/// <summary>
        ///
        /// </summary>
        private void CreateAndBindTargets()
        {
            this.surfaceD3D.SetRenderTargetDX11(null);

            int width  = System.Math.Max((int)this.ActualWidth, 100);
            int height = System.Math.Max((int)this.ActualHeight, 100);

            Disposer.RemoveAndDispose(ref this.colorBufferView);
            Disposer.RemoveAndDispose(ref this.depthStencilBufferView);
            Disposer.RemoveAndDispose(ref this.colorBuffer);
            Disposer.RemoveAndDispose(ref this.depthStencilBuffer);
#if MSAA
            Disposer.RemoveAndDispose(ref this.renderTargetNMS);

            // check 8,4,2,1
            int sampleCount   = 8;
            int sampleQuality = 0;

            if (this.IsMSAAEnabled)
            {
                do
                {
                    sampleQuality = this.device.CheckMultisampleQualityLevels(Format.B8G8R8A8_UNorm, sampleCount) - 1;
                    if (sampleQuality > 0)
                    {
                        break;
                    }
                    else
                    {
                        sampleCount /= 2;
                    }

                    if (sampleCount == 1)
                    {
                        sampleQuality = 0;
                        break;
                    }
                }while (true);
            }
            else
            {
                sampleCount   = 1;
                sampleQuality = 0;
            }

            var sampleDesc  = new SampleDescription(sampleCount, sampleQuality);
            var optionFlags = ResourceOptionFlags.None;
#else
            var sampleDesc  = new SampleDescription(1, 0);
            var optionFlags = ResourceOptionFlags.Shared;
#endif

            var colordesc = new Texture2DDescription
            {
                BindFlags         = BindFlags.RenderTarget | BindFlags.ShaderResource,
                Format            = Format.B8G8R8A8_UNorm,
                Width             = width,
                Height            = height,
                MipLevels         = 1,
                SampleDescription = sampleDesc,
                Usage             = ResourceUsage.Default,
                OptionFlags       = optionFlags,
                CpuAccessFlags    = CpuAccessFlags.None,
                ArraySize         = 1
            };

            var depthdesc = new Texture2DDescription
            {
                BindFlags = BindFlags.DepthStencil,
                //Format = Format.D24_UNorm_S8_UInt,
                Format            = Format.D32_Float_S8X24_UInt,
                Width             = width,
                Height            = height,
                MipLevels         = 1,
                SampleDescription = sampleDesc,
                Usage             = ResourceUsage.Default,
                OptionFlags       = ResourceOptionFlags.None,
                CpuAccessFlags    = CpuAccessFlags.None,
                ArraySize         = 1,
            };

            this.colorBuffer        = new Texture2D(this.device, colordesc);
            this.depthStencilBuffer = new Texture2D(this.device, depthdesc);

            this.colorBufferView        = new RenderTargetView(this.device, this.colorBuffer);
            this.depthStencilBufferView = new DepthStencilView(this.device, this.depthStencilBuffer);

#if MSAA
            var colordescNMS = new Texture2DDescription
            {
                BindFlags         = BindFlags.RenderTarget | BindFlags.ShaderResource,
                Format            = Format.B8G8R8A8_UNorm,
                Width             = width,
                Height            = height,
                MipLevels         = 1,
                SampleDescription = new SampleDescription(1, 0),
                Usage             = ResourceUsage.Default,
                OptionFlags       = ResourceOptionFlags.Shared,
                CpuAccessFlags    = CpuAccessFlags.None,
                ArraySize         = 1
            };

            this.renderTargetNMS = new Texture2D(this.device, colordescNMS);
            this.device.ImmediateContext.ResolveSubresource(this.colorBuffer, 0, this.renderTargetNMS, 0, Format.B8G8R8A8_UNorm);
            this.surfaceD3D.SetRenderTargetDX11(this.renderTargetNMS);
#else
            this.surfaceD3D.SetRenderTargetDX11(this.colorBuffer);
#endif
        }
 private void EndD3D()
 {
     Disposer.RemoveAndDispose(ref renderTarget);
     Disposer.RemoveAndDispose(ref device);
     Disposer.RemoveAndDispose(ref context);
 }
Beispiel #3
0
            public void CreateTextureViews(Device device, CustomMaterialGeometryModel3D model)
            {
                if (material != null)
                {
                    /// --- has texture
                    if (material.DiffuseMap != null && model.RenderDiffuseMap)
                    {
                        Disposer.RemoveAndDispose(ref this.texDiffuseMapView);
                        this.texDiffuseMapView = TextureLoader.FromMemoryAsShaderResourceView(device, material.DiffuseMap);
                    }

                    if (material.DiffuseAlphaMap != null)
                    {
                        Disposer.RemoveAndDispose(ref this.texDiffuseAlphaMapView);
                        this.texDiffuseAlphaMapView = TextureLoader.FromMemoryAsShaderResourceView(device, material.DiffuseAlphaMap);
                    }

