Example #1
0
        void CreateDeviceObjects()
        {
            var vertexShaderCode =
                @"
                    cbuffer vertexBuffer : register(b0) 
                    {
                        float4x4 ProjectionMatrix; 
                    };

                    struct VS_INPUT
                    {
                        float2 pos : POSITION;
                        float4 col : COLOR0;
                        float2 uv  : TEXCOORD0;
                    };
            
                    struct PS_INPUT
                    {
                        float4 pos : SV_POSITION;
                        float4 col : COLOR0;
                        float2 uv  : TEXCOORD0;
                    };
            
                    PS_INPUT main(VS_INPUT input)
                    {
                        PS_INPUT output;
                        output.pos = mul(ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));
                        output.col = input.col;
                        output.uv  = input.uv;
                        return output;
                    }";

            Compiler.Compile(vertexShaderCode, "main", "vs", "vs_4_0", out vertexShaderBlob, out var errorBlob);
            if (vertexShaderBlob == null)
            {
                throw new Exception("error compiling vertex shader");
            }

            vertexShader = device.CreateVertexShader(vertexShaderBlob.GetBytes());

            var inputElements = new[]
            {
                new InputElementDescription("POSITION", 0, Format.R32G32_Float, 0, 0, InputClassification.PerVertexData, 0),
                new InputElementDescription("TEXCOORD", 0, Format.R32G32_Float, 8, 0, InputClassification.PerVertexData, 0),
                new InputElementDescription("COLOR", 0, Format.R8G8B8A8_UNorm, 16, 0, InputClassification.PerVertexData, 0),
            };

            inputLayout = device.CreateInputLayout(inputElements, vertexShaderBlob);

            var constBufferDesc = new BufferDescription
            {
                SizeInBytes    = VertexConstantBufferSize,
                Usage          = Vortice.Direct3D11.Usage.Dynamic,
                BindFlags      = BindFlags.ConstantBuffer,
                CpuAccessFlags = CpuAccessFlags.Write
            };

            constantBuffer = device.CreateBuffer(constBufferDesc);

            var pixelShaderCode =
                @"struct PS_INPUT
                    {
                        float4 pos : SV_POSITION;
                        float4 col : COLOR0;
                        float2 uv  : TEXCOORD0;
                    };

                    sampler sampler0;
                    Texture2D texture0;
            
                    float4 main(PS_INPUT input) : SV_Target
                    {
                        float4 out_col = input.col * texture0.Sample(sampler0, input.uv); 
                        return out_col; 
                    }";

            Compiler.Compile(pixelShaderCode, "main", "ps", "ps_4_0", out pixelShaderBlob, out errorBlob);
            if (pixelShaderBlob == null)
            {
                throw new Exception("error compiling pixel shader");
            }

            pixelShader = device.CreatePixelShader(pixelShaderBlob.GetBytes());

            var blendDesc = new BlendDescription
            {
                AlphaToCoverageEnable = false
            };

            blendDesc.RenderTarget[0] = new RenderTargetBlendDescription
            {
                IsBlendEnabled        = true,
                SourceBlend           = Blend.SourceAlpha,
                DestinationBlend      = Blend.InverseSourceAlpha,
                BlendOperation        = BlendOperation.Add,
                SourceBlendAlpha      = Blend.InverseSourceAlpha,
                DestinationBlendAlpha = Blend.Zero,
                BlendOperationAlpha   = BlendOperation.Add,
                RenderTargetWriteMask = ColorWriteEnable.All
            };

            blendState = device.CreateBlendState(blendDesc);

            var rasterDesc = new RasterizerDescription
            {
                FillMode        = FillMode.Solid,
                CullMode        = CullMode.None,
                ScissorEnable   = true,
                DepthClipEnable = true
            };

            rasterizerState = device.CreateRasterizerState(rasterDesc);

            var stencilOpDesc = new DepthStencilOperationDescription(StencilOperation.Keep, StencilOperation.Keep, StencilOperation.Keep, ComparisonFunction.Always);
            var depthDesc     = new DepthStencilDescription
            {
                DepthEnable    = false,
                DepthWriteMask = DepthWriteMask.All,
                DepthFunc      = ComparisonFunction.Always,
                StencilEnable  = false,
                FrontFace      = stencilOpDesc,
                BackFace       = stencilOpDesc
            };

            depthStencilState = device.CreateDepthStencilState(depthDesc);

            CreateFontsTexture();
        }