private static void SetupRenderTargetBlendDescriptionAccordingToTheMode(BlendMode blendMode, ref RenderTargetBlendDescription targetDescription) { switch (blendMode) { case BlendMode.Normal: targetDescription.DestinationBlend = BlendOption.InverseSourceAlpha; break; case BlendMode.Additive: break; case BlendMode.Subtractive: targetDescription.BlendOperation = BlendOperation.ReverseSubtract; break; case BlendMode.LightEffect: targetDescription.SourceBlend = BlendOption.DestinationColor; targetDescription.BlendOperation = BlendOperation.Add; break; default: targetDescription.IsBlendEnabled = false; break; } }
public GrassRendrer(Form1 F) : base(F.Device) { this.P = F; this.CallFrequency = STDCallFrequencys.Always; E3 = new EffectWrapper("Grass_Mesh.fx", D); BlendStateDescription bsd = new BlendStateDescription() { AlphaToCoverageEnable = true, IndependentBlendEnable = false, }; RenderTargetBlendDescription rtbd = new RenderTargetBlendDescription() { BlendEnable = true, BlendOperation = BlendOperation.Add, BlendOperationAlpha = BlendOperation.Add, RenderTargetWriteMask = ColorWriteMaskFlags.All, DestinationBlend = BlendOption.InverseSourceAlpha, SourceBlend = BlendOption.SourceAlpha, SourceBlendAlpha = BlendOption.Zero, DestinationBlendAlpha = BlendOption.One }; bsd.RenderTargets[0] = rtbd; bsd0 = BlendState.FromDescription(D.HadrwareDevice(), bsd); StaticVertex[] vs = new StaticVertex[100]; mBuffer = new DynamicMeshBuffer<StaticVertex>(D, PrimitiveTopology.PointList); mBuffer.Write(vs); }
public void SetBlendState(H1BlendStateDescription blendState, Int32 numRenderTargets) { BlendStateDescription blendStateRef = BlendStateDescription.Default(); blendStateRef.AlphaToCoverageEnable = blendState.AlphaToCoverageEnable; blendStateRef.IndependentBlendEnable = blendState.IndependentBlendEnable; for (Int32 i = 0; i < numRenderTargets; ++i) { RenderTargetBlendDescription rtBlendDescDest = blendStateRef.RenderTarget[i]; H1RenderTargetBlendDescription rtBlendDescSrc = blendState.RenderTargets[i]; rtBlendDescDest.IsBlendEnabled = rtBlendDescSrc.BlendEnable; rtBlendDescDest.LogicOpEnable = rtBlendDescSrc.LogicOpEnable; rtBlendDescDest.SourceBlend = H1RHIDefinitionHelper.ConvertToBlend(rtBlendDescSrc.SrcBlend); rtBlendDescDest.DestinationBlend = H1RHIDefinitionHelper.ConvertToBlend(rtBlendDescSrc.DestBlend); rtBlendDescDest.BlendOperation = H1RHIDefinitionHelper.ConvertToBlendOp(rtBlendDescSrc.BlendOp); rtBlendDescDest.SourceAlphaBlend = H1RHIDefinitionHelper.ConvertToBlend(rtBlendDescSrc.SrcBlendAlpha); rtBlendDescDest.DestinationAlphaBlend = H1RHIDefinitionHelper.ConvertToBlend(rtBlendDescSrc.DestBlendAlpha); rtBlendDescDest.AlphaBlendOperation = H1RHIDefinitionHelper.ConvertToBlendOp(rtBlendDescSrc.BlendOpAlpha); rtBlendDescDest.LogicOp = H1RHIDefinitionHelper.ConvertToLogicOp(rtBlendDescSrc.LogicOp); rtBlendDescDest.RenderTargetWriteMask = H1RHIDefinitionHelper.ConvertToColorWriteMaskFlags(rtBlendDescSrc.RenderTargetWriteMask); } // newly assign the created blend state m_GraphicsPipelineStateDesc.BlendState = blendStateRef; }
public RenderTargetBlend(RenderTargetBlendDescription bRenderTargetBlend) { if (bRenderTargetBlend.BlendEnable) { SrcFactor = CtObjectGL.BlendFactor(bRenderTargetBlend.SourceBlend); DestFactor = CtObjectGL.BlendFactor(bRenderTargetBlend.DestinationBlend); EquationMode = CtObjectGL.BlendFunc(bRenderTargetBlend.BlendOperation); SrcFactorAlpha = CtObjectGL.BlendFactor(bRenderTargetBlend.SourceBlendAlpha); DestFactorAlpha = CtObjectGL.BlendFactor(bRenderTargetBlend.DestinationBlendAlpha); EquationModeAlpha = CtObjectGL.BlendFunc(bRenderTargetBlend.BlendOperationAlpha); } else { SrcFactor = BlendFactor.One; DestFactor = BlendFactor.Zero; EquationMode = BlendFunc.Add; SrcFactorAlpha = BlendFactor.One; DestFactorAlpha = BlendFactor.Zero; EquationModeAlpha = BlendFunc.Add; } Separate = SrcFactor != SrcFactorAlpha || DestFactor != DestFactorAlpha || EquationMode != EquationModeAlpha; }
/// <summary> /// SetupBlendState /// </summary> void SetupBlendState() { var rtbd = new RenderTargetBlendDescription(); bool enabled = true; if (BlendState.DstAlpha == Blend.Zero && BlendState.SrcAlpha == Blend.One && BlendState.DstColor == Blend.Zero && BlendState.SrcColor == Blend.One) { enabled = false; } rtbd.IsBlendEnabled = enabled; rtbd.BlendOperation = Converter.Convert(BlendState.ColorOp); rtbd.AlphaBlendOperation = Converter.Convert(BlendState.AlphaOp); rtbd.RenderTargetWriteMask = (ColorWriteMaskFlags)(int)BlendState.WriteMask; rtbd.DestinationBlend = Converter.Convert(BlendState.DstColor); rtbd.SourceBlend = Converter.Convert(BlendState.SrcColor); rtbd.DestinationAlphaBlend = Converter.Convert(BlendState.DstAlpha); rtbd.SourceAlphaBlend = Converter.Convert(BlendState.SrcAlpha); var bsd = new BlendStateDescription(); bsd.AlphaToCoverageEnable = false; bsd.IndependentBlendEnable = false; bsd.RenderTarget[0] = rtbd; blendFactor = SharpDXHelper.Convert(BlendState.BlendFactor); blendMsaaMask = BlendState.MultiSampleMask; blendState = new D3DBlendState(device.Device, bsd); }
/// <summary> /// <p>Create a blend-state object that encapsules blend state for the output-merger stage.</p> /// </summary> /// <param name="device">The <see cref="GraphicsDevice"/>.</param> /// <param name="renderTargetBlend0">The render target blend description for the first render target.</param> /// <param name="blendFactor">The blend factor.</param> /// <param name="mask">The mask.</param> /// <returns>A new <see cref="BlendState" /> instance.</returns> /// <msdn-id>ff476500</msdn-id> /// <unmanaged>HRESULT ID3D11Device::CreateBlendState([In] const D3D11_BLEND_DESC* pBlendStateDesc,[Out, Fast] ID3D11BlendState** ppBlendState)</unmanaged> /// <unmanaged-short>ID3D11Device::CreateBlendState</unmanaged-short> /// <remarks><p>An application can create up to 4096 unique blend-state objects. For each object created, the runtime checks to see if a previous object has the same state. If such a previous object exists, the runtime will return a reference to previous instance instead of creating a duplicate object.</p></remarks> public static BlendState New(GraphicsDevice device, RenderTargetBlendDescription renderTargetBlend0, Color4 blendFactor, int mask = -1) { var description = BlendStateDescription.Default(); description.RenderTarget[0] = renderTargetBlend0; return(new BlendState(device, description, blendFactor, mask)); }
internal static BlendState FromDesc(RenderTargetBlendDescription desc) { var temp = new BlendStateDescription(); temp.RenderTarget[0] = desc; return(new BlendState(Display.device, temp)); }
private static bool IsBlendEnabled(ref RenderTargetBlendDescription renderTarget) { return(renderTarget.BlendOperationAlpha != BlendOperation.Add || renderTarget.SourceBlendAlpha != Blend.One || renderTarget.DestinationBlendAlpha != Blend.Zero || renderTarget.BlendOperation != BlendOperation.Add || renderTarget.SourceBlend != Blend.One || renderTarget.DestinationBlend != Blend.Zero); }
public BlendStateChangeCommand(RenderTargetBlendDescription bStateDesc) : base(CommandType.BlendStateChange) { CommandAttributes |= CommandAttributes.MonoRendering; Description = bStateDesc; blendStateDescription = new BlendStateDescription(); blendStateDescription.RenderTargets[0] = Description; blendState = BlendState.FromDescription(Game.Context.Device, blendStateDescription); }
