResourceDimension.Buffer, 0, instanceSizeInBytes, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None),
                                          ResourceStates.GenericRead));
            instancesBufferView = new[]
            {
                new VertexBufferView
                {
                    BufferLocation = instancesBuffer.GPUVirtualAddress,
                    SizeInBytes    = instanceSizeInBytes,
                    StrideInBytes  = sizeOfFloat * 3,
                }
            };
            ptr = instancesBuffer.Map(0);
            Utilities.Write(ptr, instances, 0, instances.Length);
            instancesBuffer.Unmap(0);
#endif
            #endregion instances

            #region indices
#if USE_INDICES
            var indexData = new[]
            {
                0, 1, 2, 3, 4,
                5, 6, 7, 8, 9, 10,
                11, 12, 13, 14, 15, 16,
                17, 18, 19, 20, 21, 22,
                23, 24, 25, 26, 27, 28,
                29, 30, 31, 32, 33
            };
            sizeInBytes = indexData.Length * sizeof(int);
            indexBuffer = Collect(device.CreateCommittedResource(
                                      new HeapProperties(HeapType.Upload),
                                      HeapFlags.None,
                                      new ResourceDescription(ResourceDimension.Buffer, 0, sizeInBytes, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None),
                                      ResourceStates.GenericRead));
            ptr = indexBuffer.Map(0);
            Utilities.Write(ptr, indexData, 0, indexData.Length);
            indexBuffer.Unmap(0);
            indexBufferView = new IndexBufferView
            {
                BufferLocation = indexBuffer.GPUVirtualAddress,
                SizeInBytes    = sizeInBytes,
                Format         = Format.R32_UInt
            };
#endif
            #endregion indices

            #region transform
            transWorld = Collect(device.CreateCommittedResource(
                                     new HeapProperties(HeapType.Upload),
                                     HeapFlags.None,
                                     new ResourceDescription(ResourceDimension.Buffer, 0, 16 * sizeOfMatrix, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None),
                                     ResourceStates.GenericRead));
            transWorldPtr = transWorld.Map(0);
            transViewProj = Collect(device.CreateCommittedResource(
                                        new HeapProperties(HeapType.Upload),
                                        HeapFlags.None,
                                        new ResourceDescription(ResourceDimension.Buffer, 0, sizeOfMatrix, 1, 1, 1, Format.Unknown, 1, 0, TextureLayout.RowMajor, ResourceFlags.None),
                                        ResourceStates.GenericRead));
            device.CreateConstantBufferView(new ConstantBufferViewDescription
            {
                BufferLocation = transViewProj.GPUVirtualAddress,
                SizeInBytes    = sizeOfMatrix,
            }, descriptorHeapCB.CPUDescriptorHandleForHeapStart);

            var view = Matrix.LookAtLH(new Vector3(5, 5, -5), Vector3.Zero, Vector3.UnitY);
            var proj = Matrix.PerspectiveFovLH(MathUtil.Pi / 4, (float)width / height, 0.1f, 100);
            var vpT  = view * proj;
            vpT.Transpose();
            ptr = transViewProj.Map(0);
            Utilities.Write(ptr, ref vpT);
            transViewProj.Unmap(0);
            #endregion transform

#if USE_TEXTURE
            #region texture
            Resource buf;
            using (var tl = new TextureLoader("GeneticaMortarlessBlocks.jpg"))
            {
                int w = tl.Width, h = tl.Height;
                var descrs = new[]
                {
                    new ResourceDescription(ResourceDimension.Texture2D,
                                            0, w, h, 1, 1,
                                            Format.B8G8R8A8_UNorm, 1, 0,
                                            TextureLayout.Unknown,
                                            ResourceFlags.None),
                };
                texture = Collect(device.CreateCommittedResource(
                                      new HeapProperties(HeapType.Default),
                                      HeapFlags.None,
                                      descrs[0],
                                      ResourceStates.CopyDestination)
                                  );
                var resAllocInfo = device.GetResourceAllocationInfo(1, 1, descrs);
                buf = device.CreateCommittedResource(
                    new HeapProperties(HeapType.Upload),
                    HeapFlags.None,
                    new ResourceDescription(
                        ResourceDimension.Buffer,
                        0,
                        resAllocInfo.SizeInBytes,
                        1, 1, 1,
                        Format.Unknown,
                        1, 0,
                        TextureLayout.RowMajor,
                        ResourceFlags.None),
                    ResourceStates.GenericRead);

