Ejemplo n.º 1
0
        public IDisplay Create(string title, int width, int height, IAdapter adapter)
        {
            const uint defaultRefreshRate = 144;
            const bool debug = true;

            var window = _windowCreator.CreateWindow(new CreateWindowArguments(title, width, height));

            // Create device
            var d3D11Device = _d3D11DeviceFactory.Create(new CreateDeviceArguments(window, defaultRefreshRate, adapter?.Handle ?? IntPtr.Zero, debug));

            // Created the backbuffer and the RenderTargetView
            using var backBuffer = d3D11Device.SwapChain.GetBuffer(0, D3D11Resources.D3D11Resource);
            var renderTarget = d3D11Device.CreateRenderTargetView(backBuffer);


            D3D11Texture2DDesc sTarget = default;

            sTarget.Height             = (uint)window.Height;
            sTarget.Width              = (uint)window.Width;
            sTarget.MipLevels          = 1u;
            sTarget.ArraySize          = 1u;
            sTarget.Format             = DxgiFormat.R8G8B8A8Unorm;
            sTarget.SampleDesc.Count   = 1;
            sTarget.SampleDesc.Quality = 0;
            sTarget.Usage              = D3D11Usage.Default;
            sTarget.BindFlags          = D3D11BindFlag.RenderTarget;

            //var d3D11Texture2D = d3D11Device.CreateTexture2D(sTarget); // TODO: this is getting leaked
            //var secondRenderTarget = d3D11Device.CreateRenderTargetView(d3D11Texture2D); // TODO: this is getting leaked


            // Create the DepthStencilView (z-buffering)
            D3D11DepthStencilDesc depthDesc = default;

            depthDesc.DepthEnable = true;
            //depthDesc.DepthWriteMask = D3D11DepthWriteMask.Zero;
            //depthDesc.DepthFunc = D3D11ComparisonFunc.LessEqual;  // this is needed to add alpha-blending to sprites, not sure why.
            depthDesc.DepthWriteMask    = D3D11DepthWriteMask.All;
            depthDesc.DepthFunc         = D3D11ComparisonFunc.LessEqual; // this is needed to add alpha-blending to sprites, not sure why.
            using var depthStencilState = d3D11Device.CreateDepthStencilState(depthDesc);
            d3D11Device.Context.OMSetDepthStencilState(depthStencilState, 1u);

            D3D11Texture2DDesc texture2DDesc = default;

            texture2DDesc.Height    = (uint)window.Height;
            texture2DDesc.Width     = (uint)window.Width;
            texture2DDesc.MipLevels = 1u;
            texture2DDesc.ArraySize = 1u;
            texture2DDesc.Format    = DxgiFormat.D32Float;
            //texture2DDesc.SampleDesc.Count = 4u;  // AA
            texture2DDesc.SampleDesc.Count   = 1;
            texture2DDesc.SampleDesc.Quality = 0;
            texture2DDesc.Usage     = D3D11Usage.Default;
            texture2DDesc.BindFlags = D3D11BindFlag.DepthStencil;
            using var depthStencil  = d3D11Device.CreateTexture2D(texture2DDesc);

            D3D11DepthStencilViewDesc viewDesc = default;

            viewDesc.Format        = DxgiFormat.D32Float;
            viewDesc.ViewDimension = D3D11DsvDimension.Texture2D;
            //viewDesc.ViewDimension = D3D11DsvDimension.Texture2Dms; // AA
            viewDesc.Texture2D.MipSlice = 0u;
            var depthStencilView = d3D11Device.CreateDepthStencilView(depthStencil, viewDesc);

            // Set the render target view and depthStencil
            unsafe
            {
                var renderTargets = stackalloc IntPtr[1];
                renderTargets[0] = renderTarget.Handle;
                d3D11Device.Context.OMSetRenderTargets(renderTargets, 1, depthStencilView.Handle);
            }



            // Set the default viewport
            D3D11Viewport viewport = default;

            viewport.Width    = window.Width;
            viewport.Height   = window.Height;
            viewport.MinDepth = 0;
            viewport.MaxDepth = 1;

            d3D11Device.Context.SetViewport(viewport);


            // Create the device abstraction
            var device = new Device(d3D11Device, renderTarget, depthStencilView, _compiler);

            return(new Display(device, window));
        }
Ejemplo n.º 2
0
        private void CreateWindowSizeDependentResources()
        {
            this.d3dContext.OutputMergerSetRenderTargets(new D3D11RenderTargetView[] { null }, null);

