Example #1
0
		public void Attach(Device hostDevice, PointD2D hostSize)
		{
			if (hostDevice == null)
				throw new ArgumentNullException(nameof(hostDevice));

			_hostDevice = hostDevice;
			_hostSize = hostSize;

			Device device = _hostDevice;

			using (var stream = System.Reflection.Assembly.GetExecutingAssembly().GetManifestResourceStream("Altaxo.CompiledShaders.Effects.Lighting.cso"))
			{
				if (null == stream)
					throw new InvalidOperationException(string.Format("Compiled shader resource not found: {0}", "Altaxo.CompiledShaders.Effects.Lighting.cso"));

				using (var shaderBytes = ShaderBytecode.FromStream(stream))
				{
					_lightingEffect = new Effect(device, shaderBytes);
				}
			}

			int i;

			for (i = 0; i < _layoutNames.Length; ++i)
			{
				string techniqueName = "Shade_" + _layoutNames[i];
				_renderLayouts[i].technique = this._lightingEffect.GetTechniqueByName(techniqueName);
				_renderLayouts[i].pass = _renderLayouts[i].technique.GetPassByIndex(0);

				if (null == _renderLayouts[i].technique || !_renderLayouts[i].technique.IsValid)
					throw new InvalidProgramException(string.Format("Technique {0} was not found or is invalid", techniqueName));
				if (null == _renderLayouts[i].pass || !_renderLayouts[i].pass.IsValid)
					throw new InvalidProgramException(string.Format("Pass[0] of technique {0} was not found or is invalid", techniqueName));
			}

			i = 0;
			_renderLayouts[i].VertexLayout = new InputLayout(device, _renderLayouts[i].pass.Description.Signature, new[] {
																																new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0)
																								});

			i = 1;
			_renderLayouts[i].VertexLayout = new InputLayout(device, _renderLayouts[i].pass.Description.Signature, new[] {
																																new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
																																new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0)
																								});

			i = 2;
			_renderLayouts[i].VertexLayout = new InputLayout(device, _renderLayouts[i].pass.Description.Signature, new[] {
																																new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
																																new InputElement("TEXCOORD", 0, Format.R