Beispiel #1
0
        public GlowingManager(int width, int height)
        {
            // On Initialise le transform, puisqu'on se trouve en dehors de la scène
            transform_ = new Transform();
            transform_.SetScale(Screen.Instance.Width, Screen.Instance.Height, 1.0f);
            transform_.Translate(0.0f, 0.0f, 0.5f);

            // Initialisation du material servant à dessiner le quad final
            m_DrawingMaterial = new MaterialDX11("vDefault.cso", "pUnlit.cso", "gDefault.cso");

            // Initialisation du Quad que l'on utilise pour dessiner
            modelrenderer = new MeshRenderer(m_DrawingMaterial, Quad.GetMesh());

            PostProcessingView = new View(new Transform(), new OrthoProjection(Screen.Instance.Width, Screen.Instance.Height, 0.1f, 100.0f));

            Quaternion xquat = Quaternion.RotationAxis(new Vector3(1.0f, 0.0f, 0.0f), 0 * 0.01f);
            Quaternion yquat = Quaternion.RotationAxis(new Vector3(0.0f, 1.0f, 0.0f), 0 * 0.01f);

            Quaternion rotQuat = Quaternion.Multiply(xquat, yquat);
            Matrix     mview   = Matrix.AffineTransformation(1.0f, rotQuat, new Vector3(00.0f, 0.0f, 10.0f));

            Instance = this;

            MaterialDX11 HBlurMaterial = new MaterialDX11("vDefault.cso", "pHBlur.cso", "gDefault.cso");

            HBlurMaterial.AddConstantBuffer <HBlurDesc>(new HBlurDesc(width / 2, 50));

            MaterialDX11 VBlurMaterial = new MaterialDX11("vDefault.cso", "pVBlur.cso", "gDefault.cso");

            VBlurMaterial.AddConstantBuffer <VBlurDesc>(new VBlurDesc(height / 2, 50));

            m_Material = new MaterialDX11("vDefault.cso", "pGlow.cso", "gDefault.cso");
            m_Material.AddConstantBuffer <GlowDesc>(new GlowDesc(false, false, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)));

            m_RenderTexture   = new RenderTexture(width, height);
            m_ImageProcessing = new ImageProcessing(width, height, m_RenderTexture.SRV);

            m_ImageProcessing.AddPasse(HBlurMaterial);
            m_ImageProcessing.AddPasse(HBlurMaterial);

            m_ImageProcessing.AddPasse(VBlurMaterial);
            m_ImageProcessing.AddPasse(VBlurMaterial);

            // Additive Blending
            RenderTargetBlendDescription renderdesc = new RenderTargetBlendDescription()
            {
                BlendOperation      = BlendOperation.Add,
                AlphaBlendOperation = BlendOperation.Add,

                SourceAlphaBlend      = BlendOption.Zero,
                DestinationAlphaBlend = BlendOption.Zero,

                SourceBlend      = BlendOption.One,
                DestinationBlend = BlendOption.One,


                IsBlendEnabled        = true,
                RenderTargetWriteMask = ColorWriteMaskFlags.All
            };

            BlendStateDescription blendStateDesc2 = new BlendStateDescription()
            {
                IndependentBlendEnable = false,                // DirectX peut utiliser 8 RenderTarget simultanément, chauqe renderTarget
                // peut être lié à un RenderTargetBlendDescription différent
                AlphaToCoverageEnable = false
            };

            blendStateDesc2.RenderTarget[0] = renderdesc;

            glowingBlending = new BlendState(ApplicationDX11.Instance.Device, blendStateDesc2);
        }
Beispiel #2
0
        private void Initialize(IntPtr handle)
        {
            m_SwapChainHelper = new SwapChainHelper(handle);
            Device            = m_SwapChainHelper.CreateDeviceWithSwapChain(DeviceCreationFlags.Debug);
            DeviceContext     = Device.ImmediateContext;

            MainRenderTarget = new RenderTarget
                               (
                m_SwapChainHelper.GetRenderTargetView(),
                Screen.Instance.Width,
                Screen.Instance.Height
                               );

            scene_ = new Scene(new Color4(0.0f, 0.2f, 0.7f, 1.0f));

            // On récupère le RenderTargetView généré par notre swapchain représentant
            // le backBuffer

            new LightManager();
            new ProjectorManager();
            new CollisionManager();
            new TimeHelper();
            new LayerManager();

            // Initialisation de la transparence
            RenderTargetBlendDescription desc = new RenderTargetBlendDescription()
            {
                AlphaBlendOperation = BlendOperation.Add,
                BlendOperation      = BlendOperation.Add,

                SourceAlphaBlend      = BlendOption.SourceAlpha,
                DestinationAlphaBlend = BlendOption.One,

                SourceBlend      = BlendOption.SourceAlpha,
                DestinationBlend = BlendOption.InverseSourceAlpha,

                IsBlendEnabled        = true,
                RenderTargetWriteMask = ColorWriteMaskFlags.All
            };

            BlendStateDescription blendStateDesc = new BlendStateDescription()
            {
                IndependentBlendEnable = false,        // DirectX peut utiliser 8 RenderTarget simultanément, chauqe renderTarget
                // peut être lié à un RenderTargetBlendDescription différent
                AlphaToCoverageEnable = false
            };

            blendStateDesc.RenderTarget[0] = desc;

            mainBlend = new BlendState(Device, blendStateDesc);

            DeviceContext.OutputMerger.BlendState = mainBlend;
            // Fin Transparence

            InitializeRasterState();

            new GlowingManager(Screen.Instance.Width, Screen.Instance.Height);
            m_ApplicationInformation = new ApplicationInformation();

            renderTex       = new RenderTexture(Screen.Instance.Width, Screen.Instance.Height);
            imageProcessing = new ImageProcessing(Screen.Instance.Width, Screen.Instance.Height, renderTex.SRV);
            //renderTarget.DepthStencil.SetDepthComparison( Comparison.LessEqual );
            MainRenderTarget.DepthStencil.SetDepthComparison(Comparison.LessEqual);
            new InputManager(m_renderForm);
        }