            D3D11Utils.DisposeAndNull(ref this.backBuffer);
            D3D11Utils.DisposeAndNull(ref this.offscreenBuffer);
            D3D11Utils.DisposeAndNull(ref this.d3dRenderTargetView);
            D3D11Utils.DisposeAndNull(ref this.d3dDepthStencilView);
            D2D1Utils.DisposeAndNull(ref this.d2dRenderTarget);

            this.d3dContext.Flush();

            var createdBackBuffer = this.OnCreateBackBuffer();

            if (createdBackBuffer == null)
            {
                return;
            }

            this.backBuffer = createdBackBuffer;

            var backBufferDesc = this.backBuffer.Description;

            this.backBufferWidth  = backBufferDesc.Width;
            this.backBufferHeight = backBufferDesc.Height;

            if (this.d3dSampleDesc.Count > 1)
            {
                D3D11Texture2DDesc desc = new D3D11Texture2DDesc(
                    DxgiFormat.B8G8R8A8UNorm,
                    this.backBufferWidth,
                    this.backBufferHeight,
                    1,
                    1,
                    D3D11BindOptions.RenderTarget,
                    D3D11Usage.Default,
                    D3D11CpuAccessOptions.None,
                    this.d3dSampleDesc.Count,
                    this.d3dSampleDesc.Quality,
                    D3D11ResourceMiscOptions.None);

                this.offscreenBuffer = this.D3DDevice.CreateTexture2D(desc);
            }

            if (this.d3dSampleDesc.Count > 1)
            {
                D3D11RenderTargetViewDesc renderTargetViewDesc = new D3D11RenderTargetViewDesc(D3D11RtvDimension.Texture2DMs);

                this.d3dRenderTargetView = this.d3dDevice.CreateRenderTargetView(this.offscreenBuffer, renderTargetViewDesc);
            }
            else
            {
                D3D11RenderTargetViewDesc renderTargetViewDesc = new D3D11RenderTargetViewDesc(D3D11RtvDimension.Texture2D);

                this.d3dRenderTargetView = this.d3dDevice.CreateRenderTargetView(this.backBuffer, renderTargetViewDesc);
            }

            D3D11Texture2DDesc depthStencilDesc = new D3D11Texture2DDesc
            {
                Width            = this.backBufferWidth,
                Height           = this.backBufferHeight,
                MipLevels        = 1,
                ArraySize        = 1,
                Format           = DxgiFormat.D24UNormS8UInt,
                SampleDesc       = this.d3dSampleDesc,
                Usage            = D3D11Usage.Default,
                BindOptions      = D3D11BindOptions.DepthStencil,
                CpuAccessOptions = D3D11CpuAccessOptions.None,
                MiscOptions      = D3D11ResourceMiscOptions.None
            };

            using (var depthStencil = this.d3dDevice.CreateTexture2D(depthStencilDesc))
            {
                D3D11DepthStencilViewDesc depthStencilViewDesc = new D3D11DepthStencilViewDesc(this.d3dSampleDesc.Count > 1 ? D3D11DsvDimension.Texture2DMs : D3D11DsvDimension.Texture2D);

                this.d3dDepthStencilView = this.d3dDevice.CreateDepthStencilView(depthStencil, depthStencilViewDesc);
            }

            this.screenViewport = new D3D11Viewport
            {
                TopLeftX = 0,
                TopLeftY = 0,
                Width    = this.backBufferWidth,
                Height   = this.backBufferHeight,
                MinDepth = 0.0f,
                MaxDepth = 1.0f
            };

            this.d3dContext.RasterizerStageSetViewports(new[] { this.screenViewport });

            using (var surface = new DxgiSurface2(this.d3dSampleDesc.Count > 1 ? this.offscreenBuffer.Handle : this.backBuffer.Handle))
            {
                float dpiX;
                float dpiY;
                this.d2dFactory.GetDesktopDpi(out dpiX, out dpiY);

                var properties = new D2D1RenderTargetProperties(
                    D2D1RenderTargetType.Default,
                    new D2D1PixelFormat(DxgiFormat.B8G8R8A8UNorm, D2D1AlphaMode.Premultiplied),
                    dpiX,
                    dpiY,
                    D2D1RenderTargetUsages.None,
                    D2D1FeatureLevel.Default);

                this.d2dRenderTarget = this.d2dFactory.CreateDxgiSurfaceRenderTarget(surface, properties);
            }

            this.d2dRenderTarget.AntialiasMode     = D2D1AntialiasMode.PerPrimitive;
            this.d2dRenderTarget.TextAntialiasMode = D2D1TextAntialiasMode.Grayscale;