                var ptrBuf   = buf.Map(0);
                int rowPitch = tl.CopyImageData(ptrBuf);
                buf.Unmap(0);

                var src = new TextureCopyLocation(buf,
                                                  new PlacedSubResourceFootprint
                {
                    Offset    = 0,
                    Footprint = new SubResourceFootprint
                    {
                        Format   = Format.B8G8R8A8_UNorm_SRgb,
                        Width    = w,
                        Height   = h,
                        Depth    = 1,
                        RowPitch = rowPitch
                    }
                }
                                                  );
                var dst = new TextureCopyLocation(texture, 0);
                // record copy
                commandList.CopyTextureRegion(dst, 0, 0, 0, src, null);

                commandList.ResourceBarrierTransition(texture, ResourceStates.CopyDestination, ResourceStates.GenericRead);
            }
            descrOffsetCB = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView);
            device.CreateShaderResourceView(texture, null, descriptorHeapCB.CPUDescriptorHandleForHeapStart + descrOffsetCB);
            #endregion texture

            #region sampler
            device.CreateSampler(new SamplerStateDescription
            {
                AddressU = TextureAddressMode.Wrap,
                AddressV = TextureAddressMode.Wrap,
                AddressW = TextureAddressMode.Wrap,
                Filter   = Filter.MaximumMinMagMipLinear,
            }, descriptorHeapS.CPUDescriptorHandleForHeapStart);
            #endregion sampler
#endif
            // Get the backbuffer and creates the render target view
            renderTarget = Collect(swapChain.GetBackBuffer <Resource>(0));
            device.CreateRenderTargetView(renderTarget, null, descriptorHeapRT.CPUDescriptorHandleForHeapStart);

#if USE_DEPTH
            depthBuffer = Collect(device.CreateCommittedResource(
                                      new HeapProperties(HeapType.Default),
                                      HeapFlags.None,
                                      new ResourceDescription(ResourceDimension.Texture2D, 0, width, height, 1, 1, Format.D32_Float, 1, 0, TextureLayout.Unknown, ResourceFlags.AllowDepthStencil),
                                      ResourceStates.Present,
                                      new ClearValue
            {
                Format       = Format.D32_Float,
                DepthStencil = new DepthStencilValue
                {
                    Depth   = 1,
                    Stencil = 0,
                }
            }));
            device.CreateDepthStencilView(depthBuffer, null, descriptorHeapDS.CPUDescriptorHandleForHeapStart);
#endif

            // Create the viewport
            viewPort = new ViewportF(0, 0, width, height);

            // Create the scissor
            scissorRectangle = new Rectangle(0, 0, width, height);

            // Create a fence to wait for next frame
            fence        = Collect(device.CreateFence(0, FenceFlags.None));
            currentFence = 1;

            // Close command list
            commandList.Close();
            commandQueue.ExecuteCommandList(commandList);

            // Create an event handle use for VTBL
            CreateWaitEvent();

            // Wait the command list to complete
            WaitForPrevFrame();
#if USE_TEXTURE
            buf.Dispose();
#endif
        }
        private void LoadAssets()
        {
            DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange() { RangeType = DescriptorRangeType.ConstantBufferView, BaseShaderRegister = 0, DescriptorCount = 1 } };
            RootParameter parameter = new RootParameter(ShaderVisibility.Vertex, ranges);

            // Create a root signature.
            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, new RootParameter[] { parameter });
            rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.

            #if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "VSMain", "vs_5_0"));
            #endif

            #if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
            #else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("shaders.hlsl", "PSMain", "ps_5_0"));
            #endif

            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                    new InputElement("POSITION",0,Format.R32G32B32_Float,0,0),
                    new InputElement("COLOR",0,Format.R32G32B32A32_Float,12,0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout = new InputLayoutDescription(inputElementDescs),
                RootSignature = rootSignature,
                VertexShader = vertexShader,
                PixelShader = pixelShader,
                RasterizerState = RasterizerStateDescription.Default(),
                BlendState = BlendStateDescription.Default(),
                DepthStencilFormat = SharpDX.DXGI.Format.D32_Float,
                DepthStencilState = DepthStencilStateDescription.Default(),
                SampleMask = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount = 1,
                Flags = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Create the command list.
            commandList = device.CreateCommandList(CommandListType.Direct, commandAllocator, pipelineState);

            // Command lists are created in the recording state, but there is nothing
            // to record yet. The main loop expects it to be closed, so close it now.
            commandList.Close();

            // Create the vertex buffer.
            float aspectRatio = viewport.Width / viewport.Height;

            // Define the geometry for a cube.