                    // --- has bumpmap
                    if (material.NormalMap != null && model.RenderNormalMap)
                    {
                        var geometry = model.geometryInternal as MeshGeometry3D;
                        if (geometry != null)
                        {
                            if (geometry.Tangents == null)
                            {
                                //System.Windows.MessageBox.Show(string.Format("No Tangent-Space found. NormalMap will be omitted."), "Warrning", MessageBoxButton.OK);
                                material.NormalMap = null;
                            }
                            else
                            {
                                Disposer.RemoveAndDispose(ref this.texNormalMapView);
                                this.texNormalMapView = TextureLoader.FromMemoryAsShaderResourceView(device, material.NormalMap);
                            }
                        }
                    }

                    // --- has displacement map
                    if (material.DisplacementMap != null && model.RenderDisplacementMap)
                    {
                        Disposer.RemoveAndDispose(ref this.texDisplacementMapView);
                        this.texDisplacementMapView = TextureLoader.FromMemoryAsShaderResourceView(device, material.DisplacementMap);
                    }

                    // --- has color table
                    if (material.ColorTable != null && model.RenderColorTable)
                    {
                        Disposer.RemoveAndDispose(ref this.texColorTableView);
                        this.texColorTableView = TextureLoader.FromMemoryAsShaderResourceView(device, material.ColorTable);
                    }

                    // --- has mask map
                    if (material.MaskMap != null && model.RenderMaskMap)
                    {
                        Disposer.RemoveAndDispose(ref this.texMaskMapView);
                        this.texMaskMapView = TextureLoader.FromMemoryAsShaderResourceView(device, material.MaskMap);
                    }

                    // --- has specular map
                    if (material.SpecularMap != null && model.RenderSpecularMap)
                    {
                        Disposer.RemoveAndDispose(ref this.texSpecularMapView);
                        this.texSpecularMapView = TextureLoader.FromMemoryAsShaderResourceView(device, material.SpecularMap);
                    }
                }
            }
 /// <summary>
 ///
 /// </summary>
 protected override void OnDetach()
 {
     Disposer.RemoveAndDispose(ref this.effectMaterial);
     base.OnDetach();
 }
        /// <summary>
        ///
        /// </summary>
        private void CreateAndBindTargets()
        {
            //surfaceD3D.SetRenderTargetDX11(null);

            int width  = System.Math.Max((int)ActualWidth, 100);
            int height = System.Math.Max((int)ActualHeight, 100);

            device.ImmediateContext.OutputMerger.ResetTargets();
            Disposer.RemoveAndDispose(ref colorBufferView);
            Disposer.RemoveAndDispose(ref colorBuffer);
            Disposer.RemoveAndDispose(ref backBuffer);
            Disposer.RemoveAndDispose(ref depthStencilBufferView);
            Disposer.RemoveAndDispose(ref depthStencilBuffer);
            CreateSwapChain();
            backBuffer = Texture2D.FromSwapChain <Texture2D>(swapChain, 0);

#if DoubleBuffer
            int sampleCount   = 1;
            int sampleQuality = 0;
            if (MSAA != MSAALevel.Disable)
            {
                do
                {
                    var newSampleCount   = sampleCount * 2;
                    var newSampleQuality = device.CheckMultisampleQualityLevels(Format.B8G8R8A8_UNorm, newSampleCount) - 1;

                    if (newSampleQuality < 0)
                    {
                        break;
                    }

                    sampleCount   = newSampleCount;
                    sampleQuality = newSampleQuality;
                    if (sampleCount == (int)MSAA)
                    {
                        break;
                    }
                } while (sampleCount < 32);
            }
            var sampleDesc = new SampleDescription(sampleCount, sampleQuality);
            var colordesc  = new Texture2DDescription
            {
                BindFlags         = BindFlags.RenderTarget | BindFlags.ShaderResource,
                Format            = Format.B8G8R8A8_UNorm,
                Width             = width,
                Height            = height,
                MipLevels         = 1,
                SampleDescription = sampleDesc,
                Usage             = ResourceUsage.Default,
                OptionFlags       = ResourceOptionFlags.None,
                CpuAccessFlags    = CpuAccessFlags.None,
                ArraySize         = 1
            };
            colorBuffer     = new Texture2D(device, colordesc);
            colorBufferView = new RenderTargetView(device, colorBuffer);
#else
            var sampleDesc = swapChain.Description1.SampleDescription;
            colorBufferView = new RenderTargetView(device, backBuffer);
#endif
            var depthdesc = new Texture2DDescription
            {
                BindFlags = BindFlags.DepthStencil,
                //Format = Format.D24_UNorm_S8_UInt,
                Format            = Format.D32_Float_S8X24_UInt,
                Width             = width,
                Height            = height,
                MipLevels         = 1,
                SampleDescription = sampleDesc,
                Usage             = ResourceUsage.Default,
                OptionFlags       = ResourceOptionFlags.None,
                CpuAccessFlags    = CpuAccessFlags.None,
                ArraySize         = 1,
            };
            depthStencilBuffer     = new Texture2D(device, depthdesc);
            depthStencilBufferView = new DepthStencilView(device, depthStencilBuffer);
            this.device.ImmediateContext.Rasterizer.SetScissorRectangle(0, 0, width, height);
        }
Beispiel #6
0
        /// <summary>
        ///
        /// </summary>
        private void CreateAndBindTargets()
        {
            surfaceD3D.SetRenderTargetDX11(null);