            D3D11RasterizerDesc rasterizerStateDesc = new D3D11RasterizerDesc(D3D11FillMode.Solid, D3D11CullMode.Back, false, 0, 0.0f, 0.0f, true, false, true, false);

            using (var rasterizerState = this.d3dDevice.CreateRasterizerState(rasterizerStateDesc))
            {
                this.d3dContext.RasterizerStageSetState(rasterizerState);
            }
        }
Ejemplo n.º 3
0
        public void CreateDeviceDependentResources(DeviceResources resources)
        {
            this.deviceResources = resources;

            byte[] renderSceneVertexShaderBytecode = File.ReadAllBytes("RenderSceneVertexShader.cso");
            this.g_pSceneVS = this.deviceResources.D3DDevice.CreateVertexShader(renderSceneVertexShaderBytecode, null);

            D3D11InputElementDesc[] layoutDesc = new D3D11InputElementDesc[]
            {
                new D3D11InputElementDesc
                {
                    SemanticName         = "POSITION",
                    SemanticIndex        = 0,
                    Format               = DxgiFormat.R32G32B32Float,
                    InputSlot            = 0,
                    AlignedByteOffset    = 0,
                    InputSlotClass       = D3D11InputClassification.PerVertexData,
                    InstanceDataStepRate = 0
                },
                new D3D11InputElementDesc
                {
                    SemanticName         = "NORMAL",
                    SemanticIndex        = 0,
                    Format               = DxgiFormat.R32G32B32Float,
                    InputSlot            = 0,
                    AlignedByteOffset    = 12,
                    InputSlotClass       = D3D11InputClassification.PerVertexData,
                    InstanceDataStepRate = 0
                },
                new D3D11InputElementDesc
                {
                    SemanticName         = "TEXTURE",
                    SemanticIndex        = 0,
                    Format               = DxgiFormat.R32G32Float,
                    InputSlot            = 0,
                    AlignedByteOffset    = 24,
                    InputSlotClass       = D3D11InputClassification.PerVertexData,
                    InstanceDataStepRate = 0
                }
            };

            this.g_pSceneVertexLayout = this.deviceResources.D3DDevice.CreateInputLayout(layoutDesc, renderSceneVertexShaderBytecode);

            byte[] renderScenePixelShaderBytecode = File.ReadAllBytes("RenderScenePixelShader.cso");
            this.g_pScenePS = this.deviceResources.D3DDevice.CreatePixelShader(renderScenePixelShaderBytecode, null);

            byte[] renderSceneShadowMapVertexShaderBytecode = File.ReadAllBytes("RenderSceneShadowMapVertexShader.cso");
            this.g_pShadowMapVS = this.deviceResources.D3DDevice.CreateVertexShader(renderSceneShadowMapVertexShaderBytecode, null);

            this.g_SceneMesh = SdkMeshFile.FromFile(this.deviceResources.D3DDevice, this.deviceResources.D3DContext, @"ColumnScene\scene.sdkmesh");
            this.g_Poles     = SdkMeshFile.FromFile(this.deviceResources.D3DDevice, this.deviceResources.D3DContext, @"ColumnScene\poles.sdkmesh");

            this.g_pcbConstants = this.deviceResources.D3DDevice.CreateBuffer(
                new D3D11BufferDesc(ConstantBufferConstants.Size, D3D11BindOptions.ConstantBuffer));

            D3D11SamplerDesc samplerDesc = new D3D11SamplerDesc(
                D3D11Filter.ComparisonMinMagMipPoint,
                D3D11TextureAddressMode.Border,
                D3D11TextureAddressMode.Border,
                D3D11TextureAddressMode.Border,
                0.0f,
                1,
                D3D11ComparisonFunction.LessEqual,
                new float[] { 1.0f, 1.0f, 1.0f, 1.0f },
                0.0f,
                float.MaxValue);

