protected override void OnRasterStateChanged()
        {
            if (IsAttached)
            {
                Disposer.RemoveAndDispose(ref rasterState);
                /// --- set up rasterizer states
                var rasterStateDesc = new RasterizerStateDescription()
                {
                    FillMode = FillMode.Solid,
                    CullMode = CullMode.Back,
                    DepthBias = DepthBias,
                    DepthBiasClamp = -1000,
                    SlopeScaledDepthBias = +0,
                    IsDepthClipEnabled = true,
                    IsFrontCounterClockwise = true,

                    //IsMultisampleEnabled = true,
                    //IsAntialiasedLineEnabled = true,                    
                    //IsScissorEnabled = true,
                };
                try
                {
                    rasterState = new RasterizerState(Device, rasterStateDesc);
                }
                catch (Exception)
                {
                }
            }
        }
Beispiel #2
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        /// <summary>
        /// SetupRasterizerState
        /// </summary>
        void SetupRasterizerState()
        {
            var rsd = new RasterizerStateDescription();

            if (RasterizerState.CullMode == CullMode.CullNone)
            {
                rsd.CullMode = D3DCullMode.None;
                rsd.IsFrontCounterClockwise = false;
            }
            else if (RasterizerState.CullMode == CullMode.CullCW)
            {
                rsd.CullMode = D3DCullMode.Front;
                rsd.IsFrontCounterClockwise = false;
            }
            else if (RasterizerState.CullMode == CullMode.CullCCW)
            {
                rsd.CullMode = D3DCullMode.Front;
                rsd.IsFrontCounterClockwise = true;
            }


            rsd.FillMode             = Converter.Convert(RasterizerState.FillMode);
            rsd.DepthBias            = RasterizerState.DepthBias;
            rsd.DepthBiasClamp       = 0;
            rsd.IsMultisampleEnabled = RasterizerState.MsaaEnabled;
            rsd.IsScissorEnabled     = RasterizerState.ScissorEnabled;
            rsd.SlopeScaledDepthBias = RasterizerState.SlopeDepthBias;

            rasterState = new D3DRasterizerState(device.Device, rsd);
        }
        public FilterPixelShader(Device device, int imageWidth, int imageHeight, int constantBufferSize, string pixelShaderBytecodeFilename)
        {
            vertexShader = new VertexShader(device, new ShaderBytecode(File.ReadAllBytes("Content/FullScreenQuadVS.cso")));
            pixelShader = new PixelShader(device, new ShaderBytecode(File.ReadAllBytes(pixelShaderBytecodeFilename)));

            var rasterizerStateDesc = new RasterizerStateDescription()
            {
                CullMode = CullMode.None, 
                FillMode = FillMode.Solid,
                IsDepthClipEnabled = false,
                IsFrontCounterClockwise = true,
                IsMultisampleEnabled = false,
            };
            rasterizerState = new RasterizerState(device, rasterizerStateDesc);

            if (constantBufferSize > 0)
            {
                var constantBufferDesc = new BufferDescription()
                {
                    Usage = ResourceUsage.Dynamic,
                    BindFlags = BindFlags.ConstantBuffer,
                    SizeInBytes = constantBufferSize,
                    CpuAccessFlags = CpuAccessFlags.Write,
                    StructureByteStride = 0,
                    OptionFlags = 0,
                };
                constantBuffer = new Buffer(device, constantBufferDesc);
            }

            viewport = new Viewport(0, 0, imageWidth, imageHeight); // TODO: get these dimensions
            vertexBufferBinding = new VertexBufferBinding(null, 0, 0);
        }
 protected override void FreeResource()
 {
     State?.Dispose();
     State = null;
     MultiSamplingState?.Dispose();
     MultiSamplingState = null;
 }
        internal void Clear()
        {
            m_deviceContext.ClearState();

            m_inputLayout = null;
            m_primitiveTopology = PrimitiveTopology.Undefined;
            m_indexBufferRef = null;
            m_indexBufferFormat = 0;
            m_indexBufferOffset = 0;
            for (int i = 0; i < m_vertexBuffers.Length; i++)
                m_vertexBuffers[i] = null;
            for (int i = 0; i < m_vertexBuffersStrides.Length; i++)
                m_vertexBuffersStrides[i] = 0;

            m_blendState = null;
            m_stencilRef = 0;
            m_depthStencilState = null;
            m_rtvsCount = 0;
            for (int i = 0; i < m_rtvs.Length; i++)
                m_rtvs[i] = null;
            m_dsv = null;

            m_rasterizerState = null;
            m_scissorLeftTop = new Vector2I(-1, -1);
            m_scissorRightBottom = new Vector2I(-1, -1);
            m_viewport = default(RawViewportF);

            m_targetBuffer = null;
            m_targetOffsets = 0;

            m_statistics.ClearStates++;
        }
 public RasterizerState(RasterizerSpec spec,
                        SharpDX.Direct3D11.RasterizerState state,
                        SharpDX.Direct3D11.RasterizerState multiSamplingState)
 {
     Spec  = spec;
     State = state;
     MultiSamplingState = multiSamplingState;
 }
        public ProjectiveTexturingShader(Device device)
        {
            var shaderByteCode = new ShaderBytecode(File.ReadAllBytes("Content/DepthAndProjectiveTextureVS.cso"));
            vertexShader = new VertexShader(device, shaderByteCode);
            geometryShader = new GeometryShader(device, new ShaderBytecode(File.ReadAllBytes("Content/DepthAndColorGS.cso")));
            pixelShader = new PixelShader(device, new ShaderBytecode(File.ReadAllBytes("Content/DepthAndColorPS.cso")));

            // depth stencil state
            var depthStencilStateDesc = new DepthStencilStateDescription()
            {
                IsDepthEnabled = true,
                DepthWriteMask = DepthWriteMask.All,
                DepthComparison = Comparison.LessEqual,
                IsStencilEnabled = false,
            };
            depthStencilState = new DepthStencilState(device, depthStencilStateDesc);

            // rasterizer states
            var rasterizerStateDesc = new RasterizerStateDescription()
            {
                CullMode = CullMode.None,
                FillMode = FillMode.Solid,
                IsDepthClipEnabled = true,
                IsFrontCounterClockwise = true,
                IsMultisampleEnabled = true,
            };
            rasterizerState = new RasterizerState(device, rasterizerStateDesc);

            // constant buffer
            var constantBufferDesc = new BufferDescription()
            {
                Usage = ResourceUsage.Dynamic,
                BindFlags = BindFlags.ConstantBuffer,
                SizeInBytes = Constants.size,
                CpuAccessFlags = CpuAccessFlags.Write,
                StructureByteStride = 0,
                OptionFlags = 0,
            };
            constantBuffer = new SharpDX.Direct3D11.Buffer(device, constantBufferDesc);

            // user view sampler state
            var colorSamplerStateDesc = new SamplerStateDescription()
            {
                Filter = Filter.MinMagMipLinear,
                AddressU = TextureAddressMode.Border,
                AddressV = TextureAddressMode.Border,
                AddressW = TextureAddressMode.Border,
                //BorderColor = new SharpDX.Color4(0.5f, 0.5f, 0.5f, 1.0f),
                BorderColor = new SharpDX.Color4(0, 0, 0, 1.0f),
            };
            colorSamplerState = new SamplerState(device, colorSamplerStateDesc);

            vertexInputLayout = new InputLayout(device, shaderByteCode.Data, new[]
            {
                new InputElement("SV_POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
            });

        }
		public RasterizerState GetCullBackRasterizerState(DXDevice device, CullMode cullMode)
		{
			RasterizerState state;
			if (rasterizerStates.TryGetValue(cullMode, out state))
				return state;
			var newState = new RasterizerState(device, GetRasterizer(cullMode));
			rasterizerStates.Add(cullMode, newState);
			return newState;
		}
        public RasterizerState(SharpDX.Direct3D11.FillMode fillMode, SharpDX.Direct3D11.CullMode cullMode, bool frontCounterClockwise)
        {
            
            RasterizerStateDescription desc = new RasterizerStateDescription(){
                FillMode = fillMode,
                CullMode = cullMode,
                IsFrontCounterClockwise = frontCounterClockwise
            };

            NativeRasterizerState = new SharpDX.Direct3D11.RasterizerState(GraphicManager.Device, desc);
            
        }
Beispiel #10
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        /// <summary>
        /// Initializes a new instance of the StateFactory
        /// </summary>
        /// <param name="device"></param>
        /// <param name="ubershader"></param>
        public StateFactory( Ubershader ubershader, Type enumType, Primitive primitive, VertexInputElement[] vertexInputElements, BlendState blendState, RasterizerState rasterizerState )
            : base(ubershader.GraphicsDevice)
        {
            this.ubershader		= ubershader;

            Enumerate( enumType, ubershader, (ps,i) => {
                    ps.Primitive = primitive;
                    ps.VertexInputElements = vertexInputElements;
                    ps.BlendState		=	blendState;
                    ps.RasterizerState	=	rasterizerState;
                } );
        }
Beispiel #11
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        /// <summary>
        /// Sets the state of the rasterizer.
        /// </summary>
        /// <param name="desc">The desc.</param>
        /// <exception cref="System.Exception"></exception>
        public void SetRasterizerState(D3D11.RasterizerStateDescription desc)
        {
            if (d3dDevice == null || d3dContext == null)
            {
                throw new Exception(MethodBase.GetCurrentMethod().Name + "Device or DeviceContext is null");
            }

            D3D11.RasterizerState rasterState = new D3D11.RasterizerState(d3dDevice, desc);

            if (d3dContext.Rasterizer.State != null)
            {
                d3dContext.Rasterizer.State.Dispose();
            }
            d3dContext.Rasterizer.State = rasterState;
        }
Beispiel #12
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        private void InitDevice(int numSamples)
        {
            var width  = m_Window.ClientRectangle.Width;
            var height = m_Window.ClientRectangle.Height;

            var refreshRate = new Rational(60, 1);
            var modeDesc    = new ModeDescription(width, height, refreshRate, Format.R8G8B8A8_UNorm);

            var quality = GetBestQuality(numSamples);

            var swapChainDesc = new SwapChainDescription()
            {
                BufferCount       = 1,
                IsWindowed        = true,
                ModeDescription   = modeDesc,
                SampleDescription = new SampleDescription(numSamples, quality),
                OutputHandle      = Game.Inst.Window.Handle,
                Usage             = Usage.RenderTargetOutput
            };

#if DEBUG
            const D3D11.DeviceCreationFlags DEBUG_FLAG = D3D11.DeviceCreationFlags.Debug;
#else
            const D3D11.DeviceCreationFlags DEBUG_FLAG = D3D11.DeviceCreationFlags.None;
#endif

            D3D11.Device.CreateWithSwapChain(DriverType.Hardware, D3D11.DeviceCreationFlags.SingleThreaded | DEBUG_FLAG, swapChainDesc, out Device, out m_SwapChain);
            m_DeviceContext = Device.ImmediateContext;

            var rsd = new D3D11.RasterizerStateDescription {
                CullMode             = D3D11.CullMode.Back,
                FillMode             = D3D11.FillMode.Solid,
                IsMultisampleEnabled = true,
            };
            var rs = new D3D11.RasterizerState(Device, rsd);
            Device.ImmediateContext.Rasterizer.State = rs;

            var backBuffer = m_SwapChain.GetBackBuffer <D3D11.Texture2D>(0);

            m_DefaultRenderTarget = new SharpDXRenderTarget(this, backBuffer, width, height, new D3D11.RenderTargetView(Device, backBuffer));
            RenderTarget          = m_DefaultRenderTarget;

            m_DeviceContext.Rasterizer.SetViewport(0.0f, 0.0f, width, height);
        }
Beispiel #13
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        public RasterizerState(GraphicsDevice graphicsdevice, RasterizerStateInfo info)
            : base(graphicsdevice, new StackTrace(1))
        {
            this.Info = info;

            Handle = new SharpDX.Direct3D11.RasterizerState(graphicsdevice.Device, new RasterizerStateDescription()
            {
                FillMode = EnumConverter.Convert(info.FillMode),
                CullMode = EnumConverter.Convert(info.CullMode),
                IsFrontCounterClockwise = info.IsFrontCounterClockwise,
                DepthBias                = info.DepthBias,
                DepthBiasClamp           = info.DepthBiasClamp,
                SlopeScaledDepthBias     = info.SlopeScaledDepthBias,
                IsAntialiasedLineEnabled = info.IsAntialiasedLineEnabled,
                IsDepthClipEnabled       = info.IsDepthClipEnabled,
                IsScissorEnabled         = info.IsScissorEnabled,
                IsMultisampleEnabled     = info.IsMultisampleEnabled
            });
        }
Beispiel #14
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        /// <summary>
        /// Function to retrieve the D3D state object.
        /// </summary>
        /// <param name="stateType">The state type information.</param>
        /// <returns>The D3D state object.</returns>
        internal override D3D.DeviceChild GetStateObject(ref GorgonRasterizerStates stateType)
        {
            var desc = new D3D.RasterizerStateDescription
            {
                CullMode                 = (D3D.CullMode)States.CullingMode,
                DepthBias                = States.DepthBias,
                DepthBiasClamp           = States.DepthBiasClamp,
                FillMode                 = (D3D.FillMode)States.FillMode,
                IsAntialiasedLineEnabled = States.IsAntialiasedLinesEnabled,
                IsDepthClipEnabled       = States.IsDepthClippingEnabled,
                IsFrontCounterClockwise  = States.IsFrontFacingTriangleCounterClockwise,
                IsMultisampleEnabled     = States.IsMultisamplingEnabled,
                IsScissorEnabled         = States.IsScissorTestingEnabled
            };

            var state = new D3D.RasterizerState(Graphics.D3DDevice, desc)
            {
                DebugName = "Gorgon Rasterizer State #" + StateCacheCount
            };

            return(state);
        }
Beispiel #15
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        public D3DRasterizerState(
            Device device,
            FaceCullingMode cullMode,
            TriangleFillMode fillMode,
            bool depthClipEnabled,
            bool scissorTestEnabled)
        {
            _device              = device;
            CullMode             = cullMode;
            FillMode             = fillMode;
            IsDepthClipEnabled   = depthClipEnabled;
            IsScissorTestEnabled = scissorTestEnabled;

            var desc = new RasterizerStateDescription()
            {
                IsDepthClipEnabled = IsDepthClipEnabled,
                IsScissorEnabled   = IsScissorTestEnabled,
                CullMode           = D3DFormats.ConvertCullMode(cullMode),
                FillMode           = D3DFormats.ConvertFillMode(fillMode)
            };

            _deviceState = new SharpDX.Direct3D11.RasterizerState(device, desc);
        }
Beispiel #16
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            public RasterizerStatesStruct(D3D.Device device)
            {
                var desc = new D3D.RasterizerStateDescription()
                {
                    CullMode                 = D3D.CullMode.Back,
                    DepthBias                = 0,
                    DepthBiasClamp           = 0,
                    FillMode                 = D3D.FillMode.Solid,
                    IsAntialiasedLineEnabled = false,
                    IsDepthClipEnabled       = true,
                    IsFrontCounterClockwise  = false,
                    IsMultisampleEnabled     = true,
                    IsScissorEnabled         = false,
                    SlopeScaledDepthBias     = 0
                };

                Back = new D3D.RasterizerState(device, desc);

                desc.CullMode = D3D.CullMode.None;
                None          = new D3D.RasterizerState(device, desc);

                desc.FillMode = D3D.FillMode.Wireframe;
                Wire          = new D3D.RasterizerState(device, desc);
            }
Beispiel #17
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        private void InitializeDeviceResources(DXGI.SwapChain swapChain)
        {
            backbufferTexture = swapChain.GetBackBuffer <D3D11.Texture2D>(0);
            backbufferRTV     = new D3D11.RenderTargetView(device, backbufferTexture);

            width  = backbufferTexture.Description.Width;
            height = backbufferTexture.Description.Height;