            Vertex[] vertices = new[]
            {
                ////TOP
                new Vertex(new Vector3(-5,5,5),new Vector4(0,1,0,0)),
                new Vertex(new Vector3(5,5,5),new Vector4(0,1,0,0)),
                new Vertex(new Vector3(5,5,-5),new Vector4(0,1,0,0)),
                new Vertex(new Vector3(-5,5,-5),new Vector4(0,1,0,0)),
                //BOTTOM
                new Vertex(new Vector3(-5,-5,5),new Vector4(1,0,1,1)),
                new Vertex(new Vector3(5,-5,5),new Vector4(1,0,1,1)),
                new Vertex(new Vector3(5,-5,-5),new Vector4(1,0,1,1)),
                new Vertex(new Vector3(-5,-5,-5),new Vector4(1,0,1,1)),
                //LEFT
                new Vertex(new Vector3(-5,-5,5),new Vector4(1,0,0,1)),
                new Vertex(new Vector3(-5,5,5),new Vector4(1,0,0,1)),
                new Vertex(new Vector3(-5,5,-5),new Vector4(1,0,0,1)),
                new Vertex(new Vector3(-5,-5,-5),new Vector4(1,0,0,1)),
                //RIGHT
                new Vertex(new Vector3(5,-5,5),new Vector4(1,1,0,1)),
                new Vertex(new Vector3(5,5,5),new Vector4(1,1,0,1)),
                new Vertex(new Vector3(5,5,-5),new Vector4(1,1,0,1)),
                new Vertex(new Vector3(5,-5,-5),new Vector4(1,1,0,1)),
                //FRONT
                new Vertex(new Vector3(-5,5,5),new Vector4(0,1,1,1)),
                new Vertex(new Vector3(5,5,5),new Vector4(0,1,1,1)),
                new Vertex(new Vector3(5,-5,5),new Vector4(0,1,1,1)),
                new Vertex(new Vector3(-5,-5,5),new Vector4(0,1,1,1)),
                //BACK
                new Vertex(new Vector3(-5,5,-5),new Vector4(0,0,1,1)),
                new Vertex(new Vector3(5,5,-5),new Vector4(0,0,1,1)),
                new Vertex(new Vector3(5,-5,-5),new Vector4(0,0,1,1)),
                new Vertex(new Vector3(-5,-5,-5),new Vector4(0,0,1,1))
            };

            int vertexBufferSize = Utilities.SizeOf(vertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, vertices, 0, vertices.Length);
            vertexBuffer.Unmap(0);

            // Initialize the vertex buffer view.
            vertexBufferView = new VertexBufferView();
            vertexBufferView.BufferLocation = vertexBuffer.GPUVirtualAddress;
            vertexBufferView.StrideInBytes = Utilities.SizeOf<Vertex>();
            vertexBufferView.SizeInBytes = vertexBufferSize;

            //Create Index Buffer
            //Indices
            int[] indices = new int[]
            {
                0,1,2,0,2,3,
                4,6,5,4,7,6,
                8,9,10,8,10,11,
                12,14,13,12,15,14,
                16,18,17,16,19,18,
                20,21,22,20,22,23
            };
            int indexBufferSize = Utilities.SizeOf(indices);

            indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pIndexDataBegin = indexBuffer.Map(0);
            Utilities.Write(pIndexDataBegin, indices, 0, indices.Length);
            indexBuffer.Unmap(0);

            // Initialize the index buffer view.
            indexBufferView = new IndexBufferView();
            indexBufferView.BufferLocation = indexBuffer.GPUVirtualAddress;
            indexBufferView.Format = Format.R32_UInt;
            indexBufferView.SizeInBytes = indexBufferSize;

