public void Dispose()
        {
            if (resourceOwner && rasterizerState != null)
            {
                rasterizerState.Dispose();
            }

            rasterizerState = null;
        }
        internal RasterizerState(SlimDX.Direct3D11.Device device, SlimDX.Direct3D11.CullMode cullMode, SlimDX.Direct3D11.FillMode fillMode)
        {
            #if ASSERT
            if (device == null)
            {
                throw new ArgumentNullException("device");
            }
            #endif

            var rasterizerStateDescription = new SlimDX.Direct3D11.RasterizerStateDescription()
            {
                CullMode = cullMode,
                FillMode = fillMode
            };

            rasterizerState = SlimDX.Direct3D11.RasterizerState.FromDescription(device, rasterizerStateDescription);
            resourceOwner = true;
            uniqueId = new UniqueId<RasterizerState>();
        }
Beispiel #3
0
		public override void Render()
		{
			SlimDX.Direct3D11.DepthStencilState oldDSState = DeviceManager.Instance.context.OutputMerger.DepthStencilState;
			SlimDX.Direct3D11.BlendState oldBlendState = DeviceManager.Instance.context.OutputMerger.BlendState;
			SlimDX.Direct3D11.RasterizerState oldRasterizerState = DeviceManager.Instance.context.Rasterizer.State;
			SlimDX.Direct3D11.VertexShader oldVertexShader = DeviceManager.Instance.context.VertexShader.Get();
			SlimDX.Direct3D11.Buffer[] oldVSCBuffers = DeviceManager.Instance.context.VertexShader.GetConstantBuffers(0, 10);
			SlimDX.Direct3D11.PixelShader oldPixelShader = DeviceManager.Instance.context.PixelShader.Get();
			SlimDX.Direct3D11.Buffer[] oldPSCBuffers = DeviceManager.Instance.context.PixelShader.GetConstantBuffers(0, 10);
			SlimDX.Direct3D11.ShaderResourceView[] oldShaderResources = DeviceManager.Instance.context.PixelShader.GetShaderResources(0, 10);
			SlimDX.Direct3D11.GeometryShader oldGeometryShader = DeviceManager.Instance.context.GeometryShader.Get();

			base.Render();

			DeviceManager.Instance.context.OutputMerger.DepthStencilState = oldDSState;
			DeviceManager.Instance.context.OutputMerger.BlendState = oldBlendState;
			DeviceManager.Instance.context.Rasterizer.State = oldRasterizerState;
			DeviceManager.Instance.context.VertexShader.Set(oldVertexShader);
			DeviceManager.Instance.context.VertexShader.SetConstantBuffers(oldVSCBuffers, 0, 10);
			DeviceManager.Instance.context.PixelShader.Set(oldPixelShader);
			DeviceManager.Instance.context.PixelShader.SetConstantBuffers(oldPSCBuffers, 0, 10);
			DeviceManager.Instance.context.PixelShader.SetShaderResources(oldShaderResources, 0, 10);
			DeviceManager.Instance.context.GeometryShader.Set(oldGeometryShader);

			foreach (RenderInstance instance in _renderInstances)
			{
				if (instance.Name == null)
				{
					continue;
				}

				SlimDX.Matrix world = instance.Transform;
				SlimDX.Matrix view = CameraManager.Instance.frameCamera.View;
				SlimDX.Matrix projection = CameraManager.Instance.frameCamera.Perspective;

				//SlimDX.Matrix viewProj = view * projection;
				SlimDX.Matrix worldViewProjection = world * view * projection;
				SlimDX.Direct3D11.Viewport vp = DeviceManager.Instance.context.Rasterizer.GetViewports()[0];
				SlimDX.Vector3 position3D = SlimDX.Vector3.Project(SlimDX.Vector3.Zero, vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ, worldViewProjection);
				SlimDX.Vector2 position2D = new SlimDX.Vector2(position3D.X, position3D.Y);

				if (position3D.Z < vp.MaxZ)
				{
					SlimDX.Vector3 objPos = SlimDX.Vector3.Zero;
					objPos = SlimDX.Vector3.TransformCoordinate(objPos, instance.Transform);
					SlimDX.Vector3 camPos = CameraManager.Instance.frameCamera.eye;
					SlimDX.Vector3 objOffset = objPos - camPos;
					float scale = Math.Min(2.0f, 5.0f / (float)Math.Sqrt(Math.Max(1.0f, objOffset.Length())));

					RenderManager.Instance.DrawString(instance.Name, position2D, 16 * scale, new SlimDX.Color4(1.0f, 1.0f, 1.0f));
				}
			}

			DeviceManager.Instance.context.OutputMerger.DepthStencilState = oldDSState;
			DeviceManager.Instance.context.OutputMerger.BlendState = oldBlendState;
			DeviceManager.Instance.context.Rasterizer.State = oldRasterizerState;
			DeviceManager.Instance.context.VertexShader.Set(oldVertexShader);
			DeviceManager.Instance.context.VertexShader.SetConstantBuffers(oldVSCBuffers, 0, 10);
			DeviceManager.Instance.context.PixelShader.Set(oldPixelShader);
			DeviceManager.Instance.context.PixelShader.SetConstantBuffers(oldPSCBuffers, 0, 10);
			DeviceManager.Instance.context.PixelShader.SetShaderResources(oldShaderResources, 0, 10);
			DeviceManager.Instance.context.GeometryShader.Set(oldGeometryShader);
		}