            int width  = System.Math.Max((int)ActualWidth, 100);
            int height = System.Math.Max((int)ActualHeight, 100);

            Disposer.RemoveAndDispose(ref colorBufferView);
            Disposer.RemoveAndDispose(ref depthStencilBufferView);
            Disposer.RemoveAndDispose(ref colorBuffer);
            Disposer.RemoveAndDispose(ref depthStencilBuffer);
#if MSAA
            Disposer.RemoveAndDispose(ref renderTargetNMS);

            int sampleCount   = 1;
            int sampleQuality = 0;
            if (MSAA != MSAALevel.Disable)
            {
                do
                {
                    var newSampleCount   = sampleCount * 2;
                    var newSampleQuality = device.CheckMultisampleQualityLevels(Format.B8G8R8A8_UNorm, newSampleCount) - 1;

                    if (newSampleQuality < 0)
                    {
                        break;
                    }

                    sampleCount   = newSampleCount;
                    sampleQuality = newSampleQuality;
                    if (sampleCount == (int)MSAA)
                    {
                        break;
                    }
                } while (sampleCount < 32);
            }

            var sampleDesc  = new SampleDescription(sampleCount, sampleQuality);
            var optionFlags = ResourceOptionFlags.None;
#else
            var sampleDesc  = new SampleDescription(1, 0);
            var optionFlags = ResourceOptionFlags.Shared;
#endif

            var colordesc = new Texture2DDescription
            {
                BindFlags         = BindFlags.RenderTarget | BindFlags.ShaderResource,
                Format            = Format.B8G8R8A8_UNorm,
                Width             = width,
                Height            = height,
                MipLevels         = 1,
                SampleDescription = sampleDesc,
                Usage             = ResourceUsage.Default,
                OptionFlags       = optionFlags,
                CpuAccessFlags    = CpuAccessFlags.None,
                ArraySize         = 1
            };

            var depthdesc = new Texture2DDescription
            {
                BindFlags = BindFlags.DepthStencil,
                //Format = Format.D24_UNorm_S8_UInt,
                Format            = Format.D32_Float_S8X24_UInt,
                Width             = width,
                Height            = height,
                MipLevels         = 1,
                SampleDescription = sampleDesc,
                Usage             = ResourceUsage.Default,
                OptionFlags       = ResourceOptionFlags.None,
                CpuAccessFlags    = CpuAccessFlags.None,
                ArraySize         = 1,
            };

            colorBuffer        = new Texture2D(device, colordesc);
            depthStencilBuffer = new Texture2D(device, depthdesc);

            colorBufferView        = new RenderTargetView(device, colorBuffer);
            depthStencilBufferView = new DepthStencilView(device, depthStencilBuffer);

#if MSAA
            var colordescNMS = new Texture2DDescription
            {
                BindFlags         = BindFlags.RenderTarget | BindFlags.ShaderResource,
                Format            = Format.B8G8R8A8_UNorm,
                Width             = width,
                Height            = height,
                MipLevels         = 1,
                SampleDescription = new SampleDescription(1, 0),
                Usage             = ResourceUsage.Default,
                OptionFlags       = ResourceOptionFlags.Shared,
                CpuAccessFlags    = CpuAccessFlags.None,
                ArraySize         = 1
            };

            renderTargetNMS = new Texture2D(device, colordescNMS);
            device.ImmediateContext.ResolveSubresource(colorBuffer, 0, renderTargetNMS, 0, Format.B8G8R8A8_UNorm);
            surfaceD3D.SetRenderTargetDX11(renderTargetNMS);
#else
            this.surfaceD3D.SetRenderTargetDX11(this.colorBuffer);
#endif
        }
 /// <summary>
 ///
 /// </summary>
 public override void Detach()
 {
     Disposer.RemoveAndDispose(ref vTessellationVariables);
     Disposer.RemoveAndDispose(ref shaderPass);
     base.Detach();
 }
Beispiel #8
0
 protected override void OnDetach()
 {
     base.OnDetach();
     instanceParamBuffer.Dispose();
     Disposer.RemoveAndDispose(ref hasInstanceParamVar);
 }
 protected override void OnDetach()
 {
     Disposer.RemoveAndDispose(ref this.bHasInstances);
     instanceBuffer.Dispose();
     base.OnDetach();
 }