public static BlendState CreateBlendState(this Device device, RenderTargetBlendDescription description) { var desc = new BlendStateDescription { AlphaToCoverageEnable = false, IndependentBlendEnable = false }; desc.RenderTargets[0] = description; return(BlendState.FromDescription(device, desc)); }
private void BuildPSOs() { // // PSO for opaque objects. // var opaquePsoDesc = new GraphicsPipelineStateDescription { InputLayout = _inputLayout, RootSignature = _rootSignature, VertexShader = _shaders["standardVS"], PixelShader = _shaders["opaquePS"], RasterizerState = RasterizerStateDescription.Default(), BlendState = BlendStateDescription.Default(), DepthStencilState = DepthStencilStateDescription.Default(), SampleMask = unchecked ((int)uint.MaxValue), PrimitiveTopologyType = PrimitiveTopologyType.Triangle, RenderTargetCount = 1, SampleDescription = new SampleDescription(MsaaCount, MsaaQuality), DepthStencilFormat = DepthStencilFormat, StreamOutput = new StreamOutputDescription() //find out how this should actually be done later }; opaquePsoDesc.RenderTargetFormats[0] = BackBufferFormat; _psos["opaque"] = Device.CreateGraphicsPipelineState(opaquePsoDesc); // // PSO for highlight objects. // GraphicsPipelineStateDescription highlightPsoDesc = opaquePsoDesc.Copy(); // Change the depth test from < to <= so that if we draw the same triangle twice, it will // still pass the depth test. This is needed because we redraw the picked triangle with a // different material to highlight it. If we do not use <=, the triangle will fail the // depth test the 2nd time we try and draw it. highlightPsoDesc.DepthStencilState.DepthComparison = Comparison.LessEqual; // Standard transparency blending. var transparencyBlendDesc = new RenderTargetBlendDescription { IsBlendEnabled = true, LogicOpEnable = false, SourceBlend = BlendOption.SourceAlpha, DestinationBlend = BlendOption.InverseSourceAlpha, BlendOperation = BlendOperation.Add, SourceAlphaBlend = BlendOption.One, DestinationAlphaBlend = BlendOption.Zero, AlphaBlendOperation = BlendOperation.Add, RenderTargetWriteMask = ColorWriteMaskFlags.All }; highlightPsoDesc.BlendState.RenderTarget[0] = transparencyBlendDesc; _psos["highlight"] = Device.CreateGraphicsPipelineState(highlightPsoDesc); }
public RenderTargetBlendDataContract(RenderTargetBlendDescription desc) { IsBlendEnabled = desc.IsBlendEnabled; SourceBlend = (int)desc.SourceBlend; DestinationBlend = (int)desc.DestinationBlend; BlendOperation = (int)desc.BlendOperation; SourceAlphaBlend = (int)desc.SourceAlphaBlend; DestinationAlphaBlend = (int)desc.DestinationAlphaBlend; AlphaBlendOperation = (int)desc.AlphaBlendOperation; RenderTargetWriteMask = (int)desc.RenderTargetWriteMask; }
public BlendStateDescription(BlendOption sourceBlend, BlendOption destinationBlend) : this() { RenderTarget[0] = new RenderTargetBlendDescription { IsBlendEnabled = true, SourceBlend = sourceBlend, SourceAlphaBlend = sourceBlend, DestinationBlend = destinationBlend, DestinationAlphaBlend = destinationBlend }; }
public BlendStateDescription(BlendOption sourceBlend, BlendOption destinationBlend) : this() { RenderTarget[0] = new RenderTargetBlendDescription { IsBlendEnabled = true, SourceBlend = sourceBlend, SourceAlphaBlend = sourceBlend, DestinationBlend = destinationBlend, DestinationAlphaBlend = destinationBlend }; }
public CombineFinalRenderer(DX11Game game, GBuffer gBuffer) { this.game = game; this.gBuffer = gBuffer; var device = game.Device; context = device.ImmediateContext; shader = BasicShader.LoadAutoreload(game, new System.IO.FileInfo( CompiledShaderCache.Current.RootShaderPath + "Deferred\\CombineFinal.fx")); shader.SetTechnique("Technique0"); quad = new FullScreenQuad(device); layout = FullScreenQuad.CreateInputLayout(device, shader.GetCurrentPass(0)); var desc = new Texture2DDescription { BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, Format = Format.R16G16B16A16_Float, Width = gBuffer.Width, Height = gBuffer.Height, ArraySize = 1, SampleDescription = new SampleDescription(1, 0), MipLevels = 1 }; lightAccumulationMap = new Texture2D(device, desc); lightAccumulationRTV = new RenderTargetView(device, lightAccumulationMap); LightAccumulationRV = new ShaderResourceView(device, lightAccumulationMap); var bsDesc = new BlendStateDescription(); var b = new RenderTargetBlendDescription(); b.BlendEnable = true; b.BlendOperation = BlendOperation.Add; b.BlendOperationAlpha = BlendOperation.Add; b.DestinationBlend = BlendOption.One; b.DestinationBlendAlpha = BlendOption.One; b.SourceBlend = BlendOption.One; b.SourceBlendAlpha = BlendOption.One; b.RenderTargetWriteMask = ColorWriteMaskFlags.All; bsDesc.RenderTargets[0] = b; blendState = BlendState.FromDescription(device, bsDesc); }
public void SetDefaultstate() { // shader pipeline m_D3dDevice.ImmediateContext.InputAssembler.InputLayout = null; m_D3dDevice.ImmediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; m_D3dDevice.ImmediateContext.VertexShader.Set(null); m_D3dDevice.ImmediateContext.HullShader.Set(null); m_D3dDevice.ImmediateContext.DomainShader.Set(null); m_D3dDevice.ImmediateContext.GeometryShader.Set(null); m_D3dDevice.ImmediateContext.PixelShader.Set(null); // render state m_D3dDevice.ImmediateContext.Rasterizer.State = RasterizerState.FromDescription(m_D3dDevice, new RasterizerStateDescription() { CullMode = CullMode.Back, FillMode = FillMode.Solid, }); m_D3dDevice.ImmediateContext.OutputMerger.DepthStencilState = DepthStencilState.FromDescription(m_D3dDevice, new DepthStencilStateDescription() { DepthComparison = Comparison.Less, DepthWriteMask = DepthWriteMask.All, IsDepthEnabled = true, IsStencilEnabled = false }); var blendState = new RenderTargetBlendDescription() { BlendEnable = false, BlendOperation = BlendOperation.Add, DestinationBlend = BlendOption.InverseSourceAlpha, SourceBlend = BlendOption.SourceAlpha, RenderTargetWriteMask = ColorWriteMaskFlags.All }; var blendStateDesc = new BlendStateDescription(); blendStateDesc.AlphaToCoverageEnable = false; blendStateDesc.IndependentBlendEnable = false; blendStateDesc.RenderTargets[0] = blendState; m_D3dDevice.ImmediateContext.OutputMerger.BlendState = BlendState.FromDescription(m_D3dDevice, blendStateDesc); }
GraphicsPipelineState makeTriangle(ResourceCreateContext ctx) { var triangleVertex = UniqueCreator.Graphics.Gpu.Shaders.triangle_vertex.Factory.Create(); var trianglePixel = UniqueCreator.Graphics.Gpu.Shaders.triangle_pixel.Factory.Create(); var description2 = new GraphicsPipelineStateDescription(); var rasterizerState = new RasterizerDescription(); var samples = new SampleDescription { Count = 1, Quality = 0 }; var depthStencil = new DepthStencilDescription { DepthEnable = true, StencilEnable = false, DepthWriteMask = DepthWriteMask.All, DepthFunc = ComparisonFunction.Less }; depthStencil.BackFace.StencilFailOperation = StencilOperation.Keep; depthStencil.BackFace.StencilPassOperation = StencilOperation.Keep; depthStencil.BackFace.StencilFunction = ComparisonFunction.Always; depthStencil.BackFace.StencilDepthFailOperation = StencilOperation.Keep; depthStencil.FrontFace = depthStencil.BackFace; depthStencil.StencilReadMask = 0xff; depthStencil.StencilWriteMask = 0xff; rasterizerState.CullMode = CullMode.Back; rasterizerState.FillMode = FillMode.Solid; rasterizerState.FrontCounterClockwise = true; rasterizerState.AntialiasedLineEnable = false; rasterizerState.ConservativeRaster = ConservativeRasterizationMode.Off; rasterizerState.DepthBias = 0; rasterizerState.DepthBiasClamp = 0.0f; rasterizerState.SlopeScaledDepthBias = 0.0f; rasterizerState.DepthClipEnable = true; rasterizerState.ForcedSampleCount = 