            D3D11.Texture2DDescription sceneTextureDesc = new D3D11.Texture2DDescription
            {
                CpuAccessFlags    = D3D11.CpuAccessFlags.None,
                BindFlags         = D3D11.BindFlags.RenderTarget | D3D11.BindFlags.ShaderResource,
                Format            = DXGI.Format.R8G8B8A8_UNorm,
                Width             = width,
                Height            = height,
                OptionFlags       = D3D11.ResourceOptionFlags.None,
                MipLevels         = 1,
                ArraySize         = 1,
                SampleDescription = { Count = 1, Quality = 0 },
                Usage             = D3D11.ResourceUsage.Default
            };

            sceneTexture = new D3D11.Texture2D(device, sceneTextureDesc);
            sceneRTV     = new D3D11.RenderTargetView(device, sceneTexture);
            sceneSRV     = new D3D11.ShaderResourceView(device, sceneTexture);

            var depthBufferDesc = new D3D11.Texture2DDescription()
            {
                Width             = width,
                Height            = height,
                MipLevels         = 1,
                ArraySize         = 1,
                Format            = DXGI.Format.R32_Typeless,
                SampleDescription = { Count = 1, Quality = 0 },
                Usage             = D3D11.ResourceUsage.Default,
                BindFlags         = D3D11.BindFlags.DepthStencil | D3D11.BindFlags.ShaderResource,
                CpuAccessFlags    = D3D11.CpuAccessFlags.None,
                OptionFlags       = D3D11.ResourceOptionFlags.None
            };

            using (var depthStencilBufferTexture = new D3D11.Texture2D(device, depthBufferDesc))
            {
                var depthStencilViewDesc = new D3D11.DepthStencilViewDescription()
                {
                    Format    = DXGI.Format.D32_Float,
                    Dimension = D3D11.DepthStencilViewDimension.Texture2D,
                    Texture2D = { MipSlice = 0 }
                };

                depthDSV = new D3D11.DepthStencilView(device, depthStencilBufferTexture, depthStencilViewDesc);

                var shaderResourceViewDesc = new D3D11.ShaderResourceViewDescription()
                {
                    Format    = DXGI.Format.R32_Float,
                    Dimension = SharpDX.Direct3D.ShaderResourceViewDimension.Texture2D,
                    Texture2D = { MipLevels = 1, MostDetailedMip = 0 }
                };

                depthSRV = new D3D11.ShaderResourceView(device, depthStencilBufferTexture, shaderResourceViewDesc);
            }

            var depthStencilDesc = new D3D11.DepthStencilStateDescription()
            {
                IsDepthEnabled   = true,
                DepthWriteMask   = D3D11.DepthWriteMask.All,
                DepthComparison  = D3D11.Comparison.Less,
                IsStencilEnabled = false,
                StencilReadMask  = 0xFF,
                StencilWriteMask = 0xFF,

                FrontFace = new D3D11.DepthStencilOperationDescription()
                {
                    FailOperation      = D3D11.StencilOperation.Keep,
                    DepthFailOperation = D3D11.StencilOperation.Keep,
                    PassOperation      = D3D11.StencilOperation.Keep,
                    Comparison         = D3D11.Comparison.Always
                },

                BackFace = new D3D11.DepthStencilOperationDescription()
                {
                    FailOperation      = D3D11.StencilOperation.Keep,
                    DepthFailOperation = D3D11.StencilOperation.Keep,
                    PassOperation      = D3D11.StencilOperation.Keep,
                    Comparison         = D3D11.Comparison.Always
                }
            };

            depthStencilState = new D3D11.DepthStencilState(device, depthStencilDesc);

            var rasterDesc = new D3D11.RasterizerStateDescription()
            {
                IsAntialiasedLineEnabled = false,
                CullMode                = D3D11.CullMode.Back,
                DepthBias               = 0,
                DepthBiasClamp          = 0.0f,
                IsDepthClipEnabled      = true,
                FillMode                = D3D11.FillMode.Solid,
                IsFrontCounterClockwise = false,
                IsMultisampleEnabled    = false,
                IsScissorEnabled        = false,
                SlopeScaledDepthBias    = 0.0f
            };

            rasterizerState = new D3D11.RasterizerState(device, rasterDesc);
        }
        // Example using async
        protected override void CreateDeviceDependentResources(Common.DeviceManager deviceManager)
        {
            base.CreateDeviceDependentResources(deviceManager);

            RemoveAndDispose(ref fpsRenderer);
            RemoveAndDispose(ref cubeRenderer);
            RemoveAndDispose(ref textRenderer);

            RemoveAndDispose(ref vertexShader);
            RemoveAndDispose(ref vertexLayout);
            RemoveAndDispose(ref pixelShader);

            var device = deviceManager.Direct3DDevice;

            #region Compile shaders
            // Compile Vertex Shader and create vertex InputLayout
            using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\VS.hlsl", "VSMain", "vs_5_0"))
            {
                vertexShader = new VertexShader(device, bytecode);
                vertexLayout = ToDispose(new InputLayout(device,
                   bytecode.GetPart(ShaderBytecodePart.InputSignatureBlob).Data,
                new[]
                {
                    // "SV_Position" = vertex coordinate in object space
                    new InputElement("SV_Position", 0, Format.R32G32B32_Float, 0, 0),
                    // "NORMAL" = the vertex normal
                    new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0),
                    // "COLOR"
                    new InputElement("COLOR", 0, Format.R8G8B8A8_UNorm, 24, 0),
                    // "UV"
                    new InputElement("TEXCOORD", 0, Format.R32G32_Float, 28, 0),
                    // "BLENDINDICES"
                    new InputElement("BLENDINDICES", 0, Format.R32G32B32A32_UInt, 36, 0),
                    // "BLENDWEIGHT"
                    new InputElement("BLENDWEIGHT", 0, Format.R32G32B32A32_Float, 52, 0),
                }));
            }

            // Compile pixel shader
            using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\SimplePS.hlsl", "PSMain", "ps_5_0"))
                pixelShader = ToDispose(new PixelShader(device, bytecode));
            #endregion

            #region Create constant buffers
            // Create constant buffers

            // Create the constant buffer that will
            // store our worldViewProjection matrix
            perObjectBuffer = ToDispose(new SharpDX.Direct3D11.Buffer(device, Utilities.SizeOf<ConstantBuffers.PerObject>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0));

            // Create the per frame constant buffer
            // lighting / camera position
            perFrameBuffer = ToDispose(new Buffer(device, Utilities.SizeOf<ConstantBuffers.PerFrame>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0));

            // Create the per material constant buffer
            perMaterialBuffer = ToDispose(new Buffer(device, Utilities.SizeOf<ConstantBuffers.PerMaterial>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0));

            // Create the per armature/skeletong constant buffer
            perArmatureBuffer = ToDispose(new Buffer(device, ConstantBuffers.PerArmature.Size(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0));

            #endregion

            #region Create pipeline state variables
            // Configure the depth buffer to discard pixels that are
            // further than the current pixel.
            depthStencilState = ToDispose(new DepthStencilState(device,
                new DepthStencilStateDescription()
                {
                    IsDepthEnabled = true, // enable depth?
                    DepthComparison = Comparison.Less,
                    DepthWriteMask = SharpDX.Direct3D11.DepthWriteMask.All,
                    IsStencilEnabled = false,// enable stencil?
                    StencilReadMask = 0xff, // 0xff (no mask)
                    StencilWriteMask = 0xff,// 0xff (no mask)
                }));

            rsCullBack = ToDispose(new RasterizerState(device, new RasterizerStateDescription
            {
                CullMode = CullMode.Back,
                IsFrontCounterClockwise = false,
                FillMode = FillMode.Solid,
            }));
            #endregion

            #region Create Renderers
            cubeRenderer = new CubeRenderer();
            cubeRenderer.Initialize(this);

            textRenderer = ToDispose(new TextRenderer("Calibri", SharpDX.Color.Black, new Point(20, 100), 48, 800));
            textRenderer.Initialize(this);

            fpsRenderer = ToDispose(new FpsRenderer());
            fpsRenderer.Initialize(this);
            #endregion

            clock.Start();
        }
Beispiel #19
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        void DefineRasterizerState()
        {
            var desc = RasterizerStateDescription.Default();

            desc.IsFrontCounterClockwise = true;

            default_rasterizer_state = new RasterizerState(device, desc);
        }
Beispiel #20
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 void CreateRasterizerStates()
 {
     var desc = RasterizerStateDescription.Default();
     _rasterizerStateDefault = new RasterizerState(Device, desc);
     AutoDispose(_rasterizerStateDefault);
 }
Beispiel #21
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        public DX(int width, int height, float screenDepth, float screenNear, bool vSync, bool fullScreen, IntPtr hwnd)
        {
            this.vSync = vSync;
            var factory = new Factory();
            var adapter = factory.GetAdapter(0);
            var monitor = adapter.Outputs[0];
            var modes = monitor.GetDisplayModeList(Format.R8G8B8A8_UNorm, DisplayModeEnumerationFlags.Interlaced);

            var rational = new Rational(0, 1);
            if(vSync)
            {
                foreach(var mode in modes)
                {
                    if(mode.Width == width && mode.Height == height)
                    {
                        rational = new Rational(mode.RefreshRate.Numerator, mode.RefreshRate.Denominator);
                        break;
                    }
                }
            }

            monitor.Dispose();
            adapter.Dispose();
            factory.Dispose();

            var swapChainDesc = new SwapChainDescription
            {
                BufferCount = 1,
                ModeDescription = new ModeDescription(width, height, rational, Format.R8G8B8A8_UNorm),
                Usage = Usage.RenderTargetOutput,
                OutputHandle = hwnd,
                SampleDescription = new SampleDescription(1, 0),
                IsWindowed = !fullScreen,
                Flags = SwapChainFlags.None,
                SwapEffect = SwapEffect.Discard
            };

            Device device;
            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, new[] {FeatureLevel.Level_10_0}, swapChainDesc, out device, out swapChain);

            DXDevice = device;
            DXContext = device.ImmediateContext;

            var backBuffer = Resource.FromSwapChain<Texture2D>(swapChain, 0);
            renderTarget = new RenderTargetView(device, backBuffer);
            backBuffer.Dispose();

            var depthBufferDesc = new Texture2DDescription
            {
                Width = width,
                Height = height,
                MipLevels = 1,
                ArraySize = 1,
                Format = Format.D24_UNorm_S8_UInt,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.DepthStencil,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None
            };
            depthStenBuffer = new Texture2D(device, depthBufferDesc);

            var depthStencilDesc = new DepthStencilStateDescription
            {
                IsDepthEnabled = true,
                DepthWriteMask = DepthWriteMask.All,
                DepthComparison = Comparison.Less,
                IsStencilEnabled = true,
                StencilReadMask = 0xFF,
                StencilWriteMask = 0xFF,
                FrontFace = new DepthStencilOperationDescription
                {
                    FailOperation = StencilOperation.Keep,
                    DepthFailOperation = StencilOperation.Increment,
                    PassOperation = StencilOperation.Keep,
                    Comparison = Comparison.Always
                },
                BackFace = new DepthStencilOperationDescription
                {
                    FailOperation = StencilOperation.Keep,
                    DepthFailOperation = StencilOperation.Decrement,
                    PassOperation = StencilOperation.Keep,
                    Comparison = Comparison.Always
                }
            };

            depthStenState = new DepthStencilState(DXDevice, depthStencilDesc);

            DXContext.OutputMerger.SetDepthStencilState(depthStenState, 1);

            var depthStencilViewDesc = new DepthStencilViewDescription
            {
                Format = Format.D24_UNorm_S8_UInt,
                Dimension = DepthStencilViewDimension.Texture2D,
                Texture2D = new DepthStencilViewDescription.Texture2DResource
                {
                    MipSlice = 0
                }
            };

            depthStenView = new DepthStencilView(DXDevice, depthStenBuffer, depthStencilViewDesc);
            DXContext.OutputMerger.SetTargets(depthStenView, renderTarget);

            var rasterDesc = new RasterizerStateDescription
            {
                IsAntialiasedLineEnabled = false,
                CullMode = CullMode.Back,
                DepthBias = 0,
                DepthBiasClamp = .0f,
                IsDepthClipEnabled = true,
                FillMode = FillMode.Solid,
                IsFrontCounterClockwise = false,
                IsMultisampleEnabled = false,
                IsScissorEnabled = false,
                SlopeScaledDepthBias = .0f
            };

            rasterState = new RasterizerState(DXDevice, rasterDesc);
            DXContext.Rasterizer.State = rasterState;
            DXContext.Rasterizer.SetViewport(0, 0, width, height);

            Projection = Matrix.PerspectiveFovLH((float) (Math.PI / 4), ((float) width) / height, screenNear, screenDepth);
            World = Matrix.Identity;
            Ortho = Matrix.OrthoLH(width, height, screenNear, screenDepth);

            OnCleanup += swapChain.Dispose;
            OnCleanup += rasterState.Dispose;
            OnCleanup += depthStenBuffer.Dispose;
            OnCleanup += depthStenState.Dispose;
            OnCleanup += depthStenView.Dispose;
            OnCleanup += renderTarget.Dispose;
            OnCleanup += DXContext.Dispose;
            OnCleanup += DXDevice.Dispose;
        }
Beispiel #22
0
        internal override void Cleanup()
        {
            base.Cleanup();

            DSV = null;
            DefaultRasterizer = null;
        }
Beispiel #23
0
		/// <summary>
		/// SetupRasterizerState
		/// </summary>
		void SetupRasterizerState ()
		{
			var rsd = new RasterizerStateDescription();

			if ( RasterizerState.CullMode == CullMode.CullNone ) {

				rsd.CullMode				=	D3DCullMode.None;
				rsd.IsFrontCounterClockwise	=	false;

			} else if ( RasterizerState.CullMode == CullMode.CullCW ) {

				rsd.CullMode				=	D3DCullMode.Front;
				rsd.IsFrontCounterClockwise	=	false;

			} else if ( RasterizerState.CullMode == CullMode.CullCCW ) {

				rsd.CullMode				=	D3DCullMode.Front;
				rsd.IsFrontCounterClockwise	=	true;
			}


			rsd.FillMode				=	Converter.Convert( RasterizerState.FillMode );
			rsd.DepthBias				=	RasterizerState.DepthBias;
			rsd.DepthBiasClamp			=	0;
			rsd.IsMultisampleEnabled	=	RasterizerState.MsaaEnabled;
			rsd.IsScissorEnabled		=	RasterizerState.ScissorEnabled;
			rsd.SlopeScaledDepthBias	=	RasterizerState.SlopeDepthBias;
			rsd.IsDepthClipEnabled		=	RasterizerState.DepthClipEnabled;

			rasterState	=	new D3DRasterizerState( device.Device, rsd );
		}
        private void initializeRasterizerStates()
        {
            standardRasterizerStates = new SharpDX.Direct3D11.RasterizerState[4];

            RasterizerStateDescription templateDesc = new RasterizerStateDescription
            {
                FillMode = SharpDX.Direct3D11.FillMode.Solid,
                CullMode = SharpDX.Direct3D11.CullMode.Back,
                IsFrontCounterClockwise = false,
                DepthBias = 0,
                DepthBiasClamp = 0.0f,
                SlopeScaledDepthBias = 0.0f,
                IsDepthClipEnabled = true,
                IsScissorEnabled = false,
                IsMultisampleEnabled = true,
                IsAntialiasedLineEnabled = true
            };

            templateDesc.CullMode = CullMode.None;
            standardRasterizerStates[(int)TriangleCullMode.Off] = new RasterizerState(device, templateDesc);

            templateDesc.CullMode = CullMode.Back;
            templateDesc.IsFrontCounterClockwise = true;
            standardRasterizerStates[(int)TriangleCullMode.CullClockwise] = new RasterizerState(device, templateDesc);

            templateDesc.CullMode = CullMode.Back;
            templateDesc.IsFrontCounterClockwise = false;
            standardRasterizerStates[(int)TriangleCullMode.CullCounterClockwise] = new RasterizerState(device, templateDesc);

