Example #1
0
        /// <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);
        }
Example #2
0
        /// <summary>
        ///
        /// </summary>
        public void RestoreBackbuffer()
        {
            SetTargets(BackbufferDepth, BackbufferColor);

            lock (deviceContext) {
                deviceContext.Rasterizer.SetViewport(SharpDXHelper.Convert(new ViewportF(0, 0, BackbufferColor.Width, BackbufferColor.Height)));
            }
        }
Example #3
0
        /// <summary>
        /// Converts to X3DAudio emitter.
        /// </summary>
        /// <returns></returns>
        internal SharpDX.X3DAudio.Emitter ToEmitter()
        {
            // Pulling out Vector properties for efficiency.
            var pos = this.Position;
            var vel = this.Velocity;
            var fwd = this.Forward;
            var up  = this.Up;

            // From MSDN:
            //  X3DAudio uses a left-handed Cartesian coordinate system,
            //  with values on the x-axis increasing from left to right, on the y-axis from bottom to top,
            //  and on the z-axis from near to far.
            //  Azimuths are measured clockwise from a given reference direction.
            //
            // From MSDN:
            //  The XNA Framework uses a right-handed coordinate system,
            //  with the positive z-axis pointing toward the observer when the positive x-axis is pointing to the right,
            //  and the positive y-axis is pointing up.
            //
            // Programmer Notes:
            //  According to this description the z-axis (forward vector) is inverted between these two coordinate systems.
            //  Therefore, we need to negate the z component of any position/velocity values, and negate any forward vectors.

            fwd   *= -1.0f;
            pos.Z *= -1.0f;
            vel.Z *= -1.0f;

            var emitter = new SharpDX.X3DAudio.Emitter();

            emitter.ChannelCount        = 1;
            emitter.Position            = SharpDXHelper.Convert(pos);
            emitter.Velocity            = SharpDXHelper.Convert(vel);
            emitter.OrientFront         = SharpDXHelper.Convert(fwd);
            emitter.OrientTop           = SharpDXHelper.Convert(up);
            emitter.DopplerScaler       = DopplerScale;
            emitter.CurveDistanceScaler = DistanceScale;
            emitter.VolumeCurve         = volumeCurve;

            return(emitter);
        }
Example #4
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="device"></param>
        internal D3DSamplerState Apply(GraphicsDevice device)
        {
            if (state == null)
            {
                var ssd = new SamplerStateDescription();

                ssd.ComparisonFunction = Converter.Convert(this.compareFunc);
                ssd.AddressU           = Converter.Convert(this.addressU);
                ssd.AddressV           = Converter.Convert(this.addressV);
                ssd.AddressW           = Converter.Convert(this.addressW);
                ssd.BorderColor        = SharpDXHelper.Convert(this.borderColor);
                ssd.Filter             = Converter.Convert(this.filter);
                ssd.MaximumAnisotropy  = this.maxAnisotropy;
                ssd.MaximumLod         = this.maxMipLevel;
                ssd.MinimumLod         = this.minMipLevel;
                ssd.MipLodBias         = this.mipMapBias;

                state = new D3DSamplerState(device.Device, ssd);
            }

            return(state);
        }
Example #5
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <param name="w"></param>
 /// <param name="h"></param>
 public void SetViewport(ViewportF viewport)
 {
     lock (deviceContext) {
         deviceContext.Rasterizer.SetViewport(SharpDXHelper.Convert(viewport));
     }
 }
Example #6
0
 /// <summary>
 /// Fills structured buffer with given values
 /// </summary>
 /// <param name="buffer"></param>
 /// <param name="values"></param>
 public void Clear(StructuredBuffer buffer, Int4 values)
 {
     lock (deviceContext) {
         deviceContext.ClearUnorderedAccessView(buffer.UAV, SharpDXHelper.Convert(values));
     }
 }
Example #7
0
 /// <summary>
 /// Clears render target using given color
 /// </summary>
 /// <param name="surface"></param>
 /// <param name="color"></param>
 public void Clear(RenderTargetSurface surface, Color4 color)
 {
     lock (deviceContext) {
         deviceContext.ClearRenderTargetView(surface.RTV, SharpDXHelper.Convert(color));
     }
 }