Example #1
0
        public override void InitCBuffersFrame(DeviceContext deviceContext, Camera camera, LightClass light)
        {
            DataStream mappedResource;

            #region Constant Camera Buffer
            deviceContext.MapSubresource(ConstantCameraBuffer, MapMode.WriteDiscard, MapFlags.None, out mappedResource);
            var cameraBuffer = new DCameraBuffer()
            {
                cameraPosition = camera.Position,
                padding        = 0.0f
            };
            mappedResource.Write(cameraBuffer);
            deviceContext.UnmapSubresource(ConstantCameraBuffer, 0);
            int bufferSlotNumber = 1;
            deviceContext.VertexShader.SetConstantBuffer(bufferSlotNumber, ConstantCameraBuffer);
            #endregion
            #region Constant Light Buffer
            deviceContext.MapSubresource(ConstantLightBuffer, MapMode.WriteDiscard, MapFlags.None, out mappedResource);
            LightBuffer lightbuffer = new LightBuffer()
            {
                ambientColor   = light.AmbientColor,
                diffuseColor   = light.DiffuseColour,
                LightDirection = light.Direction,
                specularColor  = light.SpecularColor,
                specularPower  = light.SpecularPower
            };
            mappedResource.Write(lightbuffer);
            deviceContext.UnmapSubresource(ConstantLightBuffer, 0);
            bufferSlotNumber = 0;
            deviceContext.PixelShader.SetConstantBuffer(bufferSlotNumber, ConstantLightBuffer);
            #endregion
        }
Example #2
0
        public virtual void InitCBuffersFrame(DeviceContext context, Camera camera, WorldSettings settings)
        {
            var cameraBuffer = new DCameraBuffer()
            {
                cameraPosition = camera.Position,
                padding        = 0.0f
            };

            ConstantBufferFactory.UpdateVertexBuffer(context, ConstantCameraBuffer, 1, cameraBuffer);

            if (previousLighting == null || !previousLighting.Equals(settings.Lighting))
            {
                LightBuffer lightbuffer = new LightBuffer()
                {
                    ambientColor   = settings.Lighting.AmbientColor,
                    diffuseColor   = settings.Lighting.DiffuseColour,
                    LightDirection = settings.Lighting.Direction,
                    specularColor  = settings.Lighting.SpecularColor,
                    specularPower  = settings.Lighting.SpecularPower
                };
                previousLighting = settings.Lighting;
                ConstantBufferFactory.UpdatePixelBuffer(context, ConstantLightBuffer, 0, lightbuffer);
            }
        }
        private bool SetShaderParameters(DeviceContext deviceContext, Matrix worldMatrix, Matrix viewMatrix, Matrix projectionMatrix, ShaderResourceView[] textures, Vector3 lightDirection, Vector4 diffuseColor, Vector3 cameraPosition, Vector4 specularColor, float specularPower)
        {
            try
            {
                #region Constant Matrix Buffer
                // Transpose the matrices to prepare them for shader.
                worldMatrix.Transpose();
                viewMatrix.Transpose();
                projectionMatrix.Transpose();

                // Lock the constant buffer so it can be written to.
                DataStream mappedResource;
                deviceContext.MapSubresource(ConstantMatrixBuffer, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out mappedResource);

                // Copy the passed in matrices into the constant buffer.
                DMatrixBuffer matrixBuffer = new DMatrixBuffer()
                {
                    world      = worldMatrix,
                    view       = viewMatrix,
                    projection = projectionMatrix
                };
                mappedResource.Write(matrixBuffer);

                // Unlock the constant buffer.
                deviceContext.UnmapSubresource(ConstantMatrixBuffer, 0);

                // Set the position of the constant buffer in the vertex shader.
                int bufferPositionNumber = 0;

                // Finally set the constant buffer in the vertex shader with the updated values.
                deviceContext.VertexShader.SetConstantBuffer(bufferPositionNumber, ConstantMatrixBuffer);

                // Set shader resource in the pixel shader.
                deviceContext.PixelShader.SetShaderResources(0, textures);
                #endregion

                #region Constant Light Buffer
                // Lock the light constant buffer so it can be written to.
                deviceContext.MapSubresource(ConstantLightBuffer, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out mappedResource);

                // Copy the lighting variables into the constant buffer.
                DLightBuffer lightBuffer = new DLightBuffer()
                {
                    diffuseColor   = diffuseColor,
                    lightDirection = lightDirection,
                    specularColor  = specularColor,
                    specularPower  = specularPower,
                };
                mappedResource.Write(lightBuffer);

                // Unlock the constant buffer.
                deviceContext.UnmapSubresource(ConstantLightBuffer, 0);

                // Set the position of the light constant buffer in the pixel shader.
                bufferPositionNumber = 0;

                // Finally set the light constant buffer in the pixel shader with the updated values.
                deviceContext.PixelShader.SetConstantBuffer(bufferPositionNumber, ConstantLightBuffer);
                #endregion

                #region Constant Camera Buffer
                // Lock the camera constant buffer so it can be written to.
                deviceContext.MapSubresource(ConstantCameraBuffer, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out mappedResource);

                // Copy the lighting variables into the constant buffer.
                var cameraBuffer = new DCameraBuffer()
                {
                    cameraPosition = cameraPosition,
                    padding        = 0.0f
                };
                mappedResource.Write(cameraBuffer);

                // Unlock the constant buffer.
                deviceContext.UnmapSubresource(ConstantCameraBuffer, 0);

                // Set the position of the light constant buffer in the pixel shader.
                bufferPositionNumber = 1;

                // Now set the camera constant buffer in the vertex shader with the updated values.
                deviceContext.VertexShader.SetConstantBuffer(bufferPositionNumber, ConstantCameraBuffer);
                #endregion

                return(true);
            }
            catch
            {
                return(false);
            }
        }