Example #1
0
        public void Render(RenderFrame frame)
        {
            if (SwapChain == null) return;

            /////////////////////////////////////////////////
            // update
            /////////////////////////////////////////////////
            foreach (var resource in frame.Resources)
            {
                switch (resource.RenderResourceType)
                {
                    case RenderResourceType.Texture:
                        //TextureManager.Ensure(device, resource as TextureResource);
                        break;

                    case RenderResourceType.Sampler:
                        //SamplerManager.Ensure(device, resource as SamplerResource);
                        break;

                    case RenderResourceType.Shader:
                        m_shaderManager.Ensure(D3DDevice, resource as ShaderResource);
                        break;

                    case RenderResourceType.VertexBuffer:
                        m_vertexBufferManager.Ensure(D3DDevice, resource as VertexBufferResource);
                        break;

                    case RenderResourceType.BlendState:
                        //BlendStateManager.Ensure(device, resource as BlendStateResource);
                        break;

                    case RenderResourceType.DepthStencilState:
                        //DepthStencilStateManager.Ensure(device, resource as DepthStencilStateResource);
                        break;

                    default:
                        throw new NotImplementedException(resource.ToString());
                }
            }

            /////////////////////////////////////////////////
            // render
            /////////////////////////////////////////////////
            m_pass = new ShaderPass();
            using (Backbuffer = SwapChain.GetBackBuffer<SharpDX.Direct3D11.Texture2D>(0))
            using (RTV = new SharpDX.Direct3D11.RenderTargetView(D3DDevice, Backbuffer))
            {
                var context = D3DDevice.ImmediateContext;
                foreach (var c in frame.Commands)
                {
                    switch (c.RenderCommandType)
                    {
                        /*
                        case RenderCommandType.RenderTargets_Set:
                            {
                                var command = c as RenderTargetsSetCommand;
                                var depthStencil = m_resources.TextureManager.Get(command.DepthStencil);
                                var renderTargets = m_resources.TextureManager.Get(command.RenderTargets);
                                context.OutputMerger.SetTargets(
                                    depthStencil != null ? depthStencil.DepthStencilView : null
                                    , renderTargets.Select(r => r.RenderTargetView).ToArray());

                            }
                            break;

                        case RenderCommandType.Viewport_Set:
                            {
                                var command = c as ViewportSetCommand;
                                context.Rasterizer.SetViewports(new SharpDX.ViewportF[] { command.Viewport });
                            }
                            break;
                            */

                        case RenderCommandType.Clear_Backbuffer:
                            {
                                var command = c as BackbufferClearCommand;
                                context.ClearRenderTargetView(RTV, command.Color.ToSharpDX());
                                context.OutputMerger.SetTargets((SharpDX.Direct3D11.DepthStencilView)null, new SharpDX.Direct3D11.RenderTargetView[] { RTV });
                                context.Rasterizer.SetViewports(new [] {
                                    new SharpDX.Mathematics.Interop.RawViewportF
                                    {
                                        X=0,
                                        Y=0,
                                        Width=Backbuffer.Description.Width,
                                        Height=Backbuffer.Description.Height,
                                    }
                                });
                            }
                            break;

                        /*
                    case RenderCommandType.Clear_Color:
                        {
                            var command = c as RenderTargetClearCommand;
                            var renderTarget = m_resources.TextureManager.Get(command.ResourceID);
                            if (renderTarget != null)
                            {
                                context.ClearRenderTargetView(renderTarget.RenderTargetView, command.Color);
                            }
                        }
                        break;

                    case RenderCommandType.Clear_Depth:
                        {
                            var command = c as DepthStencilClearCommand;
                            var depthStencil = m_resources.TextureManager.Get(command.ResourceID);
                            if (depthStencil != null)
                            {
                                context.ClearDepthStencilView(depthStencil.DepthStencilView
                                    , SharpDX.Direct3D11.DepthStencilClearFlags.Depth
                                    , command.Depth, command.Stencil);
                            }
                        }
                        break;
                        */

                        case RenderCommandType.VertexBuffer_Update:
                        {
                            var command = c as VertexBufferUpdateCommand;
                            var vertexBuffer = m_vertexBufferManager.Get(command.ResourceID);
                            if (vertexBuffer != null)
                            {
                                if (command.Ptr != IntPtr.Zero)
                                {
                                    var data = new SharpDX.DataBox(command.Ptr);
                                    context.UpdateSubresource(data, vertexBuffer.Vertices);
                                }
                            }
                        }
                        break;

                        case RenderCommandType.VertexBuffer_Set:
                            {
                                var command = c as VertexBufferSetCommand;
                                var vertexBuffer = m_vertexBufferManager.Get(command.ResourceID);
                                if (vertexBuffer != null)
                                {
                                    context.InputAssembler.PrimitiveTopology = vertexBuffer.Topology;