0; rasterizerState.MultisampleEnable = false; var blendState = new BlendDescription { AlphaToCoverageEnable = false, IndependentBlendEnable = false }; var blend = new RenderTargetBlendDescription { BlendEnable = false, LogicOperationEnable = false, BlendOperation = BlendOperation.Add, BlendOperationAlpha = BlendOperation.Add, LogicOperation = LogicOperation.Clear, DestinationBlend = Blend.DestinationColor, DestinationBlendAlpha = Blend.DestinationAlpha, SourceBlend = Blend.SourceColor, SourceBlendAlpha = Blend.SourceAlpha, RenderTargetWriteMask = 0xF }; blendState.RenderTargets = new RenderTargetBlendDescription[] { blend }; description2.VS = triangleVertex; description2.PS = trianglePixel; description2.SampleMask = 0xFFFFFFFF; description2.RasterizerState = rasterizerState; description2.PrimitiveTopology = PrimitiveTopologyType.Triangle; description2.Samples = samples; description2.DepthStencilState = depthStencil; description2.DsvFormat = GraphicsFormat.D32_Single; description2.IbStripCutValue = IndexBufferStripCut.ValueDisabled; description2.BlendState = blendState; description2.RtvFormats.Add(GraphicsFormat.R8G8B8A8_UNORM); return(new GraphicsPipelineState(ctx, description2)); }
/// <summary> /// Устанавливает параметры блендинга, растеризации, Буффера глубины и бледн фактор (влияет на то какой процент из цвета пикселя будет усачтвовать в блендинге) /// </summary> protected virtual void SetStates() { //Установка Сампрелар для текстуры. SamplerStateDescription description = SamplerStateDescription.Default(); description.Filter = Filter.MinMagMipLinear; description.AddressU = TextureAddressMode.Wrap; description.AddressV = TextureAddressMode.Wrap; _drawer.Samplerdescription = description; //Устанавливаем параметры буффера глубины DepthStencilStateDescription DStateDescripshion = new DepthStencilStateDescription() { IsDepthEnabled = true, DepthComparison = Comparison.Less, DepthWriteMask = SharpDX.Direct3D11.DepthWriteMask.All, IsStencilEnabled = false, StencilReadMask = 0xff, // 0xff (no mask) StencilWriteMask = 0xff, // 0xff (no mask) // Configure FrontFace depth/stencil operations FrontFace = new DepthStencilOperationDescription() { Comparison = Comparison.Always, PassOperation = StencilOperation.Keep, FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Increment }, // Configure BackFace depth/stencil operations BackFace = new DepthStencilOperationDescription() { Comparison = Comparison.Always, PassOperation = StencilOperation.Keep, FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Decrement } }; _drawer.DepthStencilDescripshion = DStateDescripshion; //Устанавливаем параметры растеризации так чтобы обратная сторона объекта не спряталась. RasterizerStateDescription rasterizerStateDescription = RasterizerStateDescription.Default(); rasterizerStateDescription.CullMode = CullMode.None; rasterizerStateDescription.FillMode = FillMode.Solid; _drawer.RasterizerDescription = rasterizerStateDescription; //TODO: донастроить параметры блендинга для прозрачности. #region Формула бледнинга //(FC) - Final Color //(SP) - Source Pixel //(DP) - Destination Pixel //(SBF) - Source Blend Factor //(DBF) - Destination Blend Factor //(FA) - Final Alpha //(SA) - Source Alpha //(DA) - Destination Alpha //(+) - Binaray Operator described below //(X) - Cross Multiply Matrices //Формула для блендинга //(FC) = (SP)(X)(SBF)(+)(DP)(X)(DPF) //(FA) = (SA)(SBF)(+)(DA)(DBF) //ИСПОЛЬЗОВАНИЕ //_dx11DeviceContext.OutputMerger.SetBlendState( // _blendState, // new SharpDX.Mathematics.Interop.RawColor4(0.75f, 0.75f, 0.75f, 1f)); //ЭТО ДЛЯ НЕПРОЗРАЧНЫХ _dx11DeviceContext.OutputMerger.SetBlendState(null, null); #endregion RenderTargetBlendDescription targetBlendDescription = new RenderTargetBlendDescription() { IsBlendEnabled = new SharpDX.Mathematics.Interop.RawBool(true), SourceBlend = BlendOption.SourceColor, DestinationBlend = BlendOption.BlendFactor, BlendOperation = BlendOperation.Add, SourceAlphaBlend = BlendOption.One, DestinationAlphaBlend = BlendOption.Zero, AlphaBlendOperation = BlendOperation.Add, RenderTargetWriteMask = ColorWriteMaskFlags.All }; BlendStateDescription blendDescription = BlendStateDescription.Default(); blendDescription.AlphaToCoverageEnable = new SharpDX.Mathematics.Interop.RawBool(false); blendDescription.RenderTarget[0] = targetBlendDescription; _drawer.BlendDescription = blendDescription; SharpDX.Mathematics.Interop.RawColor4 blenF = new SharpDX.Mathematics.Interop.RawColor4(0.3f, 0.3f, 0.3f, 0.3f); _drawer.BlendFactor = blenF; }
public void SetDefaultstate() { // shader pipeline m_D3dDevice.ImmediateContext.InputAssembler.InputLayout = null; m_D3dDevice.ImmediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; m_D3dDevice.ImmediateContext.VertexShader.Set(null); m_D3dDevice.ImmediateContext.HullShader.Set(null); m_D3dDevice.ImmediateContext.DomainShader.Set(null); m_D3dDevice.ImmediateContext.GeometryShader.Set(null); m_D3dDevice.ImmediateContext.PixelShader.Set(null); // render state m_D3dDevice.ImmediateContext.Rasterizer.State = RasterizerState.FromDescription(m_D3dDevice, new RasterizerStateDescription() { CullMode = CullMode.Back, FillMode = FillMode.Solid, }); m_D3dDevice.ImmediateContext.OutputMerger.DepthStencilState = DepthStencilState.FromDescription(m_D3dDevice, new DepthStencilStateDescription() { DepthComparison = Comparison.Less, DepthWriteMask = DepthWriteMask.All, IsDepthEnabled = true, IsStencilEnabled = false }); var blendState = new RenderTargetBlendDescription() { BlendEnable = false, BlendOperation = BlendOperation.Add, DestinationBlend = BlendOption.InverseSourceAlpha, SourceBlend = BlendOption.SourceAlpha, RenderTargetWriteMask = ColorWriteMaskFlags.All }; var blendStateDesc = new BlendStateDescription(); blendStateDesc.AlphaToCoverageEnable = false; blendStateDesc.IndependentBlendEnable = false; blendStateDesc.RenderTargets[0] = blendState; m_D3dDevice.ImmediateContext.OutputMerger.BlendState = BlendState.FromDescription(m_D3dDevice, blendStateDesc); }
/// <summary> /// <p>Create a blend-state object that encapsulates blend state for the output-merger stage.</p> /// </summary> /// <param name="device">The <see cref="DirectXDevice"/>.</param> /// <param name="renderTargetBlend0">The render target blend description for the first render target.</param> /// <param name="mask">The mask.</param> /// <returns>A new <see cref="BlendState" /> instance.</returns> /// <msdn-id>ff476500</msdn-id> /// <unmanaged>HRESULT ID3D11Device::CreateBlendState([In] const D3D11_BLEND_DESC* pBlendStateDesc,[Out, Fast] ID3D11BlendState** ppBlendState)</unmanaged> /// <unmanaged-short>ID3D11Device::CreateBlendState</unmanaged-short> /// <remarks><p>An application can create up to 4096 unique blend-state objects. For each object created, the runtime checks to see if a previous object has the same state. If such a previous object exists, the runtime will return a reference to previous instance instead of creating a duplicate object.</p></remarks> public static BlendState New(DirectXDevice device, RenderTargetBlendDescription renderTargetBlend0, int mask = -1) { return(New(device, renderTargetBlend0, Color.White, mask)); }