            // Special rasterizer state with multisample off. Used for drawing anti-aliased lines without
            // MSAA, i.e. the lines are drawn with edge anti-aliasing. This produces better results on NVIDIA
            // GPUs, especially when alpha be
            templateDesc.CullMode = CullMode.None;
            templateDesc.IsMultisampleEnabled = false;
            standardRasterizerStates[3] = new RasterizerState(device, templateDesc);
        }
Beispiel #25
0
        public void InitializeBuffers()
        {
            //Create back buffer
            Texture2D backBuffer = Resource.FromSwapChain<Texture2D>(SwapChain, 0);
            _renderTargetView = new RenderTargetView(Device, backBuffer);
            backBuffer.Dispose();

            //Create the depth/stencil buffer
            var depthBufferDesc = new Texture2DDescription
            {
                Width = ConfigurationManager.Config.Width,
                Height = ConfigurationManager.Config.Height,
                MipLevels = 1,
                ArraySize = 1,
                Format = Format.D24_UNorm_S8_UInt,
                SampleDescription = ConfigurationManager.Config.AntiAliasing ? new SampleDescription(4, _maxQualityLevel-1) : new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.DepthStencil,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None
            };
            _depthStencilBuffer = new Texture2D(Device, depthBufferDesc);

            DepthStencilStateDescription depthStencilDesc = new DepthStencilStateDescription
            {
                IsDepthEnabled = true,
                DepthWriteMask = DepthWriteMask.All,
                DepthComparison = Comparison.Less,
                IsStencilEnabled = true,
                StencilReadMask = 0xFF,
                StencilWriteMask = 0xFF,
                // Stencil operation if pixel front-facing.
                FrontFace = new DepthStencilOperationDescription
                {
                    FailOperation = StencilOperation.Keep,
                    DepthFailOperation = StencilOperation.Increment,
                    PassOperation = StencilOperation.Keep,
                    Comparison = Comparison.Always
                },
                // Stencil operation if pixel is back-facing.
                BackFace = new DepthStencilOperationDescription
                {
                    FailOperation = StencilOperation.Keep,
                    DepthFailOperation = StencilOperation.Decrement,
                    PassOperation = StencilOperation.Keep,
                    Comparison = Comparison.Always
                }
            };

            // Create the depth stencil state.
            _depthStencilState = new DepthStencilState(Device, depthStencilDesc);

            DepthStencilStateDescription depthDisabledStencilDesc = new DepthStencilStateDescription
            {
                IsDepthEnabled = false,
                DepthWriteMask = DepthWriteMask.All,
                DepthComparison = Comparison.Less,
                IsStencilEnabled = true,
                StencilReadMask = 0xFF,
                StencilWriteMask = 0xFF,
                // Stencil operation if pixel front-facing.
                FrontFace = new DepthStencilOperationDescription
                {
                    FailOperation = StencilOperation.Keep,
                    DepthFailOperation = StencilOperation.Increment,
                    PassOperation = StencilOperation.Keep,
                    Comparison = Comparison.Always
                },
                // Stencil operation if pixel is back-facing.
                BackFace = new DepthStencilOperationDescription
                {
                    FailOperation = StencilOperation.Keep,
                    DepthFailOperation = StencilOperation.Decrement,
                    PassOperation = StencilOperation.Keep,
                    Comparison = Comparison.Always
                }
            };

            _depthDisabledStencilState = new DepthStencilState(Device, depthDisabledStencilDesc);

            // Set the depth stencil state.
            _isZBufferEnabled = true;
            DeviceContext.OutputMerger.SetDepthStencilState(_depthStencilState, 1);

            // Initialize and set up the depth stencil view.
            DepthStencilViewDescription depthStencilViewDesc;
            if(ConfigurationManager.Config.AntiAliasing)
                depthStencilViewDesc = new DepthStencilViewDescription
                {
                    Format = Format.D24_UNorm_S8_UInt,
                    Dimension = DepthStencilViewDimension.Texture2DMultisampled,
                    Texture2DMS = new DepthStencilViewDescription.Texture2DMultisampledResource()
                };
            else
                depthStencilViewDesc = new DepthStencilViewDescription
                {
                    Format = Format.D24_UNorm_S8_UInt,
                    Dimension = DepthStencilViewDimension.Texture2D,
                    Texture2D = new DepthStencilViewDescription.Texture2DResource()
                    { MipSlice = 0 }
                };

            // Create the depth stencil view.
            DepthStencilView = new DepthStencilView(Device, _depthStencilBuffer, depthStencilViewDesc);

            RenderToTextureDepthStencilView = new DepthStencilView(Device, new Texture2D(Device, new Texture2DDescription
            {
                Width = ConfigurationManager.Config.Width,
                Height = ConfigurationManager.Config.Height,
                MipLevels = 1,
                ArraySize = 1,
                Format = Format.D24_UNorm_S8_UInt,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.DepthStencil,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None
            }), new DepthStencilViewDescription
            {
                Format = Format.D24_UNorm_S8_UInt,
                Dimension = DepthStencilViewDimension.Texture2D,
                Texture2D = new DepthStencilViewDescription.Texture2DResource() { MipSlice = 0 }
            });

            // Bind the render target view and depth stencil buffer to the output render pipeline.
            DeviceContext.OutputMerger.SetTargets(DepthStencilView, _renderTargetView);

            // Setup the raster description which will determine how and what polygon will be drawn.
            var rasterDesc = new RasterizerStateDescription
            {
                IsAntialiasedLineEnabled = false,
                CullMode = CullMode.Back,
                DepthBias = 0,
                DepthBiasClamp = .0f,
                IsDepthClipEnabled = true,
                FillMode = FillMode.Solid,
                IsFrontCounterClockwise = false,
                IsMultisampleEnabled = false,
                IsScissorEnabled = false,
                SlopeScaledDepthBias = .0f
            };

            // Create the rasterizer state from the description we just filled out.
            _rasterStateSolid = new RasterizerState(Device, rasterDesc);

            rasterDesc.FillMode = FillMode.Wireframe;

            _rasterStateWireFrame = new RasterizerState(Device, rasterDesc);

            // Now set the rasterizer state.
            DeviceContext.Rasterizer.State = _rasterStateSolid;

            // Setup and create the viewport for rendering.
            DeviceContext.Rasterizer.SetViewport(0, 0, ConfigurationManager.Config.Width, ConfigurationManager.Config.Height, 0, 1);

            var blendStateDescription = new BlendStateDescription();
            blendStateDescription.RenderTarget[0].IsBlendEnabled = true;
            blendStateDescription.RenderTarget[0].SourceBlend = BlendOption.SourceAlpha;
            blendStateDescription.RenderTarget[0].DestinationBlend = BlendOption.InverseSourceAlpha;
            blendStateDescription.RenderTarget[0].BlendOperation = BlendOperation.Add;
            blendStateDescription.RenderTarget[0].SourceAlphaBlend = BlendOption.One;
            blendStateDescription.RenderTarget[0].DestinationAlphaBlend = BlendOption.Zero;
            blendStateDescription.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add;
            blendStateDescription.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;
            // Create the blend state using the description.
            _alphaEnabledBlendState = new BlendState(Device, blendStateDescription);

            blendStateDescription.RenderTarget[0].IsBlendEnabled = false;
            // Create the blend state using the description.
            _alphaDisabledBlendState = new BlendState(Device, blendStateDescription);
        }
Beispiel #26
0
 protected RasterizerState CullClockwise(DxDevice device)
 {
     return cullClockwise ??
         (cullClockwise = new RasterizerState(device, GetRasterizer(CullMode.Back)));
 }
Beispiel #27
0
        public void Initialize()
        {
            Form.SizeChanged += (o, args) =>
            {
                if (_swapChain == null)
                    return;

                renderView.Dispose();
                depthView.Dispose();
                DisposeBuffers();

                if (Form.WindowState == FormWindowState.Minimized)
                    return;

                Width = Form.ClientSize.Width;
                Height = Form.ClientSize.Height;
                _swapChain.ResizeBuffers(_swapChain.Description.BufferCount, 0, 0, Format.Unknown, 0);

                CreateBuffers();
                SetSceneConstants();
            };

            Width = 1024;
            Height = 768;
            NearPlane = 1.0f;
            FarPlane = 200.0f;
            FieldOfView = (float)Math.PI / 4;

            try
            {
                OnInitializeDevice();
            }
            catch (Exception e)
            {
                MessageBox.Show(e.ToString(), "Could not create DirectX 11 device.");
                return;
            }


            // shader.fx

            const ShaderFlags shaderFlags = ShaderFlags.None;
            //const ShaderFlags shaderFlags = ShaderFlags.Debug | ShaderFlags.SkipOptimization;

            string[] sources = new[] { "shader.fx", "grender.fx" };
            using (var shaderByteCode = ShaderLoader.FromResource(Assembly.GetExecutingAssembly(), sources, shaderFlags))
            {
                effect = new Effect(_device, shaderByteCode);
            }
            EffectTechnique technique = effect.GetTechniqueByName("GBufferCreate");
            shadowGenPass = technique.GetPassByName("ShadowMap");
            gBufferGenPass = technique.GetPassByName("GBufferGen");
            debugDrawPass = technique.GetPassByName("DebugDraw");

            BufferDescription sceneConstantsDesc = new BufferDescription()
            {
                SizeInBytes = Marshal.SizeOf(typeof(ShaderSceneConstants)),
                Usage = ResourceUsage.Dynamic,
                BindFlags = BindFlags.ConstantBuffer,
                CpuAccessFlags = CpuAccessFlags.Write,
                OptionFlags = ResourceOptionFlags.None
            };
            sceneConstantsBuffer = new Buffer(_device, sceneConstantsDesc);
            EffectConstantBuffer effectConstantBuffer = effect.GetConstantBufferByName("scene");
            effectConstantBuffer.SetConstantBuffer(sceneConstantsBuffer);

            RasterizerStateDescription _rasterizerStateDesc = new RasterizerStateDescription()
            {
                CullMode = CullMode.None,
                FillMode = FillMode.Solid,
                DepthBias = 0,
                DepthBiasClamp = 0,
                SlopeScaledDepthBias = 0,
                IsDepthClipEnabled = true,
            };
            noCullState = new RasterizerState(_device, _rasterizerStateDesc);
            _rasterizerStateDesc.CullMode = CullMode.Back;
            backCullState = new RasterizerState(_device, _rasterizerStateDesc);
            _rasterizerStateDesc.CullMode = CullMode.Front;
            frontCullState = new RasterizerState(_device, _rasterizerStateDesc);
            _immediateContext.Rasterizer.State = CullingEnabled ? backCullState : noCullState;

            DepthStencilStateDescription depthDesc = new DepthStencilStateDescription()
            {
                IsDepthEnabled = true,
                IsStencilEnabled = false,
                DepthWriteMask = DepthWriteMask.All,
                DepthComparison = Comparison.Less
            };
            depthState = new DepthStencilState(_device, depthDesc);
            depthDesc.DepthWriteMask = DepthWriteMask.Zero;
            outsideLightVolumeDepthState = new DepthStencilState(_device, depthDesc);
            depthDesc.DepthComparison = Comparison.Greater;
            insideLightVolumeDepthState = new DepthStencilState(_device, depthDesc);

            DepthStencilStateDescription lightDepthStateDesc = new DepthStencilStateDescription()
            {
                IsDepthEnabled = true,
                IsStencilEnabled = false,
                DepthWriteMask = DepthWriteMask.All,
                DepthComparison = Comparison.Less
            };
            lightDepthStencilState = new DepthStencilState(_device, lightDepthStateDesc);


            // grender.fx
            technique = effect.GetTechniqueByName("DeferredShader");
            gBufferRenderPass = technique.GetPassByName("DeferredShader");
            gBufferPostProcessPass = technique.GetPassByName("Blur");
            gBufferPostProcessPass2 = technique.GetPassByName("PostProcess");
            gBufferOverlayPass = technique.GetPassByName("Overlay");

            lightBufferVar = effect.GetVariableByName("lightBuffer").AsShaderResource();
            normalBufferVar = effect.GetVariableByName("normalBuffer").AsShaderResource();
            diffuseBufferVar = effect.GetVariableByName("diffuseBuffer").AsShaderResource();
            depthMapVar = effect.GetVariableByName("depthMap").AsShaderResource();
            shadowLightDepthBufferVar = effect.GetVariableByName("lightDepthMap").AsShaderResource();

            sunLightDirectionVar = effect.GetVariableByName("SunLightDirection").AsVector();
            viewportWidthVar = effect.GetVariableByName("ViewportWidth").AsScalar();
            viewportHeightVar = effect.GetVariableByName("ViewportHeight").AsScalar();
            viewParametersVar = effect.GetVariableByName("ViewParameters").AsVector();

            overlayViewProjectionVar = effect.GetVariableByName("OverlayViewProjection").AsMatrix();


            // light.fx
            using (var shaderByteCode = ShaderLoader.FromResource(Assembly.GetExecutingAssembly(), "light.fx", shaderFlags))
            {
                lightShader = new Effect(_device, shaderByteCode);
            }

            technique = lightShader.GetTechniqueByIndex(0);
            lightAccumulationPass = technique.GetPassByName("Light");

            lightWorldVar = lightShader.GetVariableByName("World").AsMatrix();
            lightPositionRadiusVar = lightShader.GetVariableByName("PositionRadius").AsVector();
            lightColorVar = lightShader.GetVariableByName("Color").AsVector();

            lightProjectionVar = lightShader.GetVariableByName("Projection").AsMatrix();
            lightViewVar = lightShader.GetVariableByName("View").AsMatrix();
            lightViewInverseVar = lightShader.GetVariableByName("ViewInverse").AsMatrix();
            lightViewportWidthVar = lightShader.GetVariableByName("ViewportWidth").AsScalar();
            lightViewportHeightVar = lightShader.GetVariableByName("ViewportHeight").AsScalar();
            lightEyePositionVar = lightShader.GetVariableByName("EyePosition").AsVector();
            lightViewParametersVar = lightShader.GetVariableByName("ViewParameters").AsVector();

            InputElement[] elements = new InputElement[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0),
            };
            lightVolumeInputLayout = new InputLayout(Device, lightShader.GetTechniqueByIndex(0).GetPassByName("Light").Description.Signature, elements);

            pointLightVolumeVertices = Light.CreatePointLightVolume(out pointLightVolumeIndices);
            BufferDescription vertexBufferDesc = new BufferDescription()
            {
                SizeInBytes = Vector3.SizeInBytes * pointLightVolumeVertices.Length,
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.VertexBuffer,
            };

            using (var data = new SharpDX.DataStream(vertexBufferDesc.SizeInBytes, false, true))
            {
                data.WriteRange(pointLightVolumeVertices);
                data.Position = 0;
                pointLightVolumeVertexBuffer = new Buffer(Device, data, vertexBufferDesc);
            }
            pointLightVolumeVertexBufferBinding = new VertexBufferBinding(pointLightVolumeVertexBuffer, 12, 0);