            // PointCmp
            this.g_pSamplePointCmp = this.deviceResources.D3DDevice.CreateSamplerState(samplerDesc);

            // Point
            samplerDesc.Filter             = D3D11Filter.MinMagMipPoint;
            samplerDesc.ComparisonFunction = D3D11ComparisonFunction.Always;
            this.g_pSamplePoint            = this.deviceResources.D3DDevice.CreateSamplerState(samplerDesc);

            // Linear
            samplerDesc.Filter   = D3D11Filter.MinMagMipLinear;
            samplerDesc.AddressU = D3D11TextureAddressMode.Wrap;
            samplerDesc.AddressV = D3D11TextureAddressMode.Wrap;
            samplerDesc.AddressW = D3D11TextureAddressMode.Wrap;
            this.g_pSampleLinear = this.deviceResources.D3DDevice.CreateSamplerState(samplerDesc);

            // Create a blend state to disable alpha blending
            D3D11BlendDesc blendDesc = D3D11BlendDesc.Default;

            blendDesc.IsIndependentBlendEnabled = false;
            D3D11RenderTargetBlendDesc[] blendDescRenderTargets = blendDesc.GetRenderTargets();
            blendDescRenderTargets[0].IsBlendEnabled = false;

            blendDescRenderTargets[0].RenderTargetWriteMask = D3D11ColorWriteEnables.All;
            blendDesc.SetRenderTargets(blendDescRenderTargets);
            this.g_pBlendStateNoBlend = this.deviceResources.D3DDevice.CreateBlendState(blendDesc);

            blendDescRenderTargets[0].RenderTargetWriteMask = D3D11ColorWriteEnables.None;
            blendDesc.SetRenderTargets(blendDescRenderTargets);
            this.g_pBlendStateColorWritesOff = this.deviceResources.D3DDevice.CreateBlendState(blendDesc);

            // textures / rts
            D3D11Texture2DDesc TDesc = new D3D11Texture2DDesc(
                DxgiFormat.R16Typeless,
                (uint)g_fShadowMapWidth,
                (uint)g_fShadowMapHeight,
                1,
                1,
                D3D11BindOptions.DepthStencil | D3D11BindOptions.ShaderResource);

            this.g_pShadowMapDepthStencilTexture = this.deviceResources.D3DDevice.CreateTexture2D(TDesc);

            D3D11ShaderResourceViewDesc SRVDesc = new D3D11ShaderResourceViewDesc
            {
                Format        = DxgiFormat.R16UNorm,
                ViewDimension = D3D11SrvDimension.Texture2D,
                Texture2D     = new D3D11Texture2DSrv
                {
                    MipLevels       = 1,
                    MostDetailedMip = 0
                }
            };

            this.g_pDepthTextureSRV = this.deviceResources.D3DDevice.CreateShaderResourceView(this.g_pShadowMapDepthStencilTexture, SRVDesc);

            D3D11DepthStencilViewDesc DSVDesc = new D3D11DepthStencilViewDesc
            {
                Format        = DxgiFormat.D16UNorm,
                ViewDimension = D3D11DsvDimension.Texture2D,
                Options       = D3D11DepthStencilViewOptions.None,
                Texture2D     = new D3D11Texture2DDsv
                {
                    MipSlice = 0
                }
            };

            this.g_pDepthStencilTextureDSV = this.deviceResources.D3DDevice.CreateDepthStencilView(this.g_pShadowMapDepthStencilTexture, DSVDesc);

            XMFloat3 vecEye = new XMFloat3(0.95f, 5.83f, -14.48f);
            XMFloat3 vecAt  = new XMFloat3(0.90f, 5.44f, -13.56f);
            XMFloat3 vecUp  = new XMFloat3(0.0f, 1.0f, 0.0f);

            this.ViewMatrix  = XMMatrix.LookAtLH(vecEye, vecAt, vecUp);
            this.WorldMatrix = XMMatrix.Identity;

            XMFloat3 vecEyeL = new XMFloat3(0, 0, 0);
            XMFloat3 vecAtL  = new XMFloat3(0, -0.5f, 1);
            XMFloat3 vecUUpL = new XMFloat3(0.0f, 1.0f, 0.0f);

            this.LightViewMatrix  = XMMatrix.LookAtLH(vecEyeL, vecAtL, vecUUpL);
            this.LightWorldMatrix = XMMatrix.Identity;
        }