public void Evaluate(int SpreadMax) { if (this.mode.IsChanged || this.FInState.IsChanged) { this.FOutState.SliceCount = SpreadMax; for (int i = 0; i < SpreadMax; i++) { DX11RenderState rs; if (this.FInState.IsConnected) { rs = this.FInState[i].Clone(); } else { rs = new DX11RenderState(); } BlendStateDescription bs = rs.Blend; RenderTargetBlendDescription target = bs.RenderTargets[0]; //Note: to optimize a little, we do the following : //In any case, if blend is disabled, we enable it as otherwise modes with do nothing //Only exception is replace, if blend is disabled we leave as it is switch (mode[i]) { case AlphaOperationMode.Keep: target.BlendEnable = true; target.BlendOperation = BlendOperation.Add; target.DestinationBlendAlpha = BlendOption.One; target.SourceBlendAlpha = BlendOption.Zero; break; case AlphaOperationMode.Replace: if (target.BlendEnable) { target.BlendOperation = BlendOperation.Add; target.DestinationBlendAlpha = BlendOption.Zero; target.SourceBlendAlpha = BlendOption.One; } break; case AlphaOperationMode.Multiply: target.BlendEnable = true; target.BlendOperation = BlendOperation.Add; target.DestinationBlendAlpha = BlendOption.SourceAlpha; target.SourceBlendAlpha = BlendOption.Zero; break; case AlphaOperationMode.Interpolate: target.BlendEnable = true; target.BlendOperation = BlendOperation.Add; target.DestinationBlendAlpha = BlendOption.InverseSourceAlpha; target.SourceBlendAlpha = BlendOption.SourceAlpha; break; } bs.RenderTargets[0] = target; rs.Blend = bs; this.FOutState[i] = rs; } } }
private void BuildPSOs() { // // PSO for opaque objects. // var opaquePsoDesc = new GraphicsPipelineStateDescription { InputLayout = _inputLayout, RootSignature = _rootSignature, VertexShader = _shaders["standardVS"], PixelShader = _shaders["opaquePS"], RasterizerState = RasterizerStateDescription.Default(), BlendState = BlendStateDescription.Default(), DepthStencilState = DepthStencilStateDescription.Default(), SampleMask = unchecked ((int)0xFFFFFFFF), PrimitiveTopologyType = PrimitiveTopologyType.Triangle, RenderTargetCount = 1, SampleDescription = new SampleDescription(MsaaCount, MsaaQuality), DepthStencilFormat = DepthStencilFormat, StreamOutput = new StreamOutputDescription() //find out how this should actually be done later }; opaquePsoDesc.RenderTargetFormats[0] = BackBufferFormat; _psos["opaque"] = Device.CreateGraphicsPipelineState(opaquePsoDesc); // // PSO for transparent objects. // GraphicsPipelineStateDescription transparentPsoDesc = opaquePsoDesc.Copy(); var transparencyBlendDesc = new RenderTargetBlendDescription { IsBlendEnabled = true, LogicOpEnable = false, SourceBlend = BlendOption.SourceAlpha, DestinationBlend = BlendOption.InverseSourceAlpha, BlendOperation = BlendOperation.Add, SourceAlphaBlend = BlendOption.One, DestinationAlphaBlend = BlendOption.Zero, AlphaBlendOperation = BlendOperation.Add, LogicOp = LogicOperation.Noop, RenderTargetWriteMask = ColorWriteMaskFlags.All }; transparentPsoDesc.BlendState.RenderTarget[0] = transparencyBlendDesc; _psos["transparent"] = Device.CreateGraphicsPipelineState(transparentPsoDesc); // // PSO for alpha tested objects. // GraphicsPipelineStateDescription alphaTestedPsoDesc = opaquePsoDesc.Copy(); alphaTestedPsoDesc.PixelShader = _shaders["alphaTestedPS"]; alphaTestedPsoDesc.RasterizerState.CullMode = CullMode.None; _psos["alphaTested"] = Device.CreateGraphicsPipelineState(alphaTestedPsoDesc); // // PSO for tree sprites. // GraphicsPipelineStateDescription treeSpritePsoDesc = opaquePsoDesc.Copy(); treeSpritePsoDesc.VertexShader = _shaders["treeSpriteVS"]; treeSpritePsoDesc.GeometryShader = _shaders["treeSpriteGS"]; treeSpritePsoDesc.PixelShader = _shaders["treeSpritePS"]; treeSpritePsoDesc.PrimitiveTopologyType = PrimitiveTopologyType.Point; treeSpritePsoDesc.InputLayout = _treeSpriteInputLayout; treeSpritePsoDesc.RasterizerState.CullMode = CullMode.None; _psos["treeSprites"] = Device.CreateGraphicsPipelineState(treeSpritePsoDesc); }
public override void Initialize() { try { #region Rasterizer States RasterizerStateDescription rStateDefault = new RasterizerStateDescription() { FillMode = FillMode.Solid, CullMode = CullMode.Back, IsFrontCounterclockwise = true, DepthBias = 0, DepthBiasClamp = 0, //SlopeScaledDepthBias = 0.0f, //IsDepthClipEnabled = true }; rasterizerStateDefault = RasterizerState.FromDescription(DeviceManager.Instance.device, rStateDefault); RasterizerStateDescription rStateDefaultNC = rStateDefault; rStateDefaultNC.CullMode = CullMode.None; rasterizerStateDefaultNC = RasterizerState.FromDescription(DeviceManager.Instance.device, rStateDefaultNC); RasterizerStateDescription rStateWireframe = new RasterizerStateDescription() { FillMode = FillMode.Wireframe, CullMode = CullMode.None, IsFrontCounterclockwise = true, DepthBias = 0, DepthBiasClamp = 0, //SlopeScaledDepthBias = 0.0f, //IsDepthClipEnabled = true }; rasterizerStateWireframe = RasterizerState.FromDescription(DeviceManager.Instance.device, rStateWireframe); #endregion #region Blend States RenderTargetBlendDescription rtBlendDefault = new RenderTargetBlendDescription() { BlendEnable = true, BlendOperation = BlendOperation.Add, RenderTargetWriteMask = ColorWriteMaskFlags.All, SourceBlend = BlendOption.SourceAlpha, DestinationBlend = BlendOption.InverseSourceAlpha, BlendOperationAlpha = BlendOperation.Add, SourceBlendAlpha = BlendOption.One, DestinationBlendAlpha = BlendOption.Zero }; BlendStateDescription bBlendStateDefault = new BlendStateDescription(); bBlendStateDefault.AlphaToCoverageEnable = false; bBlendStateDefault.IndependentBlendEnable = false; bBlendStateDefault.RenderTargets[0] = rtBlendDefault; blendStateDefault = BlendState.FromDescription(DeviceManager.Instance.device, bBlendStateDefault); RenderTargetBlendDescription rtBlendAddColour = new RenderTargetBlendDescription() { BlendEnable = true, BlendOperation = BlendOperation.Add, RenderTargetWriteMask = ColorWriteMaskFlags.All, SourceBlend = BlendOption.One, DestinationBlend = BlendOption.One, BlendOperationAlpha = BlendOperation.Add, SourceBlendAlpha = BlendOption.One, DestinationBlendAlpha = BlendOption.Zero }; BlendStateDescription bBlendStateAddColour = new BlendStateDescription(); bBlendStateAddColour.AlphaToCoverageEnable = false; bBlendStateAddColour.IndependentBlendEnable = false; bBlendStateAddColour.RenderTargets[0] = rtBlendAddColour; blendStateAddColour = BlendState.FromDescription(DeviceManager.Instance.device, bBlendStateAddColour); // UseAlphaMask = textureAttributes & 0x0010 /*RenderTargetBlendDescription rtBlendSubstactColour = new RenderTargetBlendDescription() * { * BlendEnable = true, * BlendOperation = BlendOperation.ReverseSubtract, * RenderTargetWriteMask = ColorWriteMaskFlags.All, * SourceBlend = BlendOption.SourceColor, // One works too * DestinationBlend = BlendOption.InverseSourceColor, // One works too * BlendOperationAlpha = BlendOperation.Add, * SourceBlendAlpha = BlendOption.One, * DestinationBlendAlpha = BlendOption.Zero * };*/ RenderTargetBlendDescription rtBlendDepth = new RenderTargetBlendDescription() { BlendEnable = false, RenderTargetWriteMask = ColorWriteMaskFlags.None }; BlendStateDescription bBlendStateDepth = new BlendStateDescription(); bBlendStateDepth.AlphaToCoverageEnable = false; bBlendStateDepth.IndependentBlendEnable = false; bBlendStateDepth.RenderTargets[0] = rtBlendDepth; blendStateDepth = BlendState.FromDescription(DeviceManager.Instance.device, bBlendStateDepth); #endregion #region Depth Stencils DepthStencilOperationDescription frontFace = new DepthStencilOperationDescription() { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Increment, PassOperation = StencilOperation.Keep, Comparison = Comparison.Always }; DepthStencilOperationDescription backFace = new DepthStencilOperationDescription() { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Decrement, PassOperation = StencilOperation.Keep, Comparison = Comparison.Always }; DepthStencilStateDescription dsStateSolid = new DepthStencilStateDescription { DepthComparison = Comparison.LessEqual, DepthWriteMask = DepthWriteMask.All, IsDepthEnabled = true, IsStencilEnabled = false, StencilReadMask = 0xFF, StencilWriteMask = 0xFF, FrontFace = frontFace, BackFace = backFace }; depthStencilStateSolid = DepthStencilState.FromDescription(DeviceManager.Instance.device, dsStateSolid); DepthStencilStateDescription dsStateTranslucent = new DepthStencilStateDescription { DepthComparison = Comparison.LessEqual, DepthWriteMask = DepthWriteMask.Zero, IsDepthEnabled = true, IsStencilEnabled = false, StencilReadMask = 0xFF, StencilWriteMask = 0xFF, FrontFace = frontFace, BackFace = backFace }; depthStencilStateTranslucent = DepthStencilState.FromDescription(DeviceManager.Instance.device, dsStateTranslucent); DepthStencilStateDescription dsStateDepth = new DepthStencilStateDescription { DepthComparison = Comparison.LessEqual, DepthWriteMask = DepthWriteMask.All, IsDepthEnabled = true, IsStencilEnabled = false, StencilReadMask = 0xFF, StencilWriteMask = 0xFF, FrontFace = frontFace, BackFace = backFace }; depthStencilStateDepth = DepthStencilState.FromDescription(DeviceManager.Instance.device, dsStateDepth); #endregion } catch (Exception ex) { Console.WriteLine(ex.ToString()); } }
private void BuildPSOs() { // // PSO for opaque objects. // var opaquePsoDesc = new GraphicsPipelineStateDescription { InputLayout = _inputLayout, RootSignature = _rootSignature, VertexShader = _shaders["standardVS"], PixelShader = _shaders["opaquePS"], RasterizerState = RasterizerStateDescription.Default(), BlendState = BlendStateDescription.Default(), DepthStencilState = DepthStencilStateDescription.Default(), SampleMask = int.MaxValue, PrimitiveTopologyType = PrimitiveTopologyType.Triangle, RenderTargetCount = 1, SampleDescription = new SampleDescription(MsaaCount, MsaaQuality), DepthStencilFormat = DepthStencilFormat, StreamOutput = new StreamOutputDescription() //find out how this should actually be done later }; opaquePsoDesc.RenderTargetFormats[0] = BackBufferFormat; _psos["opaque"] = Device.CreateGraphicsPipelineState(opaquePsoDesc); // // PSO for transparent objects. // GraphicsPipelineStateDescription transparentPsoDesc = opaquePsoDesc.Copy(); var transparencyBlendDesc = new RenderTargetBlendDescription { IsBlendEnabled = true, LogicOpEnable = false, SourceBlend = BlendOption.SourceAlpha, DestinationBlend = BlendOption.InverseSourceAlpha, BlendOperation = BlendOperation.Add, SourceAlphaBlend = BlendOption.One, DestinationAlphaBlend = BlendOption.Zero, AlphaBlendOperation = BlendOperation.Add, LogicOp = LogicOperation.Noop, RenderTargetWriteMask = ColorWriteMaskFlags.All }; transparentPsoDesc.BlendState.RenderTarget[0] = transparencyBlendDesc; _psos["transparent"] = Device.CreateGraphicsPipelineState(transparentPsoDesc); // // PSO for alpha tested objects. // GraphicsPipelineStateDescription alphaTestedPsoDesc = opaquePsoDesc.Copy(); alphaTestedPsoDesc.PixelShader = _shaders["alphaTestedPS"]; alphaTestedPsoDesc.RasterizerState.CullMode = CullMode.None; _psos["alphaTested"] = Device.CreateGraphicsPipelineState(alphaTestedPsoDesc); // // PSO for drawing waves. // GraphicsPipelineStateDescription wavesRenderPSO = transparentPsoDesc.Copy(); wavesRenderPSO.VertexShader = _shaders["wavesVS"]; _psos["wavesRender"] = Device.CreateGraphicsPipelineState(wavesRenderPSO); // // PSO for compositing post process. // GraphicsPipelineStateDescription compositePSO = opaquePsoDesc.Copy(); compositePSO.RootSignature = _postProcessRootSignature; // Disable depth test. compositePSO.DepthStencilState.IsDepthEnabled = false; compositePSO.DepthStencilState.DepthWriteMask = DepthWriteMask.Zero; compositePSO.DepthStencilState.DepthComparison = Comparison.Always; compositePSO.VertexShader = _shaders["compositeVS"]; compositePSO.PixelShader = _shaders["compositePS"]; _psos["composite"] = Device.CreateGraphicsPipelineState(compositePSO); // // PSO for disturbing waves. // var wavesDisturbPSO = new ComputePipelineStateDescription { RootSignaturePointer = _wavesRootSignature, ComputeShader = _shaders["wavesDisturbCS"], Flags = PipelineStateFlags.None }; _psos["wavesDisturb"] = Device.CreateComputePipelineState(wavesDisturbPSO); // // PSO for updating waves. // var wavesUpdatePSO = new ComputePipelineStateDescription { RootSignaturePointer = _wavesRootSignature, ComputeShader = _shaders["wavesUpdateCS"], Flags = PipelineStateFlags.None }; _psos["wavesUpdate"] = Device.CreateComputePipelineState(wavesUpdatePSO); // // PSO for sobel. // var sobelPSO = new ComputePipelineStateDescription { RootSignaturePointer = _postProcessRootSignature, ComputeShader = _shaders["sobelCS"], Flags = PipelineStateFlags.None }; _psos["sobel"] = Device.CreateComputePipelineState(sobelPSO); }
private void BuildPSOs() { // // PSO for opaque objects. // var opaquePsoDesc = new GraphicsPipelineStateDescription { InputLayout = _inputLayout, RootSignature = _rootSignature, VertexShader = _shaders["standardVS"], PixelShader = _shaders["opaquePS"], RasterizerState = RasterizerStateDescription.Default(), BlendState = BlendStateDescription.Default(), DepthStencilState = DepthStencilStateDescription.Default(), SampleMask = unchecked ((int)0xFFFFFFFF), PrimitiveTopologyType = PrimitiveTopologyType.Triangle, RenderTargetCount = 1, SampleDescription = new SampleDescription(MsaaCount, MsaaQuality), DepthStencilFormat = DepthStencilFormat, StreamOutput = new StreamOutputDescription() //find out how this should actually be done later }; opaquePsoDesc.RenderTargetFormats[0] = BackBufferFormat; _psos["opaque"] = Device.CreateGraphicsPipelineState(opaquePsoDesc); // // PSO for transparent objects. // GraphicsPipelineStateDescription transparentPsoDesc = opaquePsoDesc.Copy(); var transparencyBlendDesc = new RenderTargetBlendDescription { IsBlendEnabled = true, LogicOpEnable = false, SourceBlend = BlendOption.SourceAlpha, DestinationBlend = BlendOption.InverseSourceAlpha, BlendOperation = BlendOperation.Add, SourceAlphaBlend = BlendOption.One, DestinationAlphaBlend = BlendOption.Zero, AlphaBlendOperation = BlendOperation.Add, LogicOp = LogicOperation.Noop, RenderTargetWriteMask = ColorWriteMaskFlags.All }; transparentPsoDesc.BlendState.RenderTarget[0] = transparencyBlendDesc; _psos["transparent"] = Device.CreateGraphicsPipelineState(transparentPsoDesc); // // PSO for marking stencil mirrors. // // We are not rendering backfacing polygons, so these settings do not matter. var backFaceDSO = new DepthStencilOperationDescription { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Keep, PassOperation = StencilOperation.Replace, Comparison = Comparison.Always }; var mirrorBlendState = BlendStateDescription.Default(); mirrorBlendState.RenderTarget[0].RenderTargetWriteMask = 0; var mirrorDSS = new DepthStencilStateDescription { IsDepthEnabled = true, DepthWriteMask = DepthWriteMask.Zero, DepthComparison = Comparison.Less, IsStencilEnabled = true, StencilReadMask = 0xff, StencilWriteMask = 0xff, FrontFace = new DepthStencilOperationDescription { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Keep, PassOperation = StencilOperation.Replace, Comparison = Comparison.Always }, BackFace = backFaceDSO }; GraphicsPipelineStateDescription markMirrorsPsoDesc = opaquePsoDesc.Copy(); markMirrorsPsoDesc.BlendState = mirrorBlendState; markMirrorsPsoDesc.DepthStencilState = mirrorDSS; _psos["markStencilMirrors"] = Device.CreateGraphicsPipelineState(markMirrorsPsoDesc); // // PSO for stencil reflections. // var reflectionDSS = new DepthStencilStateDescription { IsDepthEnabled = true, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.Less, IsStencilEnabled = true, StencilReadMask = 0xff, StencilWriteMask = 0xff, FrontFace = new DepthStencilOperationDescription { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Keep, PassOperation = StencilOperation.Keep, Comparison = Comparison.Equal }, BackFace = backFaceDSO }; GraphicsPipelineStateDescription drawReflectionsPsoDesc = opaquePsoDesc.Copy(); drawReflectionsPsoDesc.DepthStencilState = reflectionDSS; drawReflectionsPsoDesc.RasterizerState.CullMode = CullMode.Back; drawReflectionsPsoDesc.RasterizerState.IsFrontCounterClockwise = true; _psos["drawStencilReflections"] = Device.CreateGraphicsPipelineState(drawReflectionsPsoDesc); // // PSO for shadow objects. // var shadowDSS = new DepthStencilStateDescription { IsDepthEnabled = true, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.Less, IsStencilEnabled = true, StencilReadMask = 0xff, StencilWriteMask = 0xff, FrontFace = new DepthStencilOperationDescription { FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Keep, PassOperation = StencilOperation.Increment, Comparison = Comparison.Equal }, BackFace = backFaceDSO }; GraphicsPipelineStateDescription shadowPsoDesc = transparentPsoDesc.Copy(); shadowPsoDesc.DepthStencilState = shadowDSS; _psos["shadow"] = Device.CreateGraphicsPipelineState(shadowPsoDesc); }
public static BlendState CreateBlendState(this Device device, RenderTargetBlendDescription description) { var desc = new BlendStateDescription { AlphaToCoverageEnable = false, IndependentBlendEnable = false }; desc.RenderTargets[0] = description; return BlendState.FromDescription(device, desc); }
public static void Initialize() { var sampler = new SamplerStateDescription() { Filter = Filter.MinMagMipLinear, AddressU = TextureAddressMode.Wrap, AddressV = TextureAddressMode.Wrap, AddressW = TextureAddressMode.Wrap, BorderColor = Color.Black, ComparisonFunction = Comparison.Never, MaximumAnisotropy = 16, MipLodBias = 0, MinimumLod = -float.MaxValue, MaximumLod = float.MaxValue }; sampler.AddressU = TextureAddressMode.Clamp; sampler.AddressV = TextureAddressMode.Clamp; samplerClamp = new SamplerState(Display.device, sampler); sampler.AddressU = TextureAddressMode.Wrap; sampler.AddressV = TextureAddressMode.Wrap; samplerWrap = new SamplerState(Display.device, sampler); sampler.Filter = Filter.Anisotropic; samplerWrapAnistropy = new SamplerState(Display.device, sampler); var dssd = new DepthStencilStateDescription { IsDepthEnabled = true, IsStencilEnabled = false, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.Less, }; depthDefaultState = new DepthStencilState(Display.device, dssd); var dssdwriteOff = new DepthStencilStateDescription { IsDepthEnabled = true, IsStencilEnabled = false, DepthWriteMask = DepthWriteMask.Zero, DepthComparison = Comparison.Less, }; depthWriteOff = new DepthStencilState(Display.device, dssdwriteOff); var dssdisabled = new DepthStencilStateDescription { IsDepthEnabled = false, IsStencilEnabled = false, }; depthDisabled = new DepthStencilState(Display.device, dssdisabled); var solidParentOp = new RenderTargetBlendDescription(); solidParentOp.IsBlendEnabled = false; solidParentOp.RenderTargetWriteMask = ColorWriteMaskFlags.All; var transParentOp = new RenderTargetBlendDescription { IsBlendEnabled = true, RenderTargetWriteMask = ColorWriteMaskFlags.Red | ColorWriteMaskFlags.Green | ColorWriteMaskFlags.Blue, AlphaBlendOperation = BlendOperation.Add, BlendOperation = BlendOperation.Add, SourceAlphaBlend = BlendOption.Zero, DestinationAlphaBlend = BlendOption.Zero, SourceBlend = BlendOption.SourceAlpha, DestinationBlend = BlendOption.InverseSourceAlpha, }; var addParentOp = new RenderTargetBlendDescription { IsBlendEnabled = true, RenderTargetWriteMask = ColorWriteMaskFlags.Red | ColorWriteMaskFlags.Green | ColorWriteMaskFlags.Blue, AlphaBlendOperation = BlendOperation.Add, BlendOperation = BlendOperation.Add, SourceAlphaBlend = BlendOption.Zero, DestinationAlphaBlend = BlendOption.Zero, SourceBlend = BlendOption.SourceAlpha, DestinationBlend = BlendOption.One, }; var shadowParentOp = new RenderTargetBlendDescription(); shadowParentOp.IsBlendEnabled = false; shadowParentOp.RenderTargetWriteMask = 0; var drawingParentOp = new RenderTargetBlendDescription { IsBlendEnabled = true, RenderTargetWriteMask = ColorWriteMaskFlags.All, AlphaBlendOperation = BlendOperation.Add, BlendOperation = BlendOperation.Add, SourceAlphaBlend = BlendOption.One, DestinationAlphaBlend = BlendOption.One, SourceBlend = BlendOption.SourceAlpha, DestinationBlend = BlendOption.InverseSourceAlpha, }; var differenceParentOp = new RenderTargetBlendDescription { IsBlendEnabled = true, RenderTargetWriteMask = ColorWriteMaskFlags.Red | ColorWriteMaskFlags.Green | ColorWriteMaskFlags.Blue, AlphaBlendOperation = BlendOperation.Add, BlendOperation = BlendOperation.Add, SourceAlphaBlend = BlendOption.SourceAlpha, DestinationAlphaBlend = BlendOption.One, SourceBlend = BlendOption.InverseDestinationColor, DestinationBlend = BlendOption.InverseSourceColor, }; blendStateSolid = FromDesc(solidParentOp); blendStateTrans = FromDesc(transParentOp); blendStateAdd = FromDesc(addParentOp); blendStateShadow = FromDesc(shadowParentOp); blendStateDrawing = FromDesc(drawingParentOp); blendStateDifference = FromDesc(differenceParentOp); var rastState = new RasterizerStateDescription(); rastState.CullMode = CullMode.Front; rastState.FillMode = FillMode.Solid; rastState.IsFrontCounterClockwise = true; rastState.IsMultisampleEnabled = true; rastState.IsDepthClipEnabled = true; rastState.IsAntialiasedLineEnabled = true; rastStateSolid = new RasterizerState(Display.device, rastState); rastState.CullMode = CullMode.None; //rastState.IsScissorEnabled=true; rastStateDrawing = new RasterizerState(Display.device, rastState); var rastStatewire = new RasterizerStateDescription(); rastStatewire.CullMode = CullMode.None; rastStatewire.FillMode = FillMode.Wireframe; rastStatewire.IsFrontCounterClockwise = true; rastStatewire.IsDepthClipEnabled = true; rastStateWire = new RasterizerState(Display.device, rastStatewire); var rastStateNoCull1 = new RasterizerStateDescription(); rastStateNoCull1.CullMode = CullMode.None; rastStateNoCull1.FillMode = FillMode.Solid; rastStateNoCull1.IsFrontCounterClockwise = true; rastStateNoCull1.IsDepthClipEnabled = true; rastStateNoCull1.IsDepthClipEnabled = true; rastStateNoCull = new RasterizerState(Display.device, rastStateNoCull1); }
public RenderTargetBlendViewModel(int number, RenderTargetBlendDescription description) { _number = number; _description = description; }