            BufferDescription indexBufferDesc = new BufferDescription()
            {
                SizeInBytes = sizeof(uint) * pointLightVolumeIndices.Length,
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.IndexBuffer
            };
            using (var data = new SharpDX.DataStream(indexBufferDesc.SizeInBytes, false, true))
            {
                data.WriteRange(pointLightVolumeIndices);
                data.Position = 0;
                pointLightVolumeIndexBuffer = new Buffer(Device, data, indexBufferDesc);
            }

            lightDepthBufferVar = lightShader.GetVariableByName("depthBuffer").AsShaderResource();
            lightNormalBufferVar = lightShader.GetVariableByName("normalBuffer").AsShaderResource();

            lights.Add(new Light(pointLightPosition, 60, new Vector4(1, 0.95f, 0.9f, 1)));
            //lights.Add(new Light(pointLightPosition, 60, new Vector4(0, 0, 1, 1)));
            //lights.Add(new Light(new Vector3(-10, 10, 10), 30, new Vector4(1, 0, 0, 1)));
            //lights.Add(new Light(new Vector3(10, 5, -10), 20, new Vector4(0, 1, 0, 1)));
            //lights.Add(new Light(new Vector3(-10, 5, -10), 20, new Vector4(1, 0, 1, 1)));


            Info = new InfoText(_device, 256, 256);
            _meshFactory = new MeshFactory(this);

            CreateBuffers();
        }
Beispiel #28
0
        private void InitializeInternal(Device device) {
            Debug.Assert(device != null);

            var wfDesc = new RasterizerStateDescription {
                FillMode = FillMode.Wireframe,
                CullMode = CullMode.Back,
                IsFrontCounterClockwise = false,
                IsDepthClipEnabled = true
            };
            _wireframeRs = new RasterizerState(device, wfDesc);

            var noCullDesc = new RasterizerStateDescription {
                FillMode = FillMode.Solid,
                CullMode = CullMode.None,
                IsFrontCounterClockwise = false,
                IsDepthClipEnabled = true
            };
            _noCullRs = new RasterizerState(device, noCullDesc);

            var cullClockwiseDesc = new RasterizerStateDescription {
                FillMode = FillMode.Solid,
                CullMode = CullMode.Back,
                IsFrontCounterClockwise = true,
                IsDepthClipEnabled = true
            };
            _cullClockwiseRs = new RasterizerState(device, cullClockwiseDesc);

            var atcDesc = new BlendStateDescription {
                AlphaToCoverageEnable = true,
                IndependentBlendEnable = false,
            };
            atcDesc.RenderTarget[0].IsBlendEnabled = false;
            atcDesc.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;
            _alphaToCoverageBs = new BlendState(device, atcDesc);

            var transDesc = new BlendStateDescription {
                AlphaToCoverageEnable = false,
                IndependentBlendEnable = false
            };
            transDesc.RenderTarget[0].IsBlendEnabled = true;
            transDesc.RenderTarget[0].SourceBlend = BlendOption.SourceAlpha;
            transDesc.RenderTarget[0].DestinationBlend = BlendOption.InverseSourceAlpha;
            transDesc.RenderTarget[0].BlendOperation = BlendOperation.Add;
            transDesc.RenderTarget[0].SourceAlphaBlend = BlendOption.One;
            transDesc.RenderTarget[0].DestinationAlphaBlend = BlendOption.Zero;
            transDesc.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add;
            transDesc.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;

            _transparentBs = new BlendState(device, transDesc);

            var noRenderTargetWritesDesc = new BlendStateDescription {
                AlphaToCoverageEnable = false,
                IndependentBlendEnable = false
            };
            noRenderTargetWritesDesc.RenderTarget[0].IsBlendEnabled = false;
            noRenderTargetWritesDesc.RenderTarget[0].SourceBlend = BlendOption.One;
            noRenderTargetWritesDesc.RenderTarget[0].DestinationBlend = BlendOption.Zero;
            noRenderTargetWritesDesc.RenderTarget[0].BlendOperation = BlendOperation.Add;
            noRenderTargetWritesDesc.RenderTarget[0].SourceAlphaBlend = BlendOption.One;
            noRenderTargetWritesDesc.RenderTarget[0].DestinationAlphaBlend = BlendOption.Zero;
            noRenderTargetWritesDesc.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add;
            noRenderTargetWritesDesc.RenderTarget[0].RenderTargetWriteMask = 0;

            _noRenderTargetWritesBs = new BlendState(device, noRenderTargetWritesDesc);

            var mirrorDesc = new DepthStencilStateDescription {
                IsDepthEnabled = true,
                DepthWriteMask = DepthWriteMask.Zero,
                DepthComparison = Comparison.Less,
                IsStencilEnabled = true,
                StencilReadMask = 0xff,
                StencilWriteMask = 0xff,
                FrontFace = new DepthStencilOperationDescription {
                    FailOperation = StencilOperation.Keep,
                    DepthFailOperation = StencilOperation.Keep,
                    PassOperation = StencilOperation.Replace,
                    Comparison = Comparison.Always
                },
                BackFace = new DepthStencilOperationDescription {
                    FailOperation = StencilOperation.Keep,
                    DepthFailOperation = StencilOperation.Keep,
                    PassOperation = StencilOperation.Replace,
                    Comparison = Comparison.Always
                }
            };

            _markMirrorDss = new DepthStencilState(device, mirrorDesc);

            var drawReflectionDesc = new DepthStencilStateDescription {
                IsDepthEnabled = true,
                DepthWriteMask = DepthWriteMask.All,
                DepthComparison = Comparison.Less,
                IsStencilEnabled = true,
                StencilReadMask = 0xff,
                StencilWriteMask = 0xff,
                FrontFace = new DepthStencilOperationDescription {
                    FailOperation = StencilOperation.Keep,
                    DepthFailOperation = StencilOperation.Keep,
                    PassOperation = StencilOperation.Keep,
                    Comparison = Comparison.Equal
                },
                BackFace = new DepthStencilOperationDescription {
                    FailOperation = StencilOperation.Keep,
                    DepthFailOperation = StencilOperation.Keep,
                    PassOperation = StencilOperation.Keep,
                    Comparison = Comparison.Equal
                }
            };
            _drawReflectionDss = new DepthStencilState(device, drawReflectionDesc);

            var noDoubleBlendDesc = new DepthStencilStateDescription {
                IsDepthEnabled = true,
                DepthWriteMask = DepthWriteMask.All,
                DepthComparison = Comparison.Less,
                IsStencilEnabled = true,
                StencilReadMask = 0xff,
                StencilWriteMask = 0xff,
                FrontFace = new DepthStencilOperationDescription {
                    FailOperation = StencilOperation.Keep,
                    DepthFailOperation = StencilOperation.Keep,
                    PassOperation = StencilOperation.Increment,
                    Comparison = Comparison.Equal
                },
                BackFace = new DepthStencilOperationDescription {
                    FailOperation = StencilOperation.Keep,
                    DepthFailOperation = StencilOperation.Keep,
                    PassOperation = StencilOperation.Increment,
                    Comparison = Comparison.Equal
                }
            };
            _noDoubleBlendDss = new DepthStencilState(device, noDoubleBlendDesc);

            var lessEqualDesc = new DepthStencilStateDescription {
                IsDepthEnabled = true,
                DepthWriteMask = DepthWriteMask.All,
                DepthComparison = Comparison.LessEqual,
                IsStencilEnabled = false
            };
            _lessEqualDss = new DepthStencilState(device, lessEqualDesc);

            var equalsDesc = new DepthStencilStateDescription() {
                IsDepthEnabled = true,
                DepthWriteMask = DepthWriteMask.Zero,
                DepthComparison = Comparison.LessEqual,

            };
            _equalsDss = new DepthStencilState(device, equalsDesc);

            var noDepthDesc = new DepthStencilStateDescription() {
                IsDepthEnabled = false,
                DepthComparison = Comparison.Always,
                DepthWriteMask = DepthWriteMask.Zero
            };
            _noDepthDss = new DepthStencilState(device, noDepthDesc);
        }
        protected override void CreateDeviceDependentResources()
        {
            RemoveAndDispose(ref vertexShader);
            RemoveAndDispose(ref lightBuffer);
            RemoveAndDispose(ref RTV);
            RemoveAndDispose(ref SRV);
            RemoveAndDispose(ref rsCullBack);
            RemoveAndDispose(ref rsCullFront);
            RemoveAndDispose(ref rsWireframe);
            RemoveAndDispose(ref blendStateAdd);
            RemoveAndDispose(ref depthLessThan);
            RemoveAndDispose(ref depthGreaterThan);
            RemoveAndDispose(ref depthDisabled);
            RemoveAndDispose(ref perLightBuffer);

            RemoveAndDispose(ref psAmbientLight);
            RemoveAndDispose(ref psDirectionalLight);
            RemoveAndDispose(ref psPointLight);
            RemoveAndDispose(ref psSpotLight);
            RemoveAndDispose(ref psDebugLight);
            RemoveAndDispose(ref perLightBuffer);

            // Retrieve our SharpDX.Direct3D11.Device1 instance
            var device = this.DeviceManager.Direct3DDevice;

            int width, height;
            SampleDescription sampleDesc;

            // Retrieve DSV from GBuffer and extract width/height
            // then create a new read-only DSV
            using (var depthTexture = gbuffer.DSV.ResourceAs<Texture2D>())
            {
                width = depthTexture.Description.Width;
                height = depthTexture.Description.Height;
                sampleDesc = depthTexture.Description.SampleDescription;

                // Initialize read-only DSV
                var dsvDesc = gbuffer.DSV.Description;
                dsvDesc.Flags = DepthStencilViewFlags.ReadOnlyDepth | DepthStencilViewFlags.ReadOnlyStencil;
                DSVReadonly = ToDispose(new DepthStencilView(device, depthTexture, dsvDesc));
            }
            // Check if GBuffer is multi-sampled
            bool isMSAA = sampleDesc.Count > 1;

            // Initialize the light render target
            var texDesc = new Texture2DDescription();
            texDesc.BindFlags = BindFlags.ShaderResource | BindFlags.RenderTarget;
            texDesc.ArraySize = 1;
            texDesc.CpuAccessFlags = CpuAccessFlags.None;
            texDesc.Usage = ResourceUsage.Default;
            texDesc.Width = width;
            texDesc.Height = height;
            texDesc.MipLevels = 1; // No mip levels
            texDesc.SampleDescription = sampleDesc;
            texDesc.Format = Format.R8G8B8A8_UNorm;

            lightBuffer = ToDispose(new Texture2D(device, texDesc));

            // Render Target View description
            var rtvDesc = new RenderTargetViewDescription();
            rtvDesc.Format = Format.R8G8B8A8_UNorm;
            rtvDesc.Dimension = isMSAA ? RenderTargetViewDimension.Texture2DMultisampled : RenderTargetViewDimension.Texture2D;
            rtvDesc.Texture2D.MipSlice = 0;
            RTV = ToDispose(new RenderTargetView(device, lightBuffer, rtvDesc));

            // SRV description for render targets
            var srvDesc = new ShaderResourceViewDescription();
            srvDesc.Format = Format.R8G8B8A8_UNorm;
            srvDesc.Dimension = isMSAA ? SharpDX.Direct3D.ShaderResourceViewDimension.Texture2DMultisampled : SharpDX.Direct3D.ShaderResourceViewDimension.Texture2D;
            srvDesc.Texture2D.MipLevels = -1;
            srvDesc.Texture2D.MostDetailedMip = 0;
            SRV = ToDispose(new ShaderResourceView(device, lightBuffer, srvDesc));

            // Initialize additive blend state (assuming single render target)
            BlendStateDescription bsDesc = new BlendStateDescription();
            bsDesc.RenderTarget[0].IsBlendEnabled = true;
            bsDesc.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add;
            bsDesc.RenderTarget[0].SourceAlphaBlend = BlendOption.One;
            bsDesc.RenderTarget[0].DestinationAlphaBlend = BlendOption.One;
            bsDesc.RenderTarget[0].BlendOperation = BlendOperation.Add;
            bsDesc.RenderTarget[0].SourceBlend = BlendOption.One;
            bsDesc.RenderTarget[0].DestinationBlend = BlendOption.One;
            bsDesc.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;
            blendStateAdd = ToDispose(new BlendState(device, bsDesc));

            // Initialize rasterizer states
            RasterizerStateDescription rsDesc = new RasterizerStateDescription();
            rsDesc.FillMode = FillMode.Solid;
            rsDesc.CullMode = CullMode.Back;
            rsCullBack = ToDispose(new RasterizerState(device, rsDesc));
            rsDesc.CullMode = CullMode.Front;
            rsCullFront = ToDispose(new RasterizerState(device, rsDesc));
            rsDesc.CullMode = CullMode.Front;
            rsDesc.FillMode = FillMode.Wireframe;
            rsWireframe = ToDispose(new RasterizerState(device, rsDesc));

            // Initialize depth state
            var dsDesc = new DepthStencilStateDescription();
            dsDesc.IsStencilEnabled = false;
            dsDesc.IsDepthEnabled = true;

            // Less-than depth comparison
            dsDesc.DepthComparison = Comparison.Less;
            depthLessThan = ToDispose(new DepthStencilState(device, dsDesc));
            // Greater-than depth comparison
            dsDesc.DepthComparison = Comparison.Greater;
            depthGreaterThan = ToDispose(new DepthStencilState(device, dsDesc));
            // Depth/stencil testing disabled
            dsDesc.IsDepthEnabled = false;
            depthDisabled = ToDispose(new DepthStencilState(device, dsDesc));

            // Buffer to light parameters
            perLightBuffer = ToDispose(new Buffer(device, Utilities.SizeOf<PerLight>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0));

            if (isMSAA)
            {
                // Compile and create the vertex shader
                using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\LightsMS.hlsl", "VSLight", "vs_5_0"))
                    vertexShader = ToDispose(new VertexShader(device, bytecode));
                // Compile pixel shaders
                using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\LightsMS.hlsl", "PSAmbientLight", "ps_5_0"))
                    psAmbientLight = ToDispose(new PixelShader(device, bytecode));
                using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\LightsMS.hlsl", "PSDirectionalLight", "ps_5_0"))
                    psDirectionalLight = ToDispose(new PixelShader(device, bytecode));
                using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\LightsMS.hlsl", "PSPointLight", "ps_5_0"))
                    psPointLight = ToDispose(new PixelShader(device, bytecode));
                using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\LightsMS.hlsl", "PSSpotLight", "ps_5_0"))
                    psSpotLight = ToDispose(new PixelShader(device, bytecode));
                using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\LightsMS.hlsl", "PSDebugLight", "ps_5_0"))
                    psDebugLight = ToDispose(new PixelShader(device, bytecode));
            }
            else
            {
                // Compile and create the vertex shader
                using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\Lights.hlsl", "VSLight", "vs_5_0"))
                    vertexShader = ToDispose(new VertexShader(device, bytecode));
                // Compile pixel shaders
                using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\Lights.hlsl", "PSAmbientLight", "ps_5_0"))
                    psAmbientLight = ToDispose(new PixelShader(device, bytecode));
                using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\Lights.hlsl", "PSDirectionalLight", "ps_5_0"))
                    psDirectionalLight = ToDispose(new PixelShader(device, bytecode));
                using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\Lights.hlsl", "PSPointLight", "ps_5_0"))
                    psPointLight = ToDispose(new PixelShader(device, bytecode));
                using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\Lights.hlsl", "PSSpotLight", "ps_5_0"))
                    psSpotLight = ToDispose(new PixelShader(device, bytecode));
                using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\Lights.hlsl", "PSDebugLight", "ps_5_0"))
                    psDebugLight = ToDispose(new PixelShader(device, bytecode));
            }
        }
Beispiel #30
0
        /// <summary>
        /// Initializes the depth buffer, depth stencil
        /// state, rasterizer state, for rendering.
        /// </summary>
        private void InitializeResources(Size resolution)
        {
            if (depthStencilState != null) depthStencilState.Dispose();
            if ( depthStencilView != null) depthStencilView.Dispose();
            if (  rasterizerState != null) rasterizerState.Dispose();
            if (     cameraBuffer != null) cameraBuffer.Dispose();
            if (      depthBuffer != null) depthBuffer.Dispose();

            depthStencilState = new DepthStencilState(Device, new DepthStencilStateDescription
            {
                IsDepthEnabled = true,
                IsStencilEnabled = false,
                DepthComparison = Comparison.Less,
                DepthWriteMask = DepthWriteMask.All,
            });

            depthBuffer = new Texture2D(Device, new Texture2DDescription
            {
                MipLevels = 1,
                ArraySize = 1,
                Width = resolution.Width,
                Height = resolution.Height,