            //constant Buffer for each cubes
            constantBufferViewHeap = device.CreateDescriptorHeap(new DescriptorHeapDescription()
            {
                DescriptorCount = NumCubes,
                Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView,
                Flags = DescriptorHeapFlags.ShaderVisible
            });

            int constantBufferSize = (Utilities.SizeOf<Transform>() + 255) & ~255;
            constantBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(constantBufferSize * NumCubes), ResourceStates.GenericRead);
            constantBufferDescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView);

            //First cube
            ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = constantBuffer.GPUVirtualAddress,
                SizeInBytes = constantBufferSize
            };

            CpuDescriptorHandle cbHandleHeapStart = constantBufferViewHeap.CPUDescriptorHandleForHeapStart;

            for (int i = 0; i < NumCubes; i++)
            {
                device.CreateConstantBufferView(cbvDesc, cbHandleHeapStart);
                cbvDesc.BufferLocation += Utilities.SizeOf<Transform>();
                cbHandleHeapStart += constantBufferDescriptorSize;
            }

            InitBundles();
        }
Beispiel #19
0
        public void BuildPSO(Device3 device, GraphicsCommandList commandList)
        {
            World        = Matrix.Translation(-2.5f, -2.5f, -2.5f);
            buffer.World = World;
            light        = new Lighting
            {
                GlobalAmbientX = 1,
                GlobalAmbientY = 1,
                GlobalAmbientZ = 1,
                KaX            = .1f,
                KaY            = .1f,
                KaZ            = .1f,
                KdX            = .5f,
                KdY            = .5f,
                KdZ            = .5f,
                KeX            = .25f,
                KeY            = .25f,
                KeZ            = .25f,
                KsX            = .1f,
                KsY            = .1f,
                KsZ            = .1f,
                LightColorX    = 1,
                LightColorY    = 1,
                LightColorZ    = 1,
                LightPositionX = 10,
                LightPositionY = 10,
                LightPositionZ = 10,
                shininess      = 5
            };

            DescriptorHeapDescription srvHeapDesc = new DescriptorHeapDescription()
            {
                DescriptorCount = 1,
                Flags           = DescriptorHeapFlags.ShaderVisible,
                Type            = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView
            };

            _srvDescriptorHeap = device.CreateDescriptorHeap(srvHeapDesc);

            //setup descriptor ranges
            DescriptorRange[] ranges = new DescriptorRange[] { new DescriptorRange()
                                                               {
                                                                   RangeType = DescriptorRangeType.ShaderResourceView, DescriptorCount = 1, OffsetInDescriptorsFromTableStart = int.MinValue, BaseShaderRegister = 0
                                                               } };

            //Get sampler state setup
            StaticSamplerDescription sampler = new StaticSamplerDescription()
            {
                Filter           = Filter.MinimumMinMagMipPoint,
                AddressU         = TextureAddressMode.Border,
                AddressV         = TextureAddressMode.Border,
                AddressW         = TextureAddressMode.Border,
                MipLODBias       = 0,
                MaxAnisotropy    = 0,
                ComparisonFunc   = Comparison.Never,
                BorderColor      = StaticBorderColor.TransparentBlack,
                MinLOD           = 0.0f,
                MaxLOD           = float.MaxValue,
                ShaderRegister   = 0,
                RegisterSpace    = 0,
                ShaderVisibility = ShaderVisibility.Pixel,
            };

            Projection = Matrix.PerspectiveFovLH((float)Math.PI / 3f, 4f / 3f, 1, 1000);
            View       = Matrix.LookAtLH(new Vector3(10 * (float)Math.Sin(rotation), 5, 10 * (float)Math.Cos(rotation)), Vector3.Zero, Vector3.UnitY);
            World      = Matrix.Translation(-2.5f, -2.5f, -2.5f);

            DescriptorHeapDescription cbvHeapDesc = new DescriptorHeapDescription()
            {
                DescriptorCount = 1,
                Flags           = DescriptorHeapFlags.ShaderVisible,
                Type            = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView
            };

            _objectViewHeap   = device.CreateDescriptorHeap(cbvHeapDesc);
            _lightingViewHeap = device.CreateDescriptorHeap(cbvHeapDesc);

            RootParameter[] rootParameters = new RootParameter[] { new RootParameter(ShaderVisibility.Pixel, ranges),
                                                                   new RootParameter(ShaderVisibility.All, new RootDescriptor(1, 0), RootParameterType.ConstantBufferView),
                                                                   new RootParameter(ShaderVisibility.All, new RootDescriptor(2, 0), RootParameterType.ConstantBufferView) };


            // Create an empty root signature.
            RootSignatureDescription rootSignatureDesc = new RootSignatureDescription(RootSignatureFlags.AllowInputAssemblerInputLayout, rootParameters, new StaticSamplerDescription[] { sampler });

            _rootSignature = device.CreateRootSignature(rootSignatureDesc.Serialize());

            // Create the pipeline state, which includes compiling and loading shaders.

