Beispiel #1
0
        void SetSceneConstants()
        {
            FreeLook freelook = Demo.Freelook;
            Vector3  up       = MathHelper.Convert(freelook.Up);

            sceneConstants.View        = Matrix.LookAtLH(MathHelper.Convert(freelook.Eye), MathHelper.Convert(freelook.Target), up);
            sceneConstants.Projection  = Matrix.PerspectiveFovLH(FieldOfView, AspectRatio, _nearPlane, FarPlane);
            sceneConstants.ViewInverse = Matrix.Invert(sceneConstants.View);

            Vector3 light = new Vector3(20, 30, 10);
            Texture2DDescription depthBuffer = lightDepthTexture.Description;
            Matrix lightView       = Matrix.LookAtLH(light, Vector3.Zero, up);
            Matrix lightProjection = Matrix.OrthoLH(depthBuffer.Width / 8.0f, depthBuffer.Height / 8.0f, _nearPlane, FarPlane);

            sceneConstants.LightViewProjection = lightView * lightProjection;

            DataStream data;

            _immediateContext.MapSubresource(sceneConstantsBuffer, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out data);
            Marshal.StructureToPtr(sceneConstants, data.DataPointer, false);
            _immediateContext.UnmapSubresource(sceneConstantsBuffer, 0);
            data.Dispose();

            inverseProjectionVar.SetMatrix(Matrix.Invert(sceneConstants.Projection));
            inverseViewVar.SetMatrix(sceneConstants.ViewInverse);
            lightInverseViewProjectionVar.SetMatrix(Matrix.Invert(sceneConstants.LightViewProjection));
            lightPositionVar.Set(new Vector4(light, 1));
            eyePositionVar.Set(new Vector4(MathHelper.Convert(freelook.Eye), 1));
            eyeZAxisVar.Set(new Vector4(Vector3.Normalize(MathHelper.Convert(freelook.Target - freelook.Eye)), 1));

            float tanHalfFOVY = (float)Math.Tan(FieldOfView * 0.5f);

            tanHalfFOVXVar.Set(tanHalfFOVY * AspectRatio);
            tanHalfFOVYVar.Set(tanHalfFOVY);
            float projectionA = FarPlane / (FarPlane - _nearPlane);
            float projectionB = -projectionA * _nearPlane;

            projectionAVar.Set(projectionA);
            projectionBVar.Set(projectionB);

            Matrix overlayMatrix = Matrix.Scaling(info.Width / _width, info.Height / _height, 1.0f);

            overlayMatrix *= Matrix.Translation(-(_width - info.Width) / _width, (_height - info.Height) / _height, 0.0f);
            overlayViewProjectionVar.SetMatrix(overlayMatrix);
        }
Beispiel #2
0
        void SetSceneConstants()
        {
            FreeLook freelook = Demo.Freelook;
            Vector3  up       = MathHelper.Convert(freelook.Up);

            sceneConstants.View        = Matrix.LookAtLH(MathHelper.Convert(freelook.Eye), MathHelper.Convert(freelook.Target), up);
            sceneConstants.Projection  = Matrix.PerspectiveFovLH(FieldOfView, AspectRatio, _nearPlane, FarPlane);
            sceneConstants.ViewInverse = Matrix.Invert(sceneConstants.View);

            Vector3 light = new Vector3(20, 30, 10);
            Texture2DDescription depthBuffer = lightDepthTexture.Description;
            Matrix lightView       = Matrix.LookAtLH(light, Vector3.Zero, up);
            Matrix lightProjection = Matrix.OrthoLH(depthBuffer.Width / 8.0f, depthBuffer.Height / 8.0f, _nearPlane, FarPlane);

            sceneConstants.LightViewProjection = lightView * lightProjection;

            using (var data = sceneConstantsBuffer.Map(MapMode.WriteDiscard))
            {
                Marshal.StructureToPtr(sceneConstants, data.DataPointer, false);
                sceneConstantsBuffer.Unmap();
            }

            effect2.GetVariableByName("InverseProjection").AsMatrix().SetMatrix(Matrix.Invert(sceneConstants.Projection));
            effect2.GetVariableByName("InverseView").AsMatrix().SetMatrix(sceneConstants.ViewInverse);
            effect2.GetVariableByName("LightInverseViewProjection").AsMatrix().SetMatrix(Matrix.Invert(sceneConstants.LightViewProjection));
            effect2.GetVariableByName("LightPosition").AsVector().Set(new Vector4(light, 1));
            effect2.GetVariableByName("EyePosition").AsVector().Set(new Vector4(MathHelper.Convert(freelook.Eye), 1));
            effect2.GetVariableByName("EyeZAxis").AsVector().Set(new Vector4(Vector3.Normalize(MathHelper.Convert(freelook.Target - freelook.Eye)), 1));