                Format = Format.D32_Float,
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.DepthStencil,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None,
                SampleDescription = Settings.MultisamplingOptions,
            });

            depthStencilView = new DepthStencilView(Device, depthBuffer);

            rasterizerState = new RasterizerState(Device, new RasterizerStateDescription()
            {
                FillMode = FillMode.Solid,
                CullMode = CullMode.None,
            });

            cameraBuffer = new Buffer(Device, new BufferDescription()
            {
                SizeInBytes = Camera.Size(),
                Usage = ResourceUsage.Dynamic,
                BindFlags = BindFlags.ConstantBuffer,
                CpuAccessFlags = CpuAccessFlags.Write,
                OptionFlags = ResourceOptionFlags.None,
            });
        }
        internal void Clear()
        {
            if (m_VBs == null)
            {
                m_VBs = new Buffer[8];
                m_strides = new int[8];
                m_CBs = new Buffer[8];

                m_bindings = new SortedDictionary<int, MyBinding>();
                m_srvBindings = new SortedSet<Tuple<int, int>>();

                m_RTVs = new RenderTargetView[8];
                m_SRVs = new ShaderResourceView[8];

                m_constantsVersion = new Dictionary<Buffer, int>();
                m_constantBindings = new Dictionary<MyStageBinding, Buffer>();
                m_srvTableBindings = new Dictionary<MyStageSrvBinding, int>();
                m_srvBindings1 = new List<MyStageSrvBinding>();
            }

            m_IB = null;

            m_inputLayout = null;
            m_ps = null;
            m_vs = null;
            m_gs = null;

            m_RS = null;
            m_BS = null;
            m_DS = null;
            m_stencilRef = 0;

            Array.Clear(m_VBs, 0, m_VBs.Length);
            Array.Clear(m_CBs, 0, m_CBs.Length);

            m_bindings.Clear();
            m_srvBindings.Clear();

            m_constantsVersion.Clear();
            m_constantBindings.Clear();
            m_srvTableBindings.Clear();
            m_srvBindings1.Clear();
        }
        void mediaEngine_PlaybackEvent(MediaEngineEvent mediaEvent, long param1, int param2)
        {
            if (mediaEvent == MediaEngineEvent.CanPlay)
            {

                if (this.mediaEngine.Error != null)
                {
                    int a = 0;
                }

                if (this.mediaEngine.HasVideo())
                {
                    int width = 0;
                    int height = 0;
                    this.mediaEngine.GetNativeVideoSize(out width, out height);

                    this.texture = new SharpDX.Direct3D11.Texture2D(this.context.D3DDevice, new SharpDX.Direct3D11.Texture2DDescription()
                        {
                            ArraySize = 1,
                            Width = width,
                            Height = height,
                            Usage = SharpDX.Direct3D11.ResourceUsage.Default,
                            Format = Format.B8G8R8A8_UNorm,
                            CpuAccessFlags = SharpDX.Direct3D11.CpuAccessFlags.None,
                            BindFlags = SharpDX.Direct3D11.BindFlags.RenderTarget | SharpDX.Direct3D11.BindFlags.ShaderResource,
                            OptionFlags = SharpDX.Direct3D11.ResourceOptionFlags.None,
                            SampleDescription = new SampleDescription(1, 0),
                            MipLevels = 1,
                        });

                    this.dxgiSurface = this.texture.QueryInterface<SharpDX.DXGI.Surface>();

                    this.textureView = new ShaderResourceView(this.context.D3DDevice, this.texture);

                    ready = true;

                    this.mediaEngine.Play();
                }

                state = new RasterizerState(this.context.D3DDevice, new RasterizerStateDescription()
                    {
                        CullMode = CullMode.Back,
                        FillMode = FillMode.Solid,
                        DepthBias = 0,
                        DepthBiasClamp = 0,
                        IsDepthClipEnabled = true,
                        IsMultisampleEnabled = true,
                        SlopeScaledDepthBias = 0
                    });
            }
        }
 internal void SetRS(RasterizerState rs)
 {
     if (State.m_RS != rs)
     {
         State.m_RS = rs;
         Context.Rasterizer.State = rs;
         Stats.SetRasterizerState++;
     }
 }
        internal void SetRasterizerState(RasterizerState rs)
        {
            if (rs == m_rasterizerState)
                return;

            m_rasterizerState = rs;
            m_deviceContext.Rasterizer.State = m_rasterizerState;
            m_statistics.SetRasterizerStates++;
        }
Beispiel #35
0
        public Renderer(Game game, SharpDX.Windows.RenderForm renderForm)
        {
            this.game = game;
            int width = renderForm.ClientSize.Width, height = renderForm.ClientSize.Height;

            ResolutionX = width; ResolutionY = height;

            #region 3d device & context
            D3D11.DeviceCreationFlags creationFlags = D3D11.DeviceCreationFlags.BgraSupport;
            #if DEBUG
            creationFlags |= D3D11.DeviceCreationFlags.Debug;
            #endif
            DXGI.SwapChainDescription swapChainDesc = new DXGI.SwapChainDescription()
            {
                ModeDescription   = new DXGI.ModeDescription(width, height, new DXGI.Rational(60, 1), DXGI.Format.R8G8B8A8_UNorm),
                SampleDescription = new DXGI.SampleDescription(SampleCount, SampleQuality),
                Usage             = DXGI.Usage.RenderTargetOutput,
                BufferCount       = 1,
                OutputHandle      = renderForm.Handle,
                IsWindowed        = true,
                SwapEffect        = DXGI.SwapEffect.Discard
            };
            D3D11.Device device;
            D3D11.Device.CreateWithSwapChain(DriverType.Hardware, creationFlags, swapChainDesc, out device, out swapChain);
            Device  = device;
            Context = Device.ImmediateContext;
            #endregion
            #region 2d device & context
            DXGI.Device dxgiDevice = Device.QueryInterface <D3D11.Device1>().QueryInterface <DXGI.Device2>();
            D2DDevice  = new D2D1.Device(dxgiDevice);
            D2DContext = new D2D1.DeviceContext(D2DDevice, D2D1.DeviceContextOptions.None);
            D2DFactory = D2DDevice.Factory;
            #endregion
            #region 2d brushes/fonts
            Brushes = new Dictionary <string, D2D1.Brush>();
            Brushes.Add("Red", new D2D1.SolidColorBrush(D2DContext, Color.Red));
            Brushes.Add("Green", new D2D1.SolidColorBrush(D2DContext, Color.Green));
            Brushes.Add("Blue", new D2D1.SolidColorBrush(D2DContext, Color.Blue));
            Brushes.Add("White", new D2D1.SolidColorBrush(D2DContext, Color.White));
            Brushes.Add("Black", new D2D1.SolidColorBrush(D2DContext, Color.Black));
            Brushes.Add("TransparentWhite", new D2D1.SolidColorBrush(D2DContext, new Color(1, 1, 1, .5f)));
            Brushes.Add("TransparentBlack", new D2D1.SolidColorBrush(D2DContext, new Color(0, 0, 0, .5f)));
            Brushes.Add("LightGray", new D2D1.SolidColorBrush(D2DContext, Color.LightGray));
            Brushes.Add("OrangeRed", new D2D1.SolidColorBrush(D2DContext, Color.OrangeRed));
            Brushes.Add("CornflowerBlue", new D2D1.SolidColorBrush(D2DContext, Color.CornflowerBlue));
            Brushes.Add("Yellow", new D2D1.SolidColorBrush(D2DContext, Color.Yellow));
            Brushes.Add("Magenta", new D2D1.SolidColorBrush(D2DContext, Color.Magenta));
            Brushes.Add("RosyBrown", new D2D1.SolidColorBrush(D2DContext, Color.RosyBrown));

            DashStyle = new D2D1.StrokeStyle(D2DFactory, new D2D1.StrokeStyleProperties()
            {
                StartCap   = D2D1.CapStyle.Flat,
                DashCap    = D2D1.CapStyle.Round,
                EndCap     = D2D1.CapStyle.Flat,
                DashStyle  = D2D1.DashStyle.Custom,
                DashOffset = 0,
                LineJoin   = D2D1.LineJoin.Round,
                MiterLimit = 1
            }, new float[] { 4f, 4f });

            FontFactory = new DWrite.Factory();
            SegoeUI24   = new DWrite.TextFormat(FontFactory, "Segoe UI", 24f);
            SegoeUI14   = new DWrite.TextFormat(FontFactory, "Segoe UI", 14f);
            Consolas14  = new DWrite.TextFormat(FontFactory, "Consolas", 14f);
            #endregion

            #region blend states
            D3D11.BlendStateDescription opaqueDesc = new D3D11.BlendStateDescription();
            opaqueDesc.RenderTarget[0].IsBlendEnabled        = false;
            opaqueDesc.RenderTarget[0].RenderTargetWriteMask = D3D11.ColorWriteMaskFlags.All;
            blendStateOpaque = new D3D11.BlendState(Device, opaqueDesc);

            D3D11.BlendStateDescription alphaDesc = new D3D11.BlendStateDescription();
            alphaDesc.RenderTarget[0].IsBlendEnabled        = true;
            alphaDesc.RenderTarget[0].SourceBlend           = D3D11.BlendOption.SourceAlpha;
            alphaDesc.RenderTarget[0].DestinationBlend      = D3D11.BlendOption.InverseSourceAlpha;
            alphaDesc.RenderTarget[0].BlendOperation        = D3D11.BlendOperation.Add;
            alphaDesc.RenderTarget[0].SourceAlphaBlend      = D3D11.BlendOption.One;
            alphaDesc.RenderTarget[0].DestinationAlphaBlend = D3D11.BlendOption.Zero;
            alphaDesc.RenderTarget[0].AlphaBlendOperation   = D3D11.BlendOperation.Add;
            alphaDesc.RenderTarget[0].RenderTargetWriteMask = D3D11.ColorWriteMaskFlags.All;
            blendStateTransparent = new D3D11.BlendState(Device, alphaDesc);
            #endregion
            #region rasterizer states
            rasterizerStateSolidCullBack = new D3D11.RasterizerState(Device, new D3D11.RasterizerStateDescription()
            {
                FillMode = D3D11.FillMode.Solid,
                CullMode = D3D11.CullMode.Back,
                IsAntialiasedLineEnabled = true,
                IsDepthClipEnabled       = false,
                IsMultisampleEnabled     = true
            });
            rasterizerStateWireframeCullBack = new D3D11.RasterizerState(Device, new D3D11.RasterizerStateDescription()
            {
                FillMode = D3D11.FillMode.Wireframe,
                CullMode = D3D11.CullMode.Back,
                IsAntialiasedLineEnabled = true,
                IsDepthClipEnabled       = false,
                IsMultisampleEnabled     = true
            });
            rasterizerStateSolidNoCull = new D3D11.RasterizerState(Device, new D3D11.RasterizerStateDescription()
            {
                FillMode = D3D11.FillMode.Solid,
                CullMode = D3D11.CullMode.None,
                IsAntialiasedLineEnabled = true,
                IsDepthClipEnabled       = false,
                IsMultisampleEnabled     = true
            });
            rasterizerStateWireframeNoCull = new D3D11.RasterizerState(Device, new D3D11.RasterizerStateDescription()
            {
                FillMode = D3D11.FillMode.Wireframe,
                CullMode = D3D11.CullMode.None,
                IsAntialiasedLineEnabled = true,
                IsDepthClipEnabled       = false,
                IsMultisampleEnabled     = true
            });
            rasterizerStateSolidCullFront = new D3D11.RasterizerState(Device, new D3D11.RasterizerStateDescription()
            {
                FillMode = D3D11.FillMode.Solid,
                CullMode = D3D11.CullMode.Front,
                IsAntialiasedLineEnabled = true,
                IsDepthClipEnabled       = false,
                IsMultisampleEnabled     = true
            });
            rasterizerStateWireframeCullFront = new D3D11.RasterizerState(Device, new D3D11.RasterizerStateDescription()
            {
                FillMode = D3D11.FillMode.Wireframe,
                CullMode = D3D11.CullMode.Front,
                IsAntialiasedLineEnabled = true,
                IsDepthClipEnabled       = false,
                IsMultisampleEnabled     = true
            });
            #endregion

            #region depth stencil states
            depthStencilStateDefault = new D3D11.DepthStencilState(Device, new D3D11.DepthStencilStateDescription()
            {
                IsDepthEnabled   = true,
                IsStencilEnabled = false,
                DepthComparison  = D3D11.Comparison.Less,
                DepthWriteMask   = D3D11.DepthWriteMask.All
            });

            depthStencilStateNoDepth = new D3D11.DepthStencilState(Device, new D3D11.DepthStencilStateDescription()
            {
                IsDepthEnabled   = false,
                IsStencilEnabled = false,
                DepthComparison  = D3D11.Comparison.Less,
                DepthWriteMask   = D3D11.DepthWriteMask.All
            });

            Context.OutputMerger.SetDepthStencilState(depthStencilStateDefault);
            #endregion

            #region blank textures
            D3D11.Texture2D wtex   = new D3D11.Texture2D(Device, new D3D11.Texture2DDescription()
            {
                ArraySize         = 1,
                Width             = 1,
                Height            = 1,
                Format            = DXGI.Format.R32G32B32A32_Float,
                CpuAccessFlags    = D3D11.CpuAccessFlags.None,
                MipLevels         = 0,
                Usage             = D3D11.ResourceUsage.Default,
                SampleDescription = new DXGI.SampleDescription(1, 0),
                BindFlags         = D3D11.BindFlags.ShaderResource,
                OptionFlags       = D3D11.ResourceOptionFlags.None
            });
            Context.UpdateSubresource(new Vector4[] { Vector4.One }, wtex);
            WhiteTextureView = new D3D11.ShaderResourceView(Device, wtex);

            D3D11.Texture2D btex = new D3D11.Texture2D(Device, new D3D11.Texture2DDescription()
            {
                ArraySize         = 1,
                Width             = 1,
                Height            = 1,
                Format            = DXGI.Format.R32G32B32A32_Float,
                CpuAccessFlags    = D3D11.CpuAccessFlags.None,
                MipLevels         = 0,
                Usage             = D3D11.ResourceUsage.Default,
                SampleDescription = new DXGI.SampleDescription(1, 0),
                BindFlags         = D3D11.BindFlags.ShaderResource,
                OptionFlags       = D3D11.ResourceOptionFlags.None
            });
            Context.UpdateSubresource(new Vector4[] { new Vector4(0, 0, 0, 1) }, btex);
            BlackTextureView = new D3D11.ShaderResourceView(Device, btex);

            AnisotropicSampler = new D3D11.SamplerState(Device, new D3D11.SamplerStateDescription()
            {
                AddressU = D3D11.TextureAddressMode.Wrap,
                AddressV = D3D11.TextureAddressMode.Wrap,
                AddressW = D3D11.TextureAddressMode.Wrap,
                Filter   = D3D11.Filter.Anisotropic,
            });
            #endregion
            #region screen vertex & constants
            constants      = new CameraConstants();
            constantBuffer = D3D11.Buffer.Create(Device, D3D11.BindFlags.ConstantBuffer, ref constants);
            #endregion
            //swapChain.GetParent<DXGI.Factory>().MakeWindowAssociation(renderForm.Handle, DXGI.WindowAssociationFlags.);

            Cameras      = new List <Camera>();
            MainCamera   = Camera.CreatePerspective(MathUtil.DegreesToRadians(70), 16 / 9f);
            ActiveCamera = MainCamera;
            Cameras.Add(MainCamera);