#if DEBUG
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/LitVertex.hlsl", "VSMain", "vs_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var vertexShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/LitVertex.hlsl", "VSMain", "vs_5_0"));
#endif

#if DEBUG
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/LitVertex.hlsl", "PSMain", "ps_5_0", SharpDX.D3DCompiler.ShaderFlags.Debug));
#else
            var pixelShader = new ShaderBytecode(SharpDX.D3DCompiler.ShaderBytecode.CompileFromFile("Shaders/LitVertex.hlsl", "PSMain", "ps_5_0"));
#endif

            // Define the vertex input layout.
            InputElement[] inputElementDescs = new InputElement[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 24, 0)
            };

            // Describe and create the graphics pipeline state object (PSO).
            GraphicsPipelineStateDescription psoDesc = new GraphicsPipelineStateDescription()
            {
                InputLayout           = new InputLayoutDescription(inputElementDescs),
                RootSignature         = _rootSignature,
                VertexShader          = vertexShader,
                PixelShader           = pixelShader,
                RasterizerState       = RasterizerStateDescription.Default(),
                BlendState            = BlendStateDescription.Default(),
                DepthStencilFormat    = SharpDX.DXGI.Format.D24_UNorm_S8_UInt,
                DepthStencilState     = DepthStencilStateDescription.Default(),
                SampleMask            = int.MaxValue,
                PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
                RenderTargetCount     = 1,
                Flags             = PipelineStateFlags.None,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                StreamOutput      = new StreamOutputDescription()
            };
            psoDesc.RenderTargetFormats[0] = SharpDX.DXGI.Format.R8G8B8A8_UNorm;

            _pipelineState = device.CreateGraphicsPipelineState(psoDesc);

            // Define the geometry for a triangle.
            Vertex[] triangleVertices = new Vertex[]
            {
                //Front
                new Vertex()
                {
                    Position = new Vector3(0, 0, 0), TexCoord = new Vector2(1, 1), Normal = -Vector3.UnitZ
                },
                new Vertex()
                {
                    Position = new Vector3(0, 5, 0), TexCoord = new Vector2(1, 0), Normal = -Vector3.UnitZ
                },
                new Vertex()
                {
                    Position = new Vector3(5, 0, 0), TexCoord = new Vector2(0, 1), Normal = -Vector3.UnitZ
                },
                new Vertex()
                {
                    Position = new Vector3(5, 5, 0), TexCoord = new Vector2(0, 0), Normal = -Vector3.UnitZ
                },

                //Back
                new Vertex()
                {
                    Position = new Vector3(0, 0, 5), TexCoord = new Vector2(1, 1), Normal = Vector3.UnitZ
                },
                new Vertex()
                {
                    Position = new Vector3(0, 5, 5), TexCoord = new Vector2(1, 0), Normal = Vector3.UnitZ
                },
                new Vertex()
                {
                    Position = new Vector3(5, 0, 5), TexCoord = new Vector2(0, 1), Normal = Vector3.UnitZ
                },
                new Vertex()
                {
                    Position = new Vector3(5, 5, 5), TexCoord = new Vector2(0, 0), Normal = Vector3.UnitZ
                },

                //Left
                new Vertex()
                {
                    Position = new Vector3(0, 0, 0), TexCoord = new Vector2(1, 1), Normal = -Vector3.UnitX
                },
                new Vertex()
                {
                    Position = new Vector3(0, 5, 0), TexCoord = new Vector2(1, 0), Normal = -Vector3.UnitX
                },
                new Vertex()
                {
                    Position = new Vector3(0, 0, 5), TexCoord = new Vector2(0, 1), Normal = -Vector3.UnitX
                },
                new Vertex()
                {
                    Position = new Vector3(0, 5, 5), TexCoord = new Vector2(0, 0), Normal = -Vector3.UnitX
                },

