public override void Init( FXEffect m_effect, FXConstantBuffer m_cb )
        {
            // bind the local variables with the shader
            Color_Variable = m_cb.GetMemberByName<Vector3>( VariableName + "_Color" );

            // set the default values
            Color_Variable.Set(_color);
        }
        public override void Init( FXEffect m_effect, FXConstantBuffer m_cb )
        {
            // bind the local variables with the shader
            Texture_Variable = m_effect.GetResourceByName(VariableName + "_Texture");

            // set the default values
            if (Tex != null)
                Texture_Variable.SetResource(Tex.shaderResource);
        }
        public override void Init( FXEffect m_effect, FXConstantBuffer m_cb )
        {
            // bind the local variables with the shader
            NumBoxX_Variable = m_cb.GetMemberByName<int>( VariableName + "_CheckerX" );
            NumBoxY_Variable = m_cb.GetMemberByName<int>( VariableName + "_CheckerY" );

            // set the default values
            NumBoxX_Variable.Set(_NumBoxX);
            NumBoxY_Variable.Set(_NumBoxY);
        }
        /// <summary>
        /// Add the resource from shader base on the name
        /// </summary>
        /// <param name="effect"></param>
        /// <param name="Name"></param>
        public void AddResourceFromShader(FXEffect effect, String Name)
        {
            FXResourceVariableItem newItem = new FXResourceVariableItem();

            // set the name of the item
            newItem.Name = Name;

            // get the item from the effect
            newItem.resource = effect.GetResourceByName(Name);

            // add the new item to the list
            ListWithResourceVariables.Add(newItem);
        }
        public override void Init( FXEffect m_effect, FXConstantBuffer m_cb )
        {
            // bind the local variables with the shader
            BrickWidth_Variable = m_cb.GetMemberByName<float>( VariableName + "_BrickWidth" );
            BrickHeight_Variable = m_cb.GetMemberByName<float>( VariableName + "_BrickHeight" );
            BrickShift_Variable = m_cb.GetMemberByName<float>( VariableName + "_BrickShift" );
            MortarThickness_Variable = m_cb.GetMemberByName<float>( VariableName + "_MortarThickness" );

            // set the default values
            BrickWidth_Variable.Set(_BrickWidth);
            BrickHeight_Variable.Set(_BrickHeight);
            BrickShift_Variable.Set(_BrickShift);
            MortarThickness_Variable.Set(_MortarThickness);
        }
Example #6
0
        protected override void Read(BinaryReaderEx br)
        {
            br.BigEndian = false;
            br.AssertASCII("DLsE");
            br.AssertByte(1);
            br.AssertByte(3);
            br.AssertByte(0);
            br.AssertByte(0);
            br.AssertInt32(0);
            br.AssertInt32(0);
            br.AssertByte(0);
            br.AssertInt32(1);
            short classNameCount = br.ReadInt16();

            var classNames = new List <string>(classNameCount);

            for (int i = 0; i < classNameCount; i++)
            {
                int length = br.ReadInt32();
                classNames.Add(br.ReadASCII(length));
            }

            Effect = new FXEffect(br, classNames);
        }
        public override void Init( FXEffect m_effect , FXConstantBuffer m_cb )
        {
            /// Bind the random Texture
            RandomTex_Variable = m_effect.GetResourceByName(VariableName + "_RandomTex");

            /// Get the variables from Constant buffer
            MinValue_Variable = m_cb.GetMemberByName<float>( VariableName + "_MinValue" );
            MaxValue_Variable = m_cb.GetMemberByName<float>( VariableName + "_MaxValue" );
            Tile_X_Variable = m_cb.GetMemberByName<float>( VariableName + "_Tile_X" );
            Tile_Y_Variable = m_cb.GetMemberByName<float>( VariableName + "_Tile_Y" );
            Loops_Variable = m_cb.GetMemberByName<int>( VariableName + "_Loops" );

            // create and set random texture
            SetRandomTex(_Seed);

            // set the values of the variables
            MinValue_Variable.Set(_MinValue);
            MaxValue_Variable.Set(_MaxValue);
            Loops_Variable.Set(_Loops);
            Tile_X_Variable.Set(_Tile_X);
            Tile_Y_Variable.Set(_Tile_Y);
        }
Example #8
0
        /// <summary>
        /// Precompile the shader
        /// </summary>
        /// <param name="Name"></param>
        public ComputeShader( String Name )
        {
            Device dev = Engine.g_device;

            IncludeFX includeFX = new IncludeFX();
            ShaderBytecode bytecode= null;

            // check that the shader is exist
            if ( File.Exists( ShaderRootPath + Name ) ) {
                // open the file to read it
                FileStream fileStream = new FileStream( ShaderRootPath + Name, FileMode.Open );

                // allocate the byte stream
                byte []fileByte = new byte[fileStream.Length];

                // read the file stream
                fileStream.Read( fileByte, 0, (int)fileStream.Length );

                // close the file stream
                fileStream.Close();

                bytecode = new ShaderBytecode(fileByte);

            } else {
                System.Windows.Forms.MessageBox.Show( "Shader:" + ShaderRootPath + Name + "   is not exist " );

                return;
            }

            // init effect
            m_effect = new FXEffect( dev, csByteCode: bytecode );
        }
Example #9
0
        /// <summary>
        /// Compile Runtime the shader
        /// </summary>
        /// <param name="Name"></param>
        /// <param name="entryPoint"></param>
        public ComputeShader( String Name, String entryPoint , String IncludePath =  null)
        {
            Device dev = Engine.g_device;