            ShadowCamera       = Camera.CreateOrthographic(500, 1);
            ShadowCamera.zNear = 0;
            ShadowCamera.zFar  = 1000;
            ShadowCamera.CreateResources(Device, 1, 0, 1024, 1024);
            //Cameras.Add(ShadowCamera);
            // TODO: Shadow camera has no depth

            Resize(ResolutionX, ResolutionY);
        }
Beispiel #36
0
        private void Run()
        {
            var window = new TesselationParameterForm();
            window.Show();

            var deviceManager = new DeviceManager();
            deviceManager.Initialize(deviceCreationFlags: DeviceCreationFlags.Debug);

            var settings = new RenderFormSettings(800, 600, false, false, "hello!", WindowAssociationFlags.IgnoreAll);

            var renderWindow = new PresentationWindow(settings);
            renderWindow.SwapChain = deviceManager.CreateSwapChainForWindow(renderWindow.Handle, settings);

            var rtCreationSettings = new RenderTarget.Configuration.CreationSettings(
                new Size(settings.Width, settings.Height),
                true,
                new SampleDescription(1, 0),
                RenderTarget.Configuration.RenderTargetClearSettings.Default,
                RenderTarget.Configuration.DepthStencilClearSettings.Default);

            var renderTarget = deviceManager.RenderTargetManager.CreateRenderTargetFromSwapChain(renderWindow.SwapChain, rtCreationSettings);

            var context = deviceManager.Context;

            context.Rasterizer.SetViewports(new Viewport(0, 0, settings.Width, settings.Height, 0.0f, 1.0f));

            var vertexData = new[]
                                 {
                                     new VertexPosition {Position = new Vector3(0.0f, 0.5f, 0.5f)},
                                     new VertexPosition {Position = new Vector3(0.5f, -0.5f, 0.5f)},
                                     new VertexPosition {Position = new Vector3(-0.5f, -0.5f, 0.5f)},
                                 };

            var stride = Marshal.SizeOf(typeof (VertexPosition));

            var vertexBufferDesc = new BufferDescription(
                stride*vertexData.Length,
                ResourceUsage.Immutable,
                BindFlags.VertexBuffer,
                CpuAccessFlags.None,
                ResourceOptionFlags.None,
                stride);

            var vertexBuffer = Buffer.Create(deviceManager.Device, vertexData, vertexBufferDesc);

            var binding = new VertexBufferBinding(vertexBuffer, stride, 0);
            var inputLayout = new InputLayoutCache(deviceManager.Device).GetLayout<VertexPosition>();

            var fileName = "../../Shaders/triangle.fx";
            var hullShader = new HullShader(deviceManager.Device, deviceManager.ShaderCompiler.LoadByteCodeFromFile(ShaderCompiler.ShaderType.HullShader, fileName, "HS"));
            var domainerShader = new DomainShader(deviceManager.Device, deviceManager.ShaderCompiler.LoadByteCodeFromFile(ShaderCompiler.ShaderType.DomainShader, fileName, "DS"));
            var vertexShader = new VertexShader(deviceManager.Device, deviceManager.ShaderCompiler.LoadByteCodeFromFile(ShaderCompiler.ShaderType.VertexShader, fileName, "VS"));
            var pixelShader = new PixelShader(deviceManager.Device, deviceManager.ShaderCompiler.LoadByteCodeFromFile(ShaderCompiler.ShaderType.PixelShader, fileName, "PS"));

            Console.Out.WriteLine("");

            var rasterizerState = new RasterizerState(deviceManager.Device, new RasterizerStateDescription
                                                                                {
                                                                                    CullMode = CullMode.None,
                                                                                    FillMode = FillMode.Wireframe,
                                                                                    IsDepthClipEnabled = false,
                                                                                    IsFrontCounterClockwise = false,
                                                                                    IsScissorEnabled = false
                                                                                });

            var constantBuffer = new ConstantBuffer<TessellationParameters>(deviceManager.Device);
            var parameters = new TessellationParameters
                                 {
                                     TessellationFactor = 5
                                 };

            RenderLoop.Run(renderWindow, () =>
                                             {
                                                 renderTarget.SetActive(context);
                                                 renderTarget.Clear(context);

                                                 context.InputAssembler.SetVertexBuffers(0, binding);
                                                 context.InputAssembler.PrimitiveTopology = PrimitiveTopology.PatchListWith3ControlPoints;
                                                 context.InputAssembler.InputLayout = inputLayout;

                                                 context.VertexShader.Set(vertexShader);
                                                 context.PixelShader.Set(pixelShader);
                                                 context.HullShader.Set(hullShader);
                                                 context.DomainShader.Set(domainerShader);

                                                 parameters.TessellationFactor = window.TesselationFactor;

                                                 constantBuffer.UpdateValue(parameters);
                                                 context.HullShader.SetConstantBuffer(0, constantBuffer.Buffer);

                                                 //context.OutputMerger.DepthStencilState = null;

                                                 context.Rasterizer.State = rasterizerState;

                                                 context.Draw(3, 0);

                                                 renderWindow.Present();
                                             });

            deviceManager.Dispose();
        }
        public FrustumShader(Device device)
        {
            // create single vertex buffer
            var stream = new DataStream(24 * VertexPosition.SizeInBytes, true, true);
            stream.Write(new Vector4(-1, -1, 0, 1));
            stream.Write(new Vector4( 1, -1, 0, 1));
            stream.Write(new Vector4( 1, -1, 0, 1));
            stream.Write(new Vector4( 1,  1, 0, 1));
            stream.Write(new Vector4( 1,  1, 0, 1));
            stream.Write(new Vector4(-1,  1, 0, 1));
            stream.Write(new Vector4(-1,  1, 0, 1));
            stream.Write(new Vector4(-1, -1, 0, 1));

            stream.Write(new Vector4(-1, -1, maxZ, 1));
            stream.Write(new Vector4( 1, -1, maxZ, 1));
            stream.Write(new Vector4( 1, -1, maxZ, 1));
            stream.Write(new Vector4( 1,  1, maxZ, 1));
            stream.Write(new Vector4( 1,  1, maxZ, 1));
            stream.Write(new Vector4(-1,  1, maxZ, 1));
            stream.Write(new Vector4(-1,  1, maxZ, 1));
            stream.Write(new Vector4(-1, -1, maxZ, 1));

            stream.Write(new Vector4(-1, -1, 0, 1));
            stream.Write(new Vector4(-1, -1, maxZ, 1));
            stream.Write(new Vector4( 1, -1, 0, 1));
            stream.Write(new Vector4( 1, -1, maxZ, 1));
            stream.Write(new Vector4( 1,  1, 0, 1));
            stream.Write(new Vector4( 1,  1, maxZ, 1));
            stream.Write(new Vector4(-1,  1, 0, 1));
            stream.Write(new Vector4(-1,  1, maxZ, 1));
            stream.Position = 0;

            var vertexBufferDesc = new BufferDescription()
            {
                BindFlags = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.None,
                Usage = ResourceUsage.Default,
                SizeInBytes = 24 * VertexPosition.SizeInBytes,
            };
            vertexBuffer = new SharpDX.Direct3D11.Buffer(device, stream, vertexBufferDesc);

            stream.Dispose();

            vertexBufferBinding = new VertexBufferBinding(vertexBuffer, VertexPosition.SizeInBytes, 0);

            shaderByteCode = new ShaderBytecode(File.ReadAllBytes("Content/frustumVS.cso"));
            frustumVS = new VertexShader(device, shaderByteCode);
            frustumPS = new PixelShader(device, new ShaderBytecode(File.ReadAllBytes("Content/frustumPS.cso")));

            // depth stencil state
            var depthStencilStateDesc = new DepthStencilStateDescription()
            {
                IsDepthEnabled = true,
                DepthWriteMask = DepthWriteMask.All,
                DepthComparison = Comparison.LessEqual,
                IsStencilEnabled = false,
            };
            depthStencilState = new DepthStencilState(device, depthStencilStateDesc);

            // rasterizer state
            var rasterizerStateDesc = new RasterizerStateDescription()
            {
                CullMode = CullMode.None,
                FillMode = FillMode.Wireframe,
                IsDepthClipEnabled = true,
                IsFrontCounterClockwise = true,
                IsMultisampleEnabled = true,
            };
            rasterizerState = new RasterizerState(device, rasterizerStateDesc);

            // constant buffer
            var VSConstantBufferDesc = new BufferDescription()
            {
                Usage = ResourceUsage.Dynamic,
                BindFlags = BindFlags.ConstantBuffer,
                SizeInBytes = VSConstantBuffer.size,
                CpuAccessFlags = CpuAccessFlags.Write,
                StructureByteStride = 0,
                OptionFlags = 0,
            };
            vertexShaderConstantBuffer = new SharpDX.Direct3D11.Buffer(device, VSConstantBufferDesc);

            // Pixel shader constant buffer
            var PSConstantBufferDesc = new BufferDescription()
            {
                Usage = ResourceUsage.Dynamic,
                BindFlags = BindFlags.ConstantBuffer,
                SizeInBytes = PSConstantBuffer.size,
                CpuAccessFlags = CpuAccessFlags.Write,
                StructureByteStride = 0,
                OptionFlags = 0,
            };
            pixelShaderConstantBuffer = new SharpDX.Direct3D11.Buffer(device, PSConstantBufferDesc);

            vertexInputLayout = new InputLayout(device, shaderByteCode.Data, new[]
            {
                new InputElement("SV_POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
            });
        }
Beispiel #38
0
 /// <summary>
 /// Initializes a new instance of the <see cref="RasterizerState" /> class.
 /// </summary>
 /// <param name="device">The <see cref="DirectXDevice"/>.</param>
 /// <param name="description">The description.</param>
 private RasterizerState(DirectXDevice device, RasterizerStateDescription description)
     : base(device)
 {
     this.description = description;
     Resource         = new SharpDX.Direct3D11.RasterizerState(Device, description);
 }
Beispiel #39
0
 private void SetRasterizerState()
 {
     rasterizerState = new RasterizerState(device, RasterizerStateDescription.Default());
     var desc = rasterizerState.Description;
     desc.CullMode = CullMode.None;
     rasterizerState = new RasterizerState(device, desc);
     deviceContext.Rasterizer.State = rasterizerState;
 }
        public DepthAndColorShader(Device device)
        {
            shaderByteCode = new ShaderBytecode(File.ReadAllBytes("Content/DepthAndColorFloatVS.cso"));
            depthAndColorVS = new VertexShader(device, shaderByteCode);
            depthAndColorGS = new GeometryShader(device, new ShaderBytecode(File.ReadAllBytes("Content/DepthAndColorGS.cso")));
            depthAndColorPS = new PixelShader(device, new ShaderBytecode(File.ReadAllBytes("Content/DepthAndColorPS.cso")));

            // depth stencil state
            var depthStencilStateDesc = new DepthStencilStateDescription()
            {
                IsDepthEnabled = true,
                DepthWriteMask = DepthWriteMask.All,
                DepthComparison = Comparison.LessEqual,
                IsStencilEnabled = false,
            };
            depthStencilState = new DepthStencilState(device, depthStencilStateDesc);

            // rasterizer state
            var rasterizerStateDesc = new RasterizerStateDescription()
            {
                CullMode = CullMode.None,
                FillMode = FillMode.Solid,
                IsDepthClipEnabled = true,
                IsFrontCounterClockwise = true,
                IsMultisampleEnabled = true,
            };
            rasterizerState = new RasterizerState(device, rasterizerStateDesc);

            // color sampler state
            var colorSamplerStateDesc = new SamplerStateDescription()
            {
                Filter = Filter.MinMagMipLinear,
                AddressU = TextureAddressMode.Border,
                AddressV = TextureAddressMode.Border,
                AddressW = TextureAddressMode.Border,
                //BorderColor = new SharpDX.Color4(0.5f, 0.5f, 0.5f, 1.0f),
                BorderColor = new SharpDX.Color4(0, 0, 0, 1.0f),
            };
            colorSamplerState = new SamplerState(device, colorSamplerStateDesc);

            //// Kinect depth image
            //var depthImageTextureDesc = new Texture2DDescription()
            //{
            //    Width = depthImageWidth,
            //    Height = depthImageHeight,
            //    MipLevels = 1,
            //    ArraySize = 1,
            //    Format = SharpDX.DXGI.Format.R16_UInt, // R32_Float
            //    SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
            //    Usage = ResourceUsage.Dynamic,
            //    BindFlags = BindFlags.ShaderResource,
            //    CpuAccessFlags = CpuAccessFlags.Write,
            //};
            //depthImageTexture = new Texture2D(device, depthImageTextureDesc);
            //depthImageTextureRV = new ShaderResourceView(device, depthImageTexture);

            // filtered depth image
            var filteredDepthImageTextureDesc = new Texture2DDescription()
            {
                Width = Kinect2Calibration.depthImageWidth * 3,
                Height = Kinect2Calibration.depthImageHeight * 3,
                MipLevels = 1,
                ArraySize = 1,
                Format = SharpDX.DXGI.Format.R32G32_Float,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
            };
            filteredDepthImageTexture = new Texture2D(device, filteredDepthImageTextureDesc);
            filteredRenderTargetView = new RenderTargetView(device, filteredDepthImageTexture);
            filteredDepthImageSRV = new ShaderResourceView(device, filteredDepthImageTexture);

            filteredDepthImageTexture2 = new Texture2D(device, filteredDepthImageTextureDesc);
            filteredRenderTargetView2 = new RenderTargetView(device, filteredDepthImageTexture2);
            filteredDepthImageSRV2 = new ShaderResourceView(device, filteredDepthImageTexture2);

            //// Kinect color image
            //var colorImageStagingTextureDesc = new Texture2DDescription()
            //{
            //    Width = colorImageWidth,
            //    Height = colorImageHeight,
            //    MipLevels = 1,
            //    ArraySize = 1,
            //    Format = SharpDX.DXGI.Format.B8G8R8A8_UNorm,
            //    //Format = SharpDX.DXGI.Format.YUY2
            //    SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
            //    Usage = ResourceUsage.Dynamic,
            //    BindFlags = BindFlags.ShaderResource,
            //    CpuAccessFlags = CpuAccessFlags.Write
            //};
            //colorImageStagingTexture = new Texture2D(device, colorImageStagingTextureDesc);

            //var colorImageTextureDesc = new Texture2DDescription()
            //{
            //    Width = colorImageWidth,
            //    Height = colorImageHeight,
            //    MipLevels = 0,
            //    ArraySize = 1,
            //    Format = SharpDX.DXGI.Format.B8G8R8A8_UNorm,
            //    SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
            //    Usage = ResourceUsage.Default,
            //    BindFlags = BindFlags.ShaderResource | BindFlags.RenderTarget,
            //    CpuAccessFlags = CpuAccessFlags.None,
            //    OptionFlags = ResourceOptionFlags.GenerateMipMaps
            //};
            //colorImageTexture = new Texture2D(device, colorImageTextureDesc);
            //colorImageTextureRV = new ShaderResourceView(device, colorImageTexture);

            // constant buffer
            var constantBufferDesc = new BufferDescription()
            {
                Usage = ResourceUsage.Dynamic,
                BindFlags = BindFlags.ConstantBuffer,
                SizeInBytes = ConstantBuffer.size,
                CpuAccessFlags = CpuAccessFlags.Write,
                StructureByteStride = 0,
                OptionFlags = 0,
            };
            constantBuffer = new SharpDX.Direct3D11.Buffer(device, constantBufferDesc);

            bilateralFilter = new BilateralFilter(device, Kinect2Calibration.depthImageWidth, Kinect2Calibration.depthImageHeight);

            vertexInputLayout = new InputLayout(device, shaderByteCode.Data, new[]
            {
                new InputElement("SV_POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
            });
        }
        public static void Main()
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            // Create main disposer
            var mainDisposer = new Disposer();

            //
            var random = new Random(1415926535);

