private void InitializeContextObjects(AssetDatabase ad, RenderContext rc)
        {
            ResourceFactory factory = rc.ResourceFactory;

            _vb = factory.CreateVertexBuffer(_meshData.Vertices.Length * VertexPositionNormalTexture.SizeInBytes, false);
            _vb.SetVertexData(
                _meshData.Vertices,
                new VertexDescriptor(
                    VertexPositionNormalTexture.SizeInBytes,
                    VertexPositionNormalTexture.ElementCount,
                    IntPtr.Zero));
            _ib = factory.CreateIndexBuffer(sizeof(int) * _meshData.Indices.Length, false);
            _ib.SetIndices(_meshData.Indices);

            _shadowPassMaterial  = CreateShadowPassMaterial(rc.ResourceFactory);
            _regularPassMaterial = CreateRegularPassMaterial(rc.ResourceFactory);

            _worldBuffer = factory.CreateConstantBuffer(ShaderConstantType.Matrix4x4);
            _inverseTransposeWorldBuffer = factory.CreateConstantBuffer(ShaderConstantType.Matrix4x4);

            _surfaceTexture        = _textureData.CreateDeviceTexture(factory);
            _surfaceTextureBinding = factory.CreateShaderTextureBinding(_surfaceTexture);

            _shadowMapSampler = rc.ResourceFactory.CreateSamplerState(
                SamplerAddressMode.Border,
                SamplerAddressMode.Border,
                SamplerAddressMode.Border,
                SamplerFilter.MinMagMipPoint,
                1,
                RgbaFloat.White,
                DepthComparison.Always,
                0,
                int.MaxValue,
                0);
        }
Beispiel #2
0
        private void RecreateTexture()
        {
            _deviceTexture.Dispose();
            _textureBinding.Dispose();

            _texture        = _textureRef.Get(_ad);
            _deviceTexture  = _texture.CreateDeviceTexture(_gs.Context.ResourceFactory);
            _textureBinding = _gs.Context.ResourceFactory.CreateShaderTextureBinding(_deviceTexture);
        }
Beispiel #3
0
        private void InitializeContextObjects(RenderContext context)
        {
            _currentContext = context;
            ResourceFactory factory = context.ResourceFactory;

            _vb = factory.CreateVertexBuffer(VertexPositionNormalTexture.SizeInBytes * _vertices.Length, false);
            VertexDescriptor desc = new VertexDescriptor(
                VertexPositionNormalTexture.SizeInBytes,
                VertexPositionNormalTexture.ElementCount,
                IntPtr.Zero);

            _vb.SetVertexData(_vertices, desc);

            _ib = factory.CreateIndexBuffer(sizeof(ushort) * _indices.Length, false);
            _ib.SetIndices(_indices);

            VertexInputDescription materialInputs = new VertexInputDescription(
                VertexPositionNormalTexture.SizeInBytes,
                new VertexInputElement[]
            {
                new VertexInputElement("in_position", VertexSemanticType.Position, VertexElementFormat.Float3),
                new VertexInputElement("in_normal", VertexSemanticType.Normal, VertexElementFormat.Float3),
                new VertexInputElement("in_texCoord", VertexSemanticType.TextureCoordinate, VertexElementFormat.Float2)
            });

            ShaderResourceDescription[] resources = new[]
            {
                new ShaderResourceDescription("ProjectionMatrixBuffer", ShaderConstantType.Matrix4x4),
                new ShaderResourceDescription("ViewMatrixBuffer", ShaderConstantType.Matrix4x4),
                new ShaderResourceDescription("LightBuffer", Unsafe.SizeOf <DirectionalLightBuffer>()),
                new ShaderResourceDescription("WorldMatrixBuffer", ShaderConstantType.Matrix4x4),
                new ShaderResourceDescription("InverseTransposeWorldMatrixBuffer", ShaderConstantType.Matrix4x4),
                new ShaderResourceDescription("surfaceTexture", ShaderResourceType.Texture),
                new ShaderResourceDescription("surfaceTexture", ShaderResourceType.Sampler)
            };
            _material = factory.CreateMaterial(
                context,
                VertexShaderSource,
                FragmentShaderSource,
                materialInputs,
                resources);

            _worldBuffer = factory.CreateConstantBuffer(ShaderConstantType.Matrix4x4);
            _inverseTransposeWorldBuffer = factory.CreateConstantBuffer(ShaderConstantType.Matrix4x4);

            DeviceTexture2D texture = _texture.CreateDeviceTexture(factory);

            _textureBinding = factory.CreateShaderTextureBinding(texture);

            s_wireframeRasterizerState = factory.CreateRasterizerState(FaceCullingMode.None, TriangleFillMode.Wireframe, true, true);
        }
Beispiel #4
0
        public static DeviceTexture2D GetCachedTexture(RenderContext rc, TextureData texData)
        {
            if (s_previousRC != rc)
            {
                s_previousRC = rc;
                Clear();
            }

            if (!s_deviceTextures.TryGetValue(texData, out DeviceTexture2D ret))
            {
                ret = texData.CreateDeviceTexture(rc.ResourceFactory);
                s_deviceTextures.Add(texData, ret);
            }

            return(ret);
        }
Beispiel #5
0
        private void InitializeContextObjects(AssetDatabase ad, RenderContext rc)
        {
            ResourceFactory factory = rc.ResourceFactory;