            float tanHalfFOVY = (float)Math.Tan(FieldOfView * 0.5f);

            effect2.GetVariableByName("TanHalfFOVX").AsScalar().Set(tanHalfFOVY * AspectRatio);
            effect2.GetVariableByName("TanHalfFOVY").AsScalar().Set(tanHalfFOVY);
            float projectionA = FarPlane / (FarPlane - _nearPlane);
            float projectionB = -projectionA * _nearPlane;

            effect2.GetVariableByName("ProjectionA").AsScalar().Set(projectionA);
            effect2.GetVariableByName("ProjectionB").AsScalar().Set(projectionB);

            Matrix overlayMatrix = Matrix.Scaling(2 * info.Width / _width, 2 * info.Height / _height, 1.0f);

            overlayMatrix *= Matrix.Translation(-(_width - info.Width) / _width, (_height - info.Height) / _height, 0.0f);
            effect2.GetVariableByName("OverlayViewProjection").AsMatrix().SetMatrix(overlayMatrix);
        }
Beispiel #3
0
        public override void Initialize()
        {
            Form.SizeChanged += (o, args) =>
            {
                _width  = Form.ClientSize.Width;
                _height = Form.ClientSize.Height;

                if (_swapChain == null)
                {
                    return;
                }

                renderView.Dispose();
                depthView.Dispose();
                _swapChain.ResizeBuffers(_swapChain.Description.BufferCount, 0, 0, Format.Unknown, 0);

                CreateBuffers();
                SetSceneConstants();
            };

            _width     = 1024;
            _height    = 768;
            _nearPlane = 1.0f;

            ambient = new Color4(Color.Gray.ToArgb());

            try
            {
                OnInitializeDevice();
            }
            catch (Exception e)
            {
                MessageBox.Show(e.ToString(), "Could not create DirectX 10 device.");
                return;
            }


            // shader.fx

            const ShaderFlags shaderFlags = ShaderFlags.None;
            //const ShaderFlags shaderFlags = ShaderFlags.Debug | ShaderFlags.SkipOptimization;
            ShaderBytecode shaderByteCode = LoadShader("shader.fx", shaderFlags);

            effect = new Effect(_device, shaderByteCode);
            EffectTechnique technique = effect.GetTechniqueByIndex(0);

            shadowGenPass  = technique.GetPassByIndex(0);
            gBufferGenPass = technique.GetPassByIndex(1);
            debugDrawPass  = technique.GetPassByName("debug");

            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 desc = new RasterizerStateDescription()
            {
                CullMode = CullMode.None,
                FillMode = FillMode.Solid,
                IsFrontCounterClockwise = true,
                DepthBias            = 0,
                DepthBiasClamp       = 0,
                SlopeScaledDepthBias = 0,
                IsDepthClipEnabled   = true,
            };

            _device.Rasterizer.State = new RasterizerState(_device, desc);

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

            depthStencilState = 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

            shaderByteCode = LoadShader("grender.fx", shaderFlags);

            effect2            = new Effect(_device, shaderByteCode);
            technique          = effect2.GetTechniqueByIndex(0);
            gBufferRenderPass  = technique.GetPassByIndex(0);
            gBufferOverlayPass = technique.GetPassByIndex(1);

            Buffer quad = DemoFramework.SharpDX.MeshFactory.CreateScreenQuad(_device);

            quadBinding = new VertexBufferBinding(quad, 20, 0);
            Matrix quadProjection = Matrix.OrthoLH(1, 1, 0.1f, 1.0f);

            effect2.GetVariableByName("ViewProjection").AsMatrix().SetMatrix(quadProjection);

            InputElement[] elements = new[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0, InputClassification.PerVertexData, 0),
            };
            quadBufferLayout = new InputLayout(_device, gBufferRenderPass.Description.Signature, elements);


            info         = new InfoText(_device);
            _meshFactory = new MeshFactory(this);
            MeshFactory  = _meshFactory;

            CreateBuffers();
            LibraryManager.LibraryStarted();
        }