            // init the include class and subpath
            IncludeFX includeFX = new IncludeFX();
            if ( IncludePath == null ) {
                includeFX.IncludeDirectory = System.Windows.Forms.Application.StartupPath + "\\ComputeHLSL\\";
            } else {
                includeFX.IncludeDirectory = IncludePath;
            }
            ShaderBytecode bytecode= null;

            ShaderFlags sf;

            // select the shaders flags for
            if ( Settings.Debug ) {
                sf = ShaderFlags.SkipOptimization | ShaderFlags.Debug | ShaderFlags.PreferFlowControl;
            } else {
                sf = ShaderFlags.OptimizationLevel3;
            }

            // set the compile level base on running Feature level.
            String CompileLevelCS;
            if (Settings.FeatureLevel == FeatureLevel.Level_11_0)
            {
                CompileLevelCS = "cs_5_0";
            }
            else
            {
                CompileLevelCS = "cs_4_0";
            }

            /// compile the shader to byte code
            bytecode = ShaderBytecode.CompileFromFile(
                                        ShaderRootPath + Name,               /// File Path of the file containing the code
                                        entryPoint,                          /// The name of the executable function
                                        CompileLevelCS,                      /// What specifications (shader version) to compile with cs_4_0 for directX10 and cs_5_0 for directx11
                                        sf, EffectFlags.None, null, includeFX);

            // init effect
            m_effect = new FXEffect( dev, csByteCode: bytecode );
        }
Example #10
0
        public Shader(String Name, String VS_EntryPoint = "VS_Main", String PS_EntryPoint = "PS_Main", String GS_EntryPoint = "GS_Main", Boolean PreCompiled = false)
        {
            Device dev = Engine.g_device;

            IncludeFX includeFX = new IncludeFX();

            if ( PreCompiled ) {
                // check that the shader is exist
                if ( File.Exists( ShaderRootPath + Name + "o" ) ) {
                    // open the file to read it
                    FileStream fileStream = new FileStream( ShaderRootPath + Name + "o", FileMode.Open );

                    // allocate the byte stream
                    byte[] fileByte = new byte[fileStream.Length];

                    // read the file stream
                    fileStream.Read( fileByte, 0, (int)fileStream.Length );

                    // close the file stream
                    fileStream.Close();

                    DataStream preBuildShaderStream = new DataStream( fileByte.Length, true, true );
                    preBuildShaderStream.Write(fileByte, 0, fileByte.Length);

                    m_PixelShaderByteCode = new ShaderBytecode( preBuildShaderStream );
                    m_VertexShaderByteCode = new ShaderBytecode( preBuildShaderStream );
                } else {
                    System.Windows.Forms.MessageBox.Show( "Shader:" + ShaderRootPath + Name + "o" + "   is not exist " );

                    return;
                }

            } else {
                // set the shader flags base on the debugging
                ShaderFlags sf;
                if ( Settings.Debug ) {
                    sf = ShaderFlags.SkipOptimization | ShaderFlags.Debug | ShaderFlags.PreferFlowControl;
                } else {
                    sf = ShaderFlags.OptimizationLevel3;
                }

                // set the compile feature
                String CompileLevelPS;
                String CompileLevelVS;
                String CompileLevelGS;

                if (Settings.FeatureLevel == FeatureLevel.Level_11_0)
                {
                    CompileLevelPS = "ps_5_0";
                    CompileLevelVS = "vs_5_0";
                    CompileLevelGS = "gs_5_0";
                }
                else
                {
                    CompileLevelPS = "ps_4_0";
                    CompileLevelVS = "vs_4_0";
                    CompileLevelGS = "gs_4_0";
                }

                try
                {
                    /// compile the shader to byte code
                    m_PixelShaderByteCode = ShaderBytecode.CompileFromFile(
                                                ShaderRootPath + Name,       /// File Path of the file containing the code
                                                PS_EntryPoint,               /// The entry point for the shader
                                                CompileLevelPS,              /// What specifications (shader version) to compile with
                                                sf, EffectFlags.None, null, includeFX);

                    /// compile the shader to byte code
                    m_VertexShaderByteCode = ShaderBytecode.CompileFromFile(
                                                ShaderRootPath + Name,       /// File Path of the file containing the code
                                                VS_EntryPoint,               /// The entry point for the shader
                                                CompileLevelVS,              /// What specifications (shader version) to compile with
                                                sf, EffectFlags.None, null, includeFX);

                    try
                    {
                        /// compile the shader to byte code
                        m_GeometryShaderByteCode = ShaderBytecode.CompileFromFile(
                                                    ShaderRootPath + Name,       /// File Path of the file containing the code
                                                    GS_EntryPoint,               /// The entry point for the shader
                                                    CompileLevelGS,              /// What specifications (shader version) to compile with
                                                    sf, EffectFlags.None, null, includeFX);
                    }catch(Exception ex)
                    {
                        // the geometry shader is not mandatory
                    }
                }
                catch (Exception ex)
                {
                    System.Windows.Forms.MessageBox.Show(ex.Message);

                }
            }

            /// init effect
            m_effect = new FXEffect( dev, m_PixelShaderByteCode, m_VertexShaderByteCode, null, m_GeometryShaderByteCode );

            /// init all the variables
            InitVariables();
        }
Example #11
0
 public FFXDLSE()
 {
     Effect = new FXEffect();
 }
 public virtual void Init( FXEffect m_effect, FXConstantBuffer m_cb )
 {
 }