            _vb = factory.CreateVertexBuffer(_vertices.Length * VertexPositionNormalTexture.SizeInBytes, false);
            _vb.SetVertexData(
                _vertices,
                new VertexDescriptor(
                    VertexPositionNormalTexture.SizeInBytes,
                    VertexPositionNormalTexture.ElementCount,
                    0,
                    IntPtr.Zero));
            _ib = factory.CreateIndexBuffer(sizeof(int) * _indices.Length, false);
            _ib.SetIndices(_indices);

            _shadowPassMaterial  = _shadowPassMaterialAsset.Create(ad, rc);
            _regularPassMaterial = _regularPassMaterialAsset.Create(ad, rc);
            if (_overrideTextureData != null)
            {
                _overrideTexture        = _overrideTextureData.CreateDeviceTexture(factory);
                _overrideTextureBinding = factory.CreateShaderTextureBinding(_overrideTexture);
            }
        }
Beispiel #6
0
        private async void InitializeContextObjects(RenderContext context, MaterialCache materialCache, BufferCache bufferCache)
        {
            ResourceFactory factory = context.ResourceFactory;

            Debug.Assert(_vb == null);
            Debug.Assert(_ib == null);
            Debug.Assert(_deviceTexture == null);
            Debug.Assert(_textureBinding == null);

            _vb = bufferCache.GetVertexBuffer(_mesh);
            CreateIndexBuffer(wasTransparent: false);

            if (s_regularGlobalInputs == null)
            {
                s_regularGlobalInputs = new MaterialInputs <MaterialGlobalInputElement>(
                    new MaterialGlobalInputElement[]
                {
                    new MaterialGlobalInputElement("ProjectionMatrixBuffer", MaterialInputType.Matrix4x4, "ProjectionMatrix"),
                    new MaterialGlobalInputElement("ViewMatrixBuffer", MaterialInputType.Matrix4x4, "ViewMatrix"),
                    new MaterialGlobalInputElement("LightProjectionMatrixBuffer", MaterialInputType.Matrix4x4, "LightProjMatrix"),
                    new MaterialGlobalInputElement("LightViewMatrixBuffer", MaterialInputType.Matrix4x4, "LightViewMatrix"),
                    new MaterialGlobalInputElement("LightInfoBuffer", MaterialInputType.Custom, "LightBuffer"),
                    new MaterialGlobalInputElement("CameraInfoBuffer", MaterialInputType.Custom, "CameraInfo"),
                    new MaterialGlobalInputElement("PointLightsBuffer", MaterialInputType.Custom, "PointLights")
                });
            }

            _regularPassMaterial = materialCache.GetMaterial(
                context,
                RegularPassVertexShaderSource,
                RegularPassFragmentShaderSource,
                s_vertexInputs,
                s_regularGlobalInputs,
                s_perObjectInputs,
                s_textureInputs);

            _regularPassTransparentMaterial = materialCache.GetMaterial(
                context,
                RegularPassTransparentVertexShaderSource,
                RegularPassTransparentFragmentShaderSource,
                s_vertexInputs,
                s_regularGlobalInputs,
                s_transparentPerObjectInputs,
                s_transparentTextureInputs);

            if (_texture == null)
            {
                _texture = RawTextureDataArray <RgbaFloat> .FromSingleColor(RgbaFloat.Pink);
            }

            _deviceTexture = await _gs.ExecuteOnMainThread(() => _texture.CreateDeviceTexture(factory));

            _textureBinding = await _gs.ExecuteOnMainThread(() => factory.CreateShaderTextureBinding(_deviceTexture));

            if (s_shadowmapGlobalInputs == null)
            {
                s_shadowmapGlobalInputs = new MaterialInputs <MaterialGlobalInputElement>(
                    new MaterialGlobalInputElement[]
                {
                    new MaterialGlobalInputElement("ProjectionMatrixBuffer", MaterialInputType.Matrix4x4, "LightProjMatrix"),
                    new MaterialGlobalInputElement("ViewMatrixBuffer", MaterialInputType.Matrix4x4, "LightViewMatrix")
                });
            }

            _shadowPassMaterial = materialCache.GetMaterial(
                context,
                ShadowMapPassVertexShaderSource,
                ShadowMapPassFragmentShaderSource,
                s_vertexInputs,
                s_shadowmapGlobalInputs,
                s_shadowmapPerObjectInputs,
                MaterialTextureInputs.Empty);

            if (s_wireframeRS == null)
            {
                s_wireframeRS = factory.CreateRasterizerState(FaceCullingMode.None, TriangleFillMode.Wireframe, true, true);
            }
            if (s_noCullRS == null)
            {
                s_noCullRS = factory.CreateRasterizerState(FaceCullingMode.None, TriangleFillMode.Solid, true, true);
            }

            _initialized = true;
        }