protected override void CreateState() { InputElement[] inputElements = new InputElement[] { new InputElement("SV_Position", 0, Format.R32G32B32_Float, 0, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), new InputElement("COLOR", 0, Format.R8G8B8A8_UNorm, 24, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 28, 0) }; //Установка Сампрелар для текстуры. SamplerStateDescription description = SamplerStateDescription.Default(); description.Filter = Filter.MinMagMipLinear; description.AddressU = TextureAddressMode.Wrap; description.AddressV = TextureAddressMode.Wrap; //Устанавливаем параметры буффера глубины DepthStencilStateDescription DStateDescripshion = new DepthStencilStateDescription() { IsDepthEnabled = true, DepthComparison = Comparison.Less, DepthWriteMask = DepthWriteMask.All, IsStencilEnabled = false, StencilReadMask = 0xff, // 0xff (no mask) StencilWriteMask = 0xff, // 0xff (no mask) // Configure FrontFace depth/stencil operations FrontFace = new DepthStencilOperationDescription() { Comparison = Comparison.Always, PassOperation = StencilOperation.Keep, FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Increment }, // Configure BackFace depth/stencil operations BackFace = new DepthStencilOperationDescription() { Comparison = Comparison.Always, PassOperation = StencilOperation.Keep, FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Decrement } }; //Устанавливаем параметры растеризации так чтобы обратная сторона объекта не спряталась. RasterizerStateDescription rasterizerStateDescription = RasterizerStateDescription.Default(); rasterizerStateDescription.CullMode = CullMode.None; rasterizerStateDescription.FillMode = FillMode.Solid; //TODO: донастроить параметры блендинга для прозрачности. #region Формула бледнинга //(FC) - Final Color //(SP) - Source Pixel //(DP) - Destination Pixel //(SBF) - Source Blend Factor //(DBF) - Destination Blend Factor //(FA) - Final Alpha //(SA) - Source Alpha //(DA) - Destination Alpha //(+) - Binaray Operator described below //(X) - Cross Multiply Matrices //Формула для блендинга //(FC) = (SP)(X)(SBF)(+)(DP)(X)(DPF) //(FA) = (SA)(SBF)(+)(DA)(DBF) //ИСПОЛЬЗОВАНИЕ //_dx11DeviceContext.OutputMerger.SetBlendState( // _blendState, // new SharpDX.Mathematics.Interop.RawColor4(0.75f, 0.75f, 0.75f, 1f)); //ЭТО ДЛЯ НЕПРОЗРАЧНЫХ _dx11DeviceContext.OutputMerger.SetBlendState(null, null); #endregion RenderTargetBlendDescription targetBlendDescription = new RenderTargetBlendDescription() { IsBlendEnabled = new RawBool(true), SourceBlend = BlendOption.SourceColor, DestinationBlend = BlendOption.BlendFactor, BlendOperation = BlendOperation.Add, SourceAlphaBlend = BlendOption.SourceAlpha, DestinationAlphaBlend = BlendOption.DestinationAlpha, AlphaBlendOperation = BlendOperation.Add, RenderTargetWriteMask = ColorWriteMaskFlags.All }; BlendStateDescription blendDescription = BlendStateDescription.Default(); blendDescription.AlphaToCoverageEnable = new RawBool(true); blendDescription.IndependentBlendEnable = new RawBool(true); // blendDescription.RenderTarget[0] = targetBlendDescription; InitDrawer("Shaders\\ShadedCube.hlsl", inputElements, "Textures\\lava.jpg", description, DStateDescripshion, rasterizerStateDescription, blendDescription ); }
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); }
private void BuildPSOs() { // // PSO for opaque objects. // var opaquePsoDesc = new GraphicsPipelineStateDescription { InputLayout = _inputLayout, RootSignature = _rootSignature, VertexShader = _shaders["standardVS"], PixelShader = _shaders["opaquePS"], RasterizerState = RasterizerStateDescription.Default(), BlendState = BlendStateDescription.Default(), DepthStencilState = DepthStencilStateDescription.Default(), SampleMask = int.MaxValue, PrimitiveTopologyType = PrimitiveTopologyType.Triangle, RenderTargetCount = 1, SampleDescription = new SampleDescription(MsaaCount, MsaaQuality), DepthStencilFormat = DepthStencilFormat, StreamOutput = new StreamOutputDescription() //find out how this should actually be done later }; opaquePsoDesc.RenderTargetFormats[0] = BackBufferFormat; _psos["opaque"] = Device.CreateGraphicsPipelineState(opaquePsoDesc); // // PSO for transparent objects. // GraphicsPipelineStateDescription transparentPsoDesc = opaquePsoDesc.Copy(); var transparencyBlendDesc = new RenderTargetBlendDescription { IsBlendEnabled = true, LogicOpEnable = false, // TODO: rename to IsLogicOpEnabled SourceBlend = BlendOption.SourceAlpha, DestinationBlend = BlendOption.InverseSourceAlpha, BlendOperation = BlendOperation.Add, SourceAlphaBlend = BlendOption.One, DestinationAlphaBlend = BlendOption.Zero, AlphaBlendOperation = BlendOperation.Add, LogicOp = LogicOperation.Noop, RenderTargetWriteMask = ColorWriteMaskFlags.All }; transparentPsoDesc.BlendState.RenderTarget[0] = transparencyBlendDesc; _psos["transparent"] = Device.CreateGraphicsPipelineState(transparentPsoDesc); // // PSO for alpha tested objects. // GraphicsPipelineStateDescription alphaTestedPsoDesc = opaquePsoDesc.Copy(); alphaTestedPsoDesc.PixelShader = _shaders["alphaTestedPS"]; alphaTestedPsoDesc.RasterizerState.CullMode = CullMode.None; _psos["alphaTested"] = Device.CreateGraphicsPipelineState(alphaTestedPsoDesc); // // PSO for horizontal blur. // var horzBlurPso = new ComputePipelineStateDescription { RootSignaturePointer = _postProcessRootSignature, ComputeShader = _shaders["horzBlurCS"], Flags = PipelineStateFlags.None }; _psos["horzBlur"] = Device.CreateComputePipelineState(horzBlurPso); // // PSO for vertical blur. // var vertBlurPso = new ComputePipelineStateDescription { RootSignaturePointer = _postProcessRootSignature, ComputeShader = _shaders["vertBlurCS"], Flags = PipelineStateFlags.None }; _psos["vertBlur"] = Device.CreateComputePipelineState(vertBlurPso); }
void Attach() { disposer = new DisposeGroup(); var device = Renderer.Device; string noteShaderData; var assembly = Assembly.GetExecutingAssembly(); using (var stream = assembly.GetManifestResourceStream("Iris.Previews.DX11.notes.fx")) using (var reader = new IO.StreamReader(stream)) noteShaderData = reader.ReadToEnd(); notesShader = disposer.Add(new ShaderManager( device, ShaderBytecode.Compile(noteShaderData, "VS_Note", "vs_4_0", ShaderFlags.None, EffectFlags.None), ShaderBytecode.Compile(noteShaderData, "PS", "ps_4_0", ShaderFlags.None, EffectFlags.None), ShaderBytecode.Compile(noteShaderData, "GS_Note", "gs_4_0", ShaderFlags.None, EffectFlags.None) )); noteLayout = disposer.Add(new InputLayout(device, ShaderSignature.GetInputSignature(notesShader.vertexShaderByteCode), new[] { new InputElement("START", 0, Format.R32_Float, 0, 0), new InputElement("END", 0, Format.R32_Float, 4, 0), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 8, 0), })); noteConstants = new NotesGlobalConstants() { NoteBorder = 0.002f, NoteLeft = -0.2f, NoteRight = 0.0f, ScreenAspect = 1f }; noteBuffer = new Buffer(device, new BufferDescription() { BindFlags = BindFlags.VertexBuffer, CpuAccessFlags = CpuAccessFlags.Write, OptionFlags = ResourceOptionFlags.None, SizeInBytes = 40 * noteBufferLength, Usage = ResourceUsage.Dynamic, StructureByteStride = 0 }); globalNoteConstants = new Buffer(device, new BufferDescription() { BindFlags = BindFlags.ConstantBuffer, CpuAccessFlags = CpuAccessFlags.Write, OptionFlags = ResourceOptionFlags.None, SizeInBytes = 32, Usage = ResourceUsage.Dynamic, StructureByteStride = 0 }); var renderTargetDesc = new RenderTargetBlendDescription(); renderTargetDesc.IsBlendEnabled = true; renderTargetDesc.SourceBlend = BlendOption.SourceAlpha; renderTargetDesc.DestinationBlend = BlendOption.InverseSourceAlpha; renderTargetDesc.BlendOperation = BlendOperation.Add; renderTargetDesc.SourceAlphaBlend = BlendOption.One; renderTargetDesc.DestinationAlphaBlend = BlendOption.One; renderTargetDesc.AlphaBlendOperation = BlendOperation.Add; renderTargetDesc.RenderTargetWriteMask = ColorWriteMaskFlags.All; BlendStateDescription desc = new BlendStateDescription(); desc.AlphaToCoverageEnable = false; desc.IndependentBlendEnable = false; desc.RenderTarget[0] = renderTargetDesc; var blendStateEnabled = new BlendState(device, desc); device.ImmediateContext.OutputMerger.SetBlendState(blendStateEnabled); RasterizerStateDescription renderStateDesc = new RasterizerStateDescription { CullMode = CullMode.None, DepthBias = 0, DepthBiasClamp = 0, FillMode = FillMode.Solid, IsAntialiasedLineEnabled = false, IsDepthClipEnabled = false, IsFrontCounterClockwise = false, IsMultisampleEnabled = true, IsScissorEnabled = false, SlopeScaledDepthBias = 0 }; var rasterStateSolid = new RasterizerState(device, renderStateDesc); device.ImmediateContext.Rasterizer.State = rasterStateSolid; }