                //Right
                new Vertex()
                {
                    Position = new Vector3(5, 0, 0), TexCoord = new Vector2(1, 1), Normal = Vector3.UnitX
                },
                new Vertex()
                {
                    Position = new Vector3(5, 5, 0), TexCoord = new Vector2(1, 0), Normal = Vector3.UnitX
                },
                new Vertex()
                {
                    Position = new Vector3(5, 0, 5), TexCoord = new Vector2(0, 1), Normal = Vector3.UnitX
                },
                new Vertex()
                {
                    Position = new Vector3(5, 5, 5), TexCoord = new Vector2(0, 0), Normal = Vector3.UnitX
                },

                //Top
                new Vertex()
                {
                    Position = new Vector3(0, 0, 0), TexCoord = new Vector2(1, 1), Normal = -Vector3.UnitY
                },
                new Vertex()
                {
                    Position = new Vector3(0, 0, 5), TexCoord = new Vector2(1, 0), Normal = -Vector3.UnitY
                },
                new Vertex()
                {
                    Position = new Vector3(5, 0, 0), TexCoord = new Vector2(0, 1), Normal = -Vector3.UnitY
                },
                new Vertex()
                {
                    Position = new Vector3(5, 0, 5), TexCoord = new Vector2(0, 0), Normal = -Vector3.UnitY
                },

                //Bottom
                new Vertex()
                {
                    Position = new Vector3(0, 5, 0), TexCoord = new Vector2(1, 1), Normal = Vector3.UnitY
                },
                new Vertex()
                {
                    Position = new Vector3(0, 5, 5), TexCoord = new Vector2(1, 0), Normal = Vector3.UnitY
                },
                new Vertex()
                {
                    Position = new Vector3(5, 5, 0), TexCoord = new Vector2(0, 1), Normal = Vector3.UnitY
                },
                new Vertex()
                {
                    Position = new Vector3(5, 5, 5), TexCoord = new Vector2(0, 0), Normal = Vector3.UnitY
                }
            };

            int vertexBufferSize = Utilities.SizeOf(triangleVertices);

            // Note: using upload heaps to transfer static data like vert buffers is not
            // recommended. Every time the GPU needs it, the upload heap will be marshalled
            // over. Please read up on Default Heap usage. An upload heap is used here for
            // code simplicity and because there are very few verts to actually transfer.
            _vertexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(vertexBufferSize), ResourceStates.GenericRead);

            // Copy the triangle data to the vertex buffer.
            IntPtr pVertexDataBegin = _vertexBuffer.Map(0);
            Utilities.Write(pVertexDataBegin, triangleVertices, 0, triangleVertices.Length);
            _vertexBuffer.Unmap(0);

            _indicies = new int[] { 0, 1, 2,
                                    3, 2, 1,
                                    6, 5, 4,
                                    5, 6, 7,

                                    10, 9, 8,
                                    9, 10, 11,
                                    12, 13, 14,
                                    15, 14, 13,

                                    18, 17, 16,
                                    17, 18, 19,
                                    20, 21, 22,
                                    23, 22, 21 };

            int indBufferSize = Utilities.SizeOf(_indicies);

            _indexBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(indBufferSize), ResourceStates.GenericRead);

            IntPtr pIndBegin = _indexBuffer.Map(0);
            Utilities.Write(pIndBegin, _indicies, 0, _indicies.Length);
            _indexBuffer.Unmap(0);

            _indexBufferView = new IndexBufferView()
            {
                BufferLocation = _indexBuffer.GPUVirtualAddress,
                Format         = Format.R32_UInt,
                SizeInBytes    = indBufferSize
            };

            // Initialize the vertex buffer view.
            _vertexBufferView = new VertexBufferView
            {
                BufferLocation = _vertexBuffer.GPUVirtualAddress,
                StrideInBytes  = Utilities.SizeOf <Vertex>(),
                SizeInBytes    = vertexBufferSize
            };

            _objectBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(Utilities.SizeOf <ObjectData>()), ResourceStates.GenericRead);