                                    context.InputAssembler.SetVertexBuffers(0,
                                        new SharpDX.Direct3D11.VertexBufferBinding(vertexBuffer.Vertices
                                            , vertexBuffer.Stride, 0));
                                    if (vertexBuffer.Indices != null)
                                    {
                                        context.InputAssembler.SetIndexBuffer(vertexBuffer.Indices, SharpDX.DXGI.Format.R32_UInt, 0);
                                    }

                                    m_vertexBuffer = vertexBuffer;
                                }
                            }
                            break;

                        case RenderCommandType.ShaderVriable_Set:
                            {
                                var command = c as ShaderVariableSetCommand;
                                m_pass.SetConstantVariable(command);
                            }
                            break;

                        /*
                    case RenderCommandType.ShaderTexture_Set:
                        {
                            var command = c as ShaderTextureSetCommand;
                            var texture = m_resources.TextureManager.Get(command.ResourceID);
                            if (texture != null)
                            {
                                m_pass.SetSRV(context, command.Key, texture.ShaderResourceView);
                            }
                        }
                        break;

                    case RenderCommandType.ShaderSampler_Set:
                        {
                            var command = c as ShaderSamplerSetCommand;
                            Pass.SetSampler(command);
                        }
                        break;
                        */

                        case RenderCommandType.Shader_Set:
                            {
                                var command = c as ShaderSetCommand;
                                switch (command.ShaderStage)
                                {
                                    case ShaderStage.Vertex:
                                        {
                                            var vertexShader = m_shaderManager.Get(command.ResourceID) as VertexShaderStage;
                                            if (vertexShader != null)
                                            {
                                                context.VertexShader.Set(vertexShader.Shader);
                                                //context.InputAssembler.InputLayout = vertexShader.VertexLayout;
                                                m_pass.VertexShader = vertexShader;
                                            }
                                        }
                                        break;

                                    case ShaderStage.Geometry:
                                        {
                                            var geometryShader = m_shaderManager.Get(command.ResourceID) as GeometryShaderStage;
                                            if (geometryShader != null)
                                            {
                                                context.GeometryShader.Set(geometryShader.Shader);
                                                m_pass.GeometryShader = geometryShader;
                                            }
                                        }
                                        break;

                                    case ShaderStage.Pixel:
                                        {
                                            var pixelShader = m_shaderManager.Get(command.ResourceID) as PixelShaderStage;
                                            if (pixelShader != null)
                                            {
                                                context.PixelShader.Set(pixelShader.Shader);
                                                m_pass.PixelShader = pixelShader;
                                            }
                                        }
                                        break;

                                    default:
                                        throw new NotImplementedException();
                                }
                            }
                            break;

                        case RenderCommandType.Shader_DrawSubMesh:
                            {
                                var command = c as ShaderDrawSubMeshCommand;
                                if (m_pass.VertexShader != null)
                                {
                                    context.InputAssembler.InputLayout = m_pass.VertexShader.VertexLayout;
                                    // 定数バッファの適用
                                    m_pass.Apply(context);

                                    if (m_vertexBuffer != null)
                                    {
                                        if (m_vertexBuffer.Indices != null)
                                        {
                                            context.DrawIndexed(command.Count, command.Offset, 0);
                                        }
                                        else
                                        {
                                            context.Draw(command.Count, command.Offset);
                                        }
                                    }
                                }
                            }
                            break;

                            /*
                        case RenderCommandType.BlendState_Set:
                            {
                                var command = c as BlendStateSetCommand;
                                var blendState = m_resources.BlendStateManager.Get(command.ResourceID);
                                if (blendState == null)
                                {
                                    return;
                                }
                                context.OutputMerger.SetBlendState(blendState.State, SharpDX.Color4.White);
                            }
                            break;

                        case RenderCommandType.DepthStencilState_Set:
                            {
                                var command = c as DepthStencilStateSetCommand;
                                var depthStencilState = m_resources.DepthStencilStateManager.Get(command.ResourceID);
                                if (depthStencilState == null)
                                {
                                    return;
                                }
                                context.OutputMerger.SetDepthStencilState(depthStencilState.State);
                            }
                            break;
                            */
                    }
                }
                context.Flush();
            }
            Backbuffer = null;
            RTV = null;

            /////////////////////////////////////////////////
            // flip
            /////////////////////////////////////////////////
            var flags = SharpDX.DXGI.PresentFlags.None;
            flags|=SharpDX.DXGI.PresentFlags.DoNotWait;
            SwapChain.Present(0, flags, new SharpDX.DXGI.PresentParameters());
        }