private void BuildPSOs() { // // PSO for opaque objects. // var opaquePsoDesc = new GraphicsPipelineStateDescription { InputLayout = _inputLayout, RootSignature = _rootSignature, VertexShader = _shaders["standardVS"], PixelShader = _shaders["opaquePS"], RasterizerState = RasterizerStateDescription.Default(), BlendState = BlendStateDescription.Default(), DepthStencilState = DepthStencilStateDescription.Default(), SampleMask = int.MaxValue, PrimitiveTopologyType = PrimitiveTopologyType.Triangle, RenderTargetCount = 1, SampleDescription = new SampleDescription(MsaaCount, MsaaQuality), DepthStencilFormat = DepthStencilFormat }; opaquePsoDesc.RenderTargetFormats[0] = BackBufferFormat; _psos["opaque"] = Device.CreateGraphicsPipelineState(opaquePsoDesc); // // PSO for transparent objects. // GraphicsPipelineStateDescription transparentPsoDesc = opaquePsoDesc.Copy(); var transparencyBlendDesc = new RenderTargetBlendDescription { IsBlendEnabled = true, LogicOpEnable = false, // TODO: API suggestion: Rename to IsLogicOpEnabled similar to IsBlendEnabled. SourceBlend = BlendOption.SourceAlpha, DestinationBlend = BlendOption.InverseSourceAlpha, BlendOperation = BlendOperation.Add, SourceAlphaBlend = BlendOption.One, DestinationAlphaBlend = BlendOption.Zero, AlphaBlendOperation = BlendOperation.Add, LogicOp = LogicOperation.Noop, RenderTargetWriteMask = ColorWriteMaskFlags.All }; transparentPsoDesc.BlendState.RenderTarget[0] = transparencyBlendDesc; _psos["transparent"] = Device.CreateGraphicsPipelineState(transparentPsoDesc); // // PSO for alpha tested objects. // GraphicsPipelineStateDescription alphaTestedPsoDesc = opaquePsoDesc.Copy(); alphaTestedPsoDesc.PixelShader = _shaders["alphaTestedPS"]; alphaTestedPsoDesc.RasterizerState.CullMode = CullMode.None; _psos["alphaTested"] = Device.CreateGraphicsPipelineState(alphaTestedPsoDesc); }
public override void Initialize() { try { using (ShaderBytecode geometryShaderByteCode = ShaderBytecode.CompileFromFile( "Shaders/Sprite.fx", "mainGS", "gs_4_0", ShaderFlags.None, EffectFlags.None, null, new IncludeFX("Shaders"))) { geometryShader = new GeometryShader(DeviceManager.Instance.device, geometryShaderByteCode); } using (ShaderBytecode vertexShaderByteCode = ShaderBytecode.CompileFromFile( "Shaders/Sprite.fx", "mainVS", "vs_4_0", ShaderFlags.None, EffectFlags.None, null, new IncludeFX("Shaders"))) { vertexShader = new VertexShader(DeviceManager.Instance.device, vertexShaderByteCode); inputSignature = ShaderSignature.GetInputSignature(vertexShaderByteCode); } using (ShaderBytecode pixelShaderByteCode = ShaderBytecode.CompileFromFile( "Shaders/Sprite.fx", "mainPS", "ps_4_0", ShaderFlags.None, EffectFlags.None, null, new IncludeFX("Shaders"))) { pixelShader = new PixelShader(DeviceManager.Instance.device, pixelShaderByteCode); } layout = new InputLayout(DeviceManager.Instance.device, inputSignature, elements); #region Blend States RenderTargetBlendDescription rtBlendDefault = new RenderTargetBlendDescription() { BlendEnable = true, BlendOperation = BlendOperation.Add, RenderTargetWriteMask = ColorWriteMaskFlags.All, SourceBlend = BlendOption.SourceAlpha, DestinationBlend = BlendOption.InverseSourceAlpha, BlendOperationAlpha = BlendOperation.Add, SourceBlendAlpha = BlendOption.SourceAlpha, DestinationBlendAlpha = BlendOption.InverseSourceAlpha, }; BlendStateDescription bBlendStateDefault = new BlendStateDescription(); bBlendStateDefault.AlphaToCoverageEnable = false; bBlendStateDefault.IndependentBlendEnable = false; bBlendStateDefault.RenderTargets[0] = rtBlendDefault; blendStateDepth = BlendState.FromDescription(DeviceManager.Instance.device, bBlendStateDefault); #endregion #region Depth Stencils DepthStencilStateDescription dsStateNoDepth = new DepthStencilStateDescription() { IsDepthEnabled = false, DepthWriteMask = DepthWriteMask.Zero }; depthStencilStateNoDepth = DepthStencilState.FromDescription(DeviceManager.Instance.device, dsStateNoDepth); #endregion } catch (Exception ex) { Console.WriteLine(ex.ToString()); } }
public DefaultRenderer(D3D11 renderer) { random = new Random(); device = renderer.Device; context = device.ImmediateContext; target = renderer.RenderTargetView; unsafe { dxBuffer = new Buffer(device, new BufferDescription() { BindFlags = BindFlags.VertexBuffer, CpuAccessFlags = CpuAccessFlags.Write, OptionFlags = ResourceOptionFlags.None, SizeInBytes = sizeof(VertexStruct) * buffer.Length, Usage = ResourceUsage.Dynamic, StructureByteStride = 0 }); var constantsSize = sizeof(GlobalConstants); if (constantsSize % 16 != 0) { constantsSize += 16 - (constantsSize % 16); } globalConstants = new Buffer(device, new BufferDescription() { BindFlags = BindFlags.ConstantBuffer, CpuAccessFlags = CpuAccessFlags.Write, OptionFlags = ResourceOptionFlags.None, SizeInBytes = constantsSize, Usage = ResourceUsage.Dynamic, StructureByteStride = 0 }); } vertexShaderByteCode = ShaderBytecode.Compile(noteShaderData, "VS", "vs_4_0", ShaderFlags.None, EffectFlags.None); pixelShaderByteCode = ShaderBytecode.Compile(noteShaderData, "PS", "ps_4_0", ShaderFlags.None, EffectFlags.None); vertexShader = new VertexShader(device, vertexShaderByteCode); pixelShader = new PixelShader(device, pixelShaderByteCode); noteShader = new ShaderManager( device, ShaderBytecode.Compile(noteShaderData, "VS", "vs_4_0", ShaderFlags.None, EffectFlags.None), ShaderBytecode.Compile(noteShaderData, "PS", "ps_4_0", ShaderFlags.None, EffectFlags.None) ); vertLayout = new InputLayout(device, ShaderSignature.GetInputSignature(vertexShaderByteCode), new[] { new InputElement("POSITION", 0, Format.R32G32_Float, 0, 0), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 8, 0), }); //disabling backface culling, as well as some other stuff RasterizerStateDescription renderStateDesc = new RasterizerStateDescription { CullMode = CullMode.None, DepthBias = 0, DepthBiasClamp = 0, FillMode = FillMode.Solid, IsAntialiasedLineEnabled = false, IsDepthClipEnabled = false, IsFrontCounterClockwise = false, IsMultisampleEnabled = true, IsScissorEnabled = false, SlopeScaledDepthBias = 0 }; var rasterStateSolid = new RasterizerState(device, renderStateDesc); device.ImmediateContext.Rasterizer.State = rasterStateSolid; //transparency mode var renderTargetDesc = new RenderTargetBlendDescription(); renderTargetDesc.IsBlendEnabled = true; renderTargetDesc.SourceBlend = BlendOption.SourceAlpha; renderTargetDesc.DestinationBlend = BlendOption.InverseSourceAlpha; renderTargetDesc.BlendOperation = BlendOperation.Add; renderTargetDesc.SourceAlphaBlend = BlendOption.One; renderTargetDesc.DestinationAlphaBlend = BlendOption.One; renderTargetDesc.AlphaBlendOperation = BlendOperation.Add; renderTargetDesc.RenderTargetWriteMask = ColorWriteMaskFlags.All; BlendStateDescription desc = new BlendStateDescription(); desc.AlphaToCoverageEnable = false; desc.IndependentBlendEnable = false; desc.RenderTarget[0] = renderTargetDesc; var blendStateEnabled = new BlendState(device, desc); device.ImmediateContext.OutputMerger.SetBlendState(blendStateEnabled); }
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); }