            #region demo setup
            // show setup dialog and get setup values
            var title = "Mash Room by Jolt";
            var setupView = new StartupView(title);
            var setupModel = new SetupModel();
            var presenter = new SetupPresenter(setupView, setupModel);
            setupModel.TryLoadSettings();
            setupModel.SelectAdapter(0);
            var dialogResult = setupView.ShowDialog();
            if (dialogResult != DialogResult.OK)
                return;
            #if DEBUG
            setupModel.SaveSettings(); // todo: remove save in release mode
            #endif
            #endregion

            // Create Device and SwapChain
            var demo = new Demo().Init(setupModel, title);
            var inputHandler = new InputHandler().Bind(demo);

            #region audio
            //
            var audioDeviceType = (setupModel.UseAudio) ? AudioDeviceType.Bass : AudioDeviceType.Silent;
            var audioDeviceManager = new AudioDeviceManager();
            var audioDevice = mainDisposer.Add(audioDeviceManager.CreateDevice(audioDeviceType));

            //
            if (setupModel.UseAudio)
            {
                //
                BassNet.Registration(
                    setupModel.BassRegistrationEmail ?? "",
                    setupModel.BassRegistrationKey ?? "");

                // 140 bpm
                // delay 3.428 (dvs 2 takter i 140 bpm)
                var bpm = 140;
                var audioName = "Mashup_v1.00.mp3";
                var audioAsset = mainDisposer.Add(demo.AudioManager[audioName]);

                // init and load audio
                audioDevice.Init();
                audioDevice.Load(audioAsset.Value);
                audioDevice.PlayPosition = setupModel.StartTime;
                audioDevice.Bpm = bpm;

                // use the audio device as timer
                demo.Timer = audioDevice;
            }
            #endregion

            #region sync
            demo.SyncManager = new SyncManager().Init(setupModel.SyncRecordMode, demo.Timer.Bpm, 4);
            demo.SyncManager.TimerDevice = demo.Timer;
            #endregion

            #region shaders
            var planeVertexShader = demo.ShaderManager["plane.vs.cso"].VertexShader;
            var planePixelShader = demo.ShaderManager["plane.ps.cso"].PixelShader;
            var postPixelShader = demo.ShaderManager["post.ps.cso"].PixelShader;
            var postVertexShader = demo.ShaderManager["post.vs.cso"].VertexShader;
            var vanillaEffect = mainDisposer.Add(new VanillaEffect(demo).Init());
            var vanillaLayout = mainDisposer.Add(vanillaEffect.InputLayout.InputLayout);
            #endregion

            #region models

            // load all models
            demo.ModelManager.LoadAll();

            // make all models white (todo: why)
            foreach (var model in demo.ModelManager)
            {
                model.Color = new Color(255, 255, 255, 255);
                model.ReCreateBuffer(demo.Device);
            }

            #endregion

            #region textures
            Texture2D backBuffer = null;
            Texture2D depthBuffer = null;
            DepthStencilView depthView = null;

            // 1D texture for scanline distortion
            var distortionTexture = new Texture1D(demo.Device, new Texture1DDescription
            {
                CpuAccessFlags = CpuAccessFlags.None,
                Format = Format.R8G8B8A8_UNorm,
                Usage = ResourceUsage.Default,
                Width = 1080,
                ArraySize = 1,
                MipLevels = 1,
                BindFlags = BindFlags.ShaderResource,
                OptionFlags = ResourceOptionFlags.None
            });
            var distortionData = new byte[4 * distortionTexture.Description.Width];
            var distortionSRV = new ShaderResourceView(demo.Device, distortionTexture);

            // foreground texture
            var foregroundTexture = new Texture2D(demo.Device, new Texture2DDescription
            {
                CpuAccessFlags = CpuAccessFlags.None,
                Format = Format.R8_UNorm,
                Usage = ResourceUsage.Default,
                Width = 1920,
                Height = 1080,
                ArraySize = 1,
                MipLevels = 1,
                BindFlags = BindFlags.ShaderResource,
                OptionFlags = ResourceOptionFlags.None,
                SampleDescription = new SampleDescription(1, 0),
            });
            var foregroundSRV = new ShaderResourceView(demo.Device, foregroundTexture);
            var foregroundData = new byte[foregroundTexture.Description.Width * foregroundTexture.Description.Height];

            // noise texture
            var noiseTexture = new Texture2D(demo.Device, new Texture2DDescription
            {
                CpuAccessFlags = CpuAccessFlags.None,
                Format = Format.R8_UNorm,
                Usage = ResourceUsage.Default,
                Width = 1920 / 5,
                Height = 1080 / 5,
                ArraySize = 1,
                MipLevels = 1,
                BindFlags = BindFlags.ShaderResource,
                OptionFlags = ResourceOptionFlags.None,
                SampleDescription = new SampleDescription(1, 0),
            });
            var noiseSRV = new ShaderResourceView(demo.Device, noiseTexture);
            var noiseData = new byte[noiseTexture.Description.Width * noiseTexture.Description.Height];
            #endregion

            #region acts
            var act0 = mainDisposer.Add(new Act0(demo).Init());
            #endregion

            #region effects
            //var fractalCityEffect = mainDisposer.Add(new FractalCityEffect(demo).Init());
            //var oceanEffect = mainDisposer.Add(new OceanEffect(demo).Init());
            //var dustEffect = mainDisposer.Add(new DustEffect(demo).Init());
            //var cloudEffect = mainDisposer.Add(new CloudEffect(demo).Init());
            //var mandelbulbEffect = mainDisposer.Add(new MandelbulbEffect(demo).Init());
            //var redPlanetEffect = mainDisposer.Add(new Effect(demo).Init(new EffectDescription
            //{
            //    PixelShaderName = "redPlanet.ps.cso",
            //    TextureNames = "redPlanet0.png,redPlanet1.jpg".Split(',')
            //}));
            //var pseudoKleinianEffect = mainDisposer.Add(new Effect(demo).Init(new EffectDescription
            //{
            //    PixelShaderName = "pseudoKleinian.ps.cso",
            //}));
            //var nonameEffect00 = mainDisposer.Add(new Effect(demo).Init(new EffectDescription { PixelShaderName = "noname00.ps.cso", TextureNames = "tex09.jpg".Split(',') }));
            //var nonameEffect01 = mainDisposer.Add(new Effect(demo).Init(new EffectDescription { PixelShaderName = "noname01.ps.cso" }));
            //var nonameEffect02 = mainDisposer.Add(new Effect(demo).Init(new EffectDescription { PixelShaderName = "noname02.ps.cso", TextureNames = "tex09.jpg,tex07.jpg".Split(',') }));
            //var nonameEffect03 = mainDisposer.Add(new Effect(demo).Init(new EffectDescription { PixelShaderName = "noname03.ps.cso" }));
            //var nonameEffect04 = mainDisposer.Add(new Effect(demo).Init(new EffectDescription { PixelShaderName = "noname04.ps.cso", TextureNames = "noise256.png".Split(',') }));
            //var nonameEffect05 = mainDisposer.Add(new Effect(demo).Init(new EffectDescription { PixelShaderName = "noname05.ps.cso" }));
            //var nonameEffect06 = mainDisposer.Add(new Effect(demo).Init(new EffectDescription { PixelShaderName = "noname06.ps.cso" }));
            //var nonameEffect07 = mainDisposer.Add(new Effect(demo).Init(new EffectDescription { PixelShaderName = "noname07.ps.cso" }));
            //var nonameEffect08 = mainDisposer.Add(new Effect(demo).Init(new EffectDescription { PixelShaderName = "noname08.ps.cso" }));
            //var nonameEffect09 = mainDisposer.Add(new Effect(demo).Init(new EffectDescription { PixelShaderName = "noname09.ps.cso" }));
            //var nonameEffect10 = mainDisposer.Add(new Effect(demo).Init(new EffectDescription { PixelShaderName = "noname10.ps.cso" }));
            #endregion

            var fillStateMsaadesc = RasterizerStateDescription.Default();
            fillStateMsaadesc.IsMultisampleEnabled = true;
            var msaaFillState = new RasterizerState(demo.Device, fillStateMsaadesc);
            var fillState = new RasterizerState(demo.Device, RasterizerStateDescription.Default());
            var vanillaRenderContext = null as RenderContext;
            var postRenderContext = null as RenderContext;
            var planeRenderContext = null as RenderContext;

            // Main loop
            using (var renderDisposer = new Disposer())
            {
                RenderLoop.Run(demo.Form, () =>
                {
                    if (demo.SyncManager.RowIndex == 0x000006d0)
                    {
                        demo.Form.Close();
                        return;
                    }

                    // TODO refactor: move the resize code
                    #region resize
                    if (demo.OutputWasResized)
                    {
                        demo.OutputWasResized = false;
                        renderDisposer.DisposeAll();

                        // dispose old swapchain
                        if (demo.SwapChain != null)
                        {
                            demo.SwapChain.Dispose();
                        }

                        // create new swapchain
                        demo.SwapChain = renderDisposer.Add(new SwapChain(setupModel.Factory, demo.Device, new SwapChainDescription
                        {
                            BufferCount = 1,
                            ModeDescription = setupModel.Mode,
                            IsWindowed = !setupModel.FullScreen,
                            OutputHandle = demo.Form.Handle,
                            //SampleDescription = new SampleDescription(setupModel.MultiSampleCount, setupModel.MultiSampleQuality),
                            SampleDescription = new SampleDescription(1, 0),
                            SwapEffect = SwapEffect.Discard,
                            Usage = Usage.RenderTargetOutput
                        }));
                        if (setupModel.FullScreen)
                        {
                            demo.SwapChain.SetFullscreenState(true, setupModel.Output);
                        }

                        //
                        var postOutputRenderTarget = new RenderTarget(demo.Device, demo.SwapChain);

                        // Get the backbuffer from the swapchain
                        backBuffer = renderDisposer.Add(demo.SwapChain.GetBackBuffer<Texture2D>(0));

                        // Setup targets and viewport for rendering
                        var postInputRenderTarget = new RenderTarget(
                            device: demo.Device,
                            width: setupModel.Mode.Width / 1,   // todo: introduce a scalefactor
                            height: setupModel.Mode.Height / 1, // todo: introduce a scalefactor
                            sampleCount: 1,                     // todo: use setupModel.MultiSampleCount,
                            sampleQuality: 0,                   // todo: use setupModel.MultiSampleQuality,
                            format: Format.R8G8B8A8_UNorm       // todo: use setupModel.Format
                        );

                        // Create the depth buffer
                        depthBuffer = renderDisposer.Add(new Texture2D(demo.Device, new Texture2DDescription
                        {
                            Format = Format.D32_Float_S8X24_UInt,
                            ArraySize = 1,
                            MipLevels = 1,
                            Width = postInputRenderTarget.Width,
                            Height = postInputRenderTarget.Height,
                            SampleDescription = postInputRenderTarget.Texture.Description.SampleDescription,
                            Usage = ResourceUsage.Default,
                            BindFlags = BindFlags.DepthStencil,
                            CpuAccessFlags = CpuAccessFlags.None,
                            OptionFlags = ResourceOptionFlags.None
                        }));

                        // Create the depth buffer view
                        depthView = renderDisposer.Add(new DepthStencilView(demo.Device, depthBuffer));

                        vanillaRenderContext = renderDisposer.Add(new RenderContext
                        {
                            PrimitiveTopology = PrimitiveTopology.TriangleList,
                            InputLayout = vanillaLayout,
                            VertexShader = null,
                            PixelShader = null,
                            RasterizerState = msaaFillState,
                            DepthStencilView = depthView,
                            RenderTarget = postInputRenderTarget,
                        });

                        postRenderContext = renderDisposer.Add(new RenderContext
                        {
                            PrimitiveTopology = PrimitiveTopology.TriangleList,
                            InputLayout = vanillaLayout,
                            VertexShader = postVertexShader,
                            PixelShader = postPixelShader,
                            RasterizerState = fillState,
                            DepthStencilView = null,
                            RenderTarget = postOutputRenderTarget,
                        });

                        planeRenderContext = new RenderContext
                        {
                            PrimitiveTopology = PrimitiveTopology.TriangleList,
                            InputLayout = vanillaLayout,
                            VertexShader = planeVertexShader,
                            PixelShader = planePixelShader,
                            RasterizerState = fillState,
                            DepthStencilView = null,
                            RenderTarget = postOutputRenderTarget,
                        };

                        // todo: remove this hack
                        if (!setupModel.SyncRecordMode)
                        {
                            demo.Timer.StartPlaying();
                        }

                        if (setupModel.FullScreen)
                        {
                            Cursor.Hide();
                        }
                    }
                    #endregion

                    // todo: remove
                    demo.SyncManager.Update(demo.Timer.Time);
                    var syncRow = new
                    {
                        demo.SyncManager.Data.Part,
                        demo.SyncManager.Data.Lead,
                    };

                    // Present!
                    // a crash here is quite common when VertexShader or PixelShader is null
                    demo.SwapChain.Present(setupModel.UseVerticalSync ? 1 : 0, PresentFlags.None);

                    // horizontal distortion and color separation
                    random.NextBytes(distortionData);
                    demo.DeviceContext.UpdateSubresource(distortionData, distortionTexture);

                    // static noise
                    random.NextBytes(noiseData);
                    demo.DeviceContext.UpdateSubresource(noiseData, noiseTexture, 0, noiseTexture.Description.Width);

                    // setup for normal rendering
                    {
                        // use normal rendering
                        demo.DeviceContext.PixelShader.SetShaderResource(0, null);
                        demo.RenderContext = vanillaRenderContext;

                        // clear
                        demo.DeviceContext.ClearDepthStencilView(demo.RenderContext.DepthStencilView, DepthStencilClearFlags.Depth, 1.0f, 0);
                        demo.DeviceContext.ClearRenderTargetView(demo.RenderContext.RenderTarget.RenderTargetView, Color.Black);
                    }

                    // render act
                    act0.Render();

                    //
                    demo.DeviceContext.ClearRenderTargetView(postRenderContext.RenderTarget.RenderTargetView, Color.Black);

                    // render plane to screen
                    if (true)
                    {
                        // TODO is this really needed ?
                        demo.DeviceContext.OutputMerger.ResetTargets();
                        demo.DeviceContext.VertexShader.SetConstantBuffer(0, null);

                        // use post rendering
                        demo.RenderContext = postRenderContext;

                        // set textures
                        demo.DeviceContext.PixelShader.SetShaderResource(0, vanillaRenderContext.RenderTarget.ShaderResourceView);
                        demo.DeviceContext.PixelShader.SetShaderResource(1, distortionSRV);
                        demo.DeviceContext.PixelShader.SetShaderResource(2, noiseSRV);

                        // use plane model
                        var model = demo.ModelManager["plane2"];

                        // todo: make sure we have no z-buffer conflicts (might be hw dependent)
                        var camera = new NoCamera();
                        demo.Draw(model, camera);
                    }
                });
            }

            // dispose
            Disposer.Dispose(ref mainDisposer);
        }
Beispiel #42
0
        public bool Initialize(SystemConfiguration configuration, IntPtr windowHandle)
        {
            try
            {
                #region Environment Configuration
                // Store the vsync setting.
                VerticalSyncEnabled = SystemConfiguration.VerticalSyncEnabled;

                // Create a DirectX graphics interface factory.
                var factory = new Factory();
                // Use the factory to create an adapter for the primary graphics interface (video card).
                var adapter = factory.GetAdapter(0);
                // Get the primary adapter output (monitor).
                var monitor = adapter.GetOutput(0);
                // Get modes that fit the DXGI_FORMAT_R8G8B8A8_UNORM display format for the adapter output (monitor).
                var modes = monitor.GetDisplayModeList(Format.R8G8B8A8_UNorm, DisplayModeEnumerationFlags.Interlaced);
                // Now go through all the display modes and find the one that matches the screen width and height.
                // When a match is found store the the refresh rate for that monitor, if vertical sync is enabled.
                // Otherwise we use maximum refresh rate.
                var rational = new Rational(0, 1);
                if (VerticalSyncEnabled)
                {
                    foreach (var mode in modes)
                    {
                        if (mode.Width == configuration.Width && mode.Height == configuration.Height)
                        {
                            rational = new Rational(mode.RefreshRate.Numerator, mode.RefreshRate.Denominator);
                            break;
                        }
                    }
                }