            //// Describe and create a constant buffer view.
            ConstantBufferViewDescription cbvDesc = new ConstantBufferViewDescription()
            {
                BufferLocation = _objectBuffer.GPUVirtualAddress,
                SizeInBytes    = (Utilities.SizeOf <ObjectData>() + 255) & ~255
            };
            device.CreateConstantBufferView(cbvDesc, _objectViewHeap.CPUDescriptorHandleForHeapStart);

            // Initialize and map the constant buffers. We don't unmap this until the
            // app closes. Keeping things mapped for the lifetime of the resource is okay.
            _objectPointer = _objectBuffer.Map(0);
            Utilities.Write(_objectPointer, ref buffer);

            _lightingBuffer = device.CreateCommittedResource(new HeapProperties(HeapType.Upload), HeapFlags.None, ResourceDescription.Buffer(Utilities.SizeOf <Lighting>()), ResourceStates.GenericRead);

            //// Describe and create a constant buffer view.
            ConstantBufferViewDescription cbvDesc2 = new ConstantBufferViewDescription()
            {
                BufferLocation = _objectBuffer.GPUVirtualAddress,
                SizeInBytes    = (Utilities.SizeOf <Lighting>() + 255) & ~255
            };
            device.CreateConstantBufferView(cbvDesc2, _lightingViewHeap.CPUDescriptorHandleForHeapStart);

            // Initialize and map the constant buffers. We don't unmap this until the
            // app closes. Keeping things mapped for the lifetime of the resource is okay.
            _lightingPointer = _lightingBuffer.Map(0);
            Utilities.Write(_lightingPointer, ref light);

            Resource textureUploadHeap;

            // Create the texture.
            // Describe and create a Texture2D.
            ResourceDescription textureDesc = ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, textureWidth, textureHeight);
            _texture = device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None, textureDesc, ResourceStates.CopyDestination);

            long uploadBufferSize = GetRequiredIntermediateSize(device, _texture, 0, 1);

            // Create the GPU upload buffer.
            textureUploadHeap = device.CreateCommittedResource(new HeapProperties(CpuPageProperty.WriteBack, MemoryPool.L0), HeapFlags.None, ResourceDescription.Texture2D(Format.R8G8B8A8_UNorm, textureWidth, textureHeight), ResourceStates.GenericRead);

            // Copy data to the intermediate upload heap and then schedule a copy
            // from the upload heap to the Texture2D.
            byte[] textureData = GenerateTextureData();

            GCHandle handle = GCHandle.Alloc(textureData, GCHandleType.Pinned);
            IntPtr   ptr    = Marshal.UnsafeAddrOfPinnedArrayElement(textureData, 0);
            textureUploadHeap.WriteToSubresource(0, null, ptr, 4 * textureWidth, textureData.Length);
            handle.Free();

            commandList.CopyTextureRegion(new TextureCopyLocation(_texture, 0), 0, 0, 0, new TextureCopyLocation(textureUploadHeap, 0), null);

            commandList.ResourceBarrierTransition(_texture, ResourceStates.CopyDestination, ResourceStates.PixelShaderResource);

            // Describe and create a SRV for the texture.
            ShaderResourceViewDescription srvDesc = new ShaderResourceViewDescription()
            {
                Shader4ComponentMapping = ComponentMapping(0, 1, 2, 3),
                Format    = textureDesc.Format,
                Dimension = ShaderResourceViewDimension.Texture2D,
            };
            srvDesc.Texture2D.MipLevels = 1;

            device.CreateShaderResourceView(_texture, srvDesc, _srvDescriptorHeap.CPUDescriptorHandleForHeapStart);

            _resources = new[] { new GraphicsResource()
                                 {
                                     Heap = _srvDescriptorHeap, Register = 0, type = ResourceType.DescriptorTable
                                 },
                                 new GraphicsResource()
                                 {
                                     Resource = _objectBuffer, Register = 2, type = ResourceType.ConstantBufferView
                                 },
                                 new GraphicsResource()
                                 {
                                     Resource = _lightingBuffer, Register = 1, type = ResourceType.ConstantBufferView
                                 } };
        }
Beispiel #20
0
 public void SetIndexBuffer(Buffer buffer, int offset, bool is32bits)
 {
     var newIndexBuffer = new IndexBufferView(buffer, offset, is32bits);
     if (indexBuffer != newIndexBuffer)
     {
         // Setup index buffer
         indexBuffer = newIndexBuffer;
     }
 }