                // Get the adapter (video card) description.
                var adapterDescription = adapter.Description;

                // Store the dedicated video card memory in megabytes.
                VideoCardMemory = adapterDescription.DedicatedVideoMemory >> 10 >> 10;

                // Convert the name of the video card to a character array and store it.
                VideoCardDescription = adapterDescription.Description;

                // Release the adapter output.
                monitor.Dispose();

                // Release the adapter.
                adapter.Dispose();

                // Release the factory.
                factory.Dispose();
                #endregion

                #region Initialize swap chain and d3d device
                // Initialize the swap chain description.
                var swapChainDesc = new SwapChainDescription()
                {
                    // Set to a single back buffer.
                    BufferCount = 1,
                    // Set the width and height of the back buffer.
                    ModeDescription = new ModeDescription(configuration.Width, configuration.Height, rational, Format.R8G8B8A8_UNorm),
                    // Set the usage of the back buffer.
                    Usage = Usage.RenderTargetOutput,
                    // Set the handle for the window to render to.
                    OutputHandle = windowHandle,
                    // Turn multisampling off.
                    SampleDescription = new SampleDescription(1, 0),
                    // Set to full screen or windowed mode.
                    IsWindowed = !SystemConfiguration.FullScreen,
                    // Don't set the advanced flags.
                    Flags = SwapChainFlags.None,
                    // Discard the back buffer content after presenting.
                    SwapEffect = SwapEffect.Discard
                };

                // Create the swap chain, Direct3D device, and Direct3D device context.
                Device device;
                SwapChain swapChain;
                Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, swapChainDesc, out device, out swapChain);

                Device = device;
                SwapChain = swapChain;
                DeviceContext = device.ImmediateContext;
                #endregion

                #region Initialize buffers
                // Get the pointer to the back buffer.
                var backBuffer = Texture2D.FromSwapChain<Texture2D>(SwapChain, 0);

                // Create the render target view with the back buffer pointer.
                RenderTargetView = new RenderTargetView(device, backBuffer);

                // Release pointer to the back buffer as we no longer need it.
                backBuffer.Dispose();

                // Initialize and set up the description of the depth buffer.
                var depthBufferDesc = new Texture2DDescription()
                {
                    Width = configuration.Width,
                    Height = configuration.Height,
                    MipLevels = 1,
                    ArraySize = 1,
                    Format = Format.D24_UNorm_S8_UInt,
                    SampleDescription = new SampleDescription(1, 0),
                    Usage = ResourceUsage.Default,
                    BindFlags = BindFlags.DepthStencil,
                    CpuAccessFlags = CpuAccessFlags.None,
                    OptionFlags = ResourceOptionFlags.None
                };

                // Create the texture for the depth buffer using the filled out description.
                DepthStencilBuffer = new Texture2D(device, depthBufferDesc);
                #endregion

                #region Initialize Depth Enabled Stencil
                // Initialize and set up the description of the stencil state.
                var depthStencilDesc = new DepthStencilStateDescription()
                {
                    IsDepthEnabled = true,
                    DepthWriteMask = DepthWriteMask.All,
                    DepthComparison = Comparison.Less,
                    IsStencilEnabled = true,
                    StencilReadMask = 0xFF,
                    StencilWriteMask = 0xFF,
                    // Stencil operation if pixel front-facing.
                    FrontFace = new DepthStencilOperationDescription()
                    {
                        FailOperation = StencilOperation.Keep,
                        DepthFailOperation = StencilOperation.Increment,
                        PassOperation = StencilOperation.Keep,
                        Comparison = Comparison.Always
                    },
                    // Stencil operation if pixel is back-facing.
                    BackFace = new DepthStencilOperationDescription()
                    {
                        FailOperation = StencilOperation.Keep,
                        DepthFailOperation = StencilOperation.Decrement,
                        PassOperation = StencilOperation.Keep,
                        Comparison = Comparison.Always
                    }
                };

                // Create the depth stencil state.
                DepthStencilState = new DepthStencilState(Device, depthStencilDesc);
                #endregion

                #region Initialize Output Merger
                // Set the depth stencil state.
                DeviceContext.OutputMerger.SetDepthStencilState(DepthStencilState, 1);

                // Initialize and set up the depth stencil view.
                var depthStencilViewDesc = new DepthStencilViewDescription()
                {
                    Format = Format.D24_UNorm_S8_UInt,
                    Dimension = DepthStencilViewDimension.Texture2D,
                    Texture2D = new DepthStencilViewDescription.Texture2DResource()
                    {
                        MipSlice = 0
                    }
                };

                // Create the depth stencil view.
                DepthStencilView = new DepthStencilView(Device, DepthStencilBuffer, depthStencilViewDesc);

                // Bind the render target view and depth stencil buffer to the output render pipeline.
                DeviceContext.OutputMerger.SetTargets(DepthStencilView, RenderTargetView);
                #endregion

                #region Initialize Raster State
                // Setup the raster description which will determine how and what polygon will be drawn.
                var rasterDesc = new RasterizerStateDescription()
                {
                    IsAntialiasedLineEnabled = false,
                    CullMode = CullMode.Back,
                    DepthBias = 0,
                    DepthBiasClamp = .0f,
                    IsDepthClipEnabled = true,
                    FillMode = FillMode.Solid,
                    IsFrontCounterClockwise = false,
                    IsMultisampleEnabled = false,
                    IsScissorEnabled = false,
                    SlopeScaledDepthBias = .0f
                };

                // Create the rasterizer state from the description we just filled out.
                RasterState = new RasterizerState(Device, rasterDesc);
                #endregion

                #region Initialize Rasterizer
                // Now set the rasterizer state.
                DeviceContext.Rasterizer.State = RasterState;

                // Setup and create the viewport for rendering.
                DeviceContext.Rasterizer.SetViewport(0, 0, configuration.Width, configuration.Height, 0, 1);
                #endregion

                #region Initialize matrices
                // Setup and create the projection matrix.
                ProjectionMatrix = Matrix.PerspectiveFovLH((float)(Math.PI / 4f), ((float)configuration.Width / configuration.Height), SystemConfiguration.ScreenNear, SystemConfiguration.ScreenDepth);

                // Initialize the world matrix to the identity matrix.
                WorldMatrix = Matrix.Identity;

                // Create an orthographic projection matrix for 2D rendering.
                OrthoMatrix = Matrix.OrthoLH(configuration.Width, configuration.Height, SystemConfiguration.ScreenNear, SystemConfiguration.ScreenDepth);
                #endregion

                #region Initialize Depth Disabled Stencil
                // Now create a second depth stencil state which turns off the Z buffer for 2D rendering.
                // The difference is that DepthEnable is set to false.
                // All other parameters are the same as the other depth stencil state.
                var depthDisabledStencilDesc = new DepthStencilStateDescription()
                {
                    IsDepthEnabled = false,
                    DepthWriteMask = DepthWriteMask.All,
                    DepthComparison = Comparison.Less,
                    IsStencilEnabled = true,
                    StencilReadMask = 0xFF,
                    StencilWriteMask = 0xFF,
                    // Stencil operation if pixel front-facing.
                    FrontFace = new DepthStencilOperationDescription()
                    {
                        FailOperation = StencilOperation.Keep,
                        DepthFailOperation = StencilOperation.Increment,
                        PassOperation = StencilOperation.Keep,
                        Comparison = Comparison.Always
                    },
                    // Stencil operation if pixel is back-facing.
                    BackFace = new DepthStencilOperationDescription()
                    {
                        FailOperation = StencilOperation.Keep,
                        DepthFailOperation = StencilOperation.Decrement,
                        PassOperation = StencilOperation.Keep,
                        Comparison = Comparison.Always
                    }
                };

                // Create the depth stencil state.
                DepthDisabledStencilState = new DepthStencilState(Device, depthDisabledStencilDesc);
                #endregion

                #region Initialize Blend States
                // Create an alpha enabled blend state description.
                var blendStateDesc = new BlendStateDescription();
                blendStateDesc.RenderTarget[0].IsBlendEnabled = true;
                blendStateDesc.RenderTarget[0].SourceBlend = BlendOption.One;
                blendStateDesc.RenderTarget[0].DestinationBlend = BlendOption.InverseSourceAlpha;
                blendStateDesc.RenderTarget[0].BlendOperation = BlendOperation.Add;
                blendStateDesc.RenderTarget[0].SourceAlphaBlend = BlendOption.One;
                blendStateDesc.RenderTarget[0].DestinationAlphaBlend = BlendOption.Zero;
                blendStateDesc.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add;
                blendStateDesc.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;
                // Create the blend state using the description.
                AlphaEnableBlendingState = new BlendState(device, blendStateDesc);

                // Modify the description to create an disabled blend state description.
                blendStateDesc.RenderTarget[0].IsBlendEnabled = false;
                // Create the blend state using the description.
                AlphaDisableBlendingState = new BlendState(device, blendStateDesc);
                #endregion

                return true;
            }
            catch (Exception)
            {
                return false;
            }
        }
Beispiel #43
0
        private void InitializeDeviceResources(DXGI.SwapChain swapChain)
        {
            backbufferTexture = swapChain.GetBackBuffer <D3D11.Texture2D>(0);
            backbufferRTV     = new D3D11.RenderTargetView(device, backbufferTexture);

            width  = backbufferTexture.Description.Width;
            height = backbufferTexture.Description.Height;

            var depthBufferDesc = new D3D11.Texture2DDescription()
            {
                Width             = width,
                Height            = height,
                MipLevels         = 1,
                ArraySize         = 1,
                Format            = DXGI.Format.D24_UNorm_S8_UInt,
                SampleDescription = new DXGI.SampleDescription(1, 0),
                Usage             = D3D11.ResourceUsage.Default,
                BindFlags         = D3D11.BindFlags.DepthStencil,
                CpuAccessFlags    = D3D11.CpuAccessFlags.None,
                OptionFlags       = D3D11.ResourceOptionFlags.None
            };

            using (var depthStencilBufferTexture = new D3D11.Texture2D(device, depthBufferDesc))
            {
                var depthStencilViewDesc = new D3D11.DepthStencilViewDescription()
                {
                    Format    = DXGI.Format.D24_UNorm_S8_UInt,
                    Dimension = D3D11.DepthStencilViewDimension.Texture2D,
                    Texture2D = new D3D11.DepthStencilViewDescription.Texture2DResource()
                    {
                        MipSlice = 0
                    }
                };

                depthDSV = new D3D11.DepthStencilView(device, depthStencilBufferTexture, depthStencilViewDesc);
            }



            var depthStencilDesc = new D3D11.DepthStencilStateDescription()
            {
                IsDepthEnabled   = true,
                DepthWriteMask   = D3D11.DepthWriteMask.All,
                DepthComparison  = D3D11.Comparison.Less,
                IsStencilEnabled = false,
                StencilReadMask  = 0xFF,
                StencilWriteMask = 0xFF,

                FrontFace = new D3D11.DepthStencilOperationDescription()
                {
                    FailOperation      = D3D11.StencilOperation.Keep,
                    DepthFailOperation = D3D11.StencilOperation.Keep,
                    PassOperation      = D3D11.StencilOperation.Keep,
                    Comparison         = D3D11.Comparison.Always
                },

                BackFace = new D3D11.DepthStencilOperationDescription()
                {
                    FailOperation      = D3D11.StencilOperation.Keep,
                    DepthFailOperation = D3D11.StencilOperation.Keep,
                    PassOperation      = D3D11.StencilOperation.Keep,
                    Comparison         = D3D11.Comparison.Always
                }
            };

            depthStencilState = new D3D11.DepthStencilState(device, depthStencilDesc);

            var rasterDesc = new D3D11.RasterizerStateDescription()
            {
                IsAntialiasedLineEnabled = false,
                CullMode                = D3D11.CullMode.Back,
                DepthBias               = 0,
                DepthBiasClamp          = 0.0f,
                IsDepthClipEnabled      = false,
                FillMode                = D3D11.FillMode.Solid,
                IsFrontCounterClockwise = false,
                IsMultisampleEnabled    = false,
                IsScissorEnabled        = false,
                SlopeScaledDepthBias    = 0.0f
            };

            /*var blendDesc = new D3D11.BlendStateDescription();
             * blendDesc.RenderTarget[0].IsBlendEnabled = true;
             * blendDesc.RenderTarget[0].SourceBlend = D3D11.BlendOption.SourceAlpha;
             * blendDesc.RenderTarget[0].DestinationBlend = D3D11.BlendOption.InverseSourceAlpha;
             * blendDesc.RenderTarget[0].BlendOperation = D3D11.BlendOperation.Add;
             * blendDesc.RenderTarget[0].SourceAlphaBlend = D3D11.BlendOption.Zero;
             * blendDesc.RenderTarget[0].DestinationAlphaBlend = D3D11.BlendOption.Zero;
             * blendDesc.RenderTarget[0].AlphaBlendOperation = D3D11.BlendOperation.Add;
             * blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11.ColorWriteMaskFlags.All;*/

#if ALPHABLENDING
            var blendDesc = new D3D11.BlendStateDescription();
            blendDesc.RenderTarget[0].IsBlendEnabled        = true;
            blendDesc.RenderTarget[0].SourceBlend           = D3D11.BlendOption.SourceAlpha;
            blendDesc.RenderTarget[0].DestinationBlend      = D3D11.BlendOption.InverseSourceAlpha;
            blendDesc.RenderTarget[0].BlendOperation        = D3D11.BlendOperation.Add;
            blendDesc.RenderTarget[0].SourceAlphaBlend      = D3D11.BlendOption.Zero;
            blendDesc.RenderTarget[0].DestinationAlphaBlend = D3D11.BlendOption.One;
            blendDesc.RenderTarget[0].AlphaBlendOperation   = D3D11.BlendOperation.Add;
            blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11.ColorWriteMaskFlags.All;
#endif

#if ADDITIVEBLENDING
            var blendDesc = new D3D11.BlendStateDescription();
            blendDesc.RenderTarget[0].IsBlendEnabled        = true;
            blendDesc.RenderTarget[0].SourceBlend           = D3D11.BlendOption.SourceAlpha;
            blendDesc.RenderTarget[0].DestinationBlend      = D3D11.BlendOption.DestinationAlpha;
            blendDesc.RenderTarget[0].BlendOperation        = D3D11.BlendOperation.Add;
            blendDesc.RenderTarget[0].SourceAlphaBlend      = D3D11.BlendOption.One;
            blendDesc.RenderTarget[0].DestinationAlphaBlend = D3D11.BlendOption.One;
            blendDesc.RenderTarget[0].AlphaBlendOperation   = D3D11.BlendOperation.Add;
            blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11.ColorWriteMaskFlags.All;
#endif



            //     RenderTarget[0].BlendOpSharpDX.Direct3D11.BlendOperation.Add RenderTarget[0].SrcBlendAlphaSharpDX.Direct3D11.BlendOption.One
            //     RenderTarget[0].DestBlendAlphaSharpDX.Direct3D11.BlendOption.Zero RenderTarget[0].BlendOpAlphaSharpDX.Direct3D11.BlendOperation.Add
            //     RenderTarget[0].RenderTargetWriteMaskSharpDX.Direct3D11.ColorWriteMaskFlags.All


            blendState      = new D3D11.BlendState(device, blendDesc);
            rasterizerState = new D3D11.RasterizerState(device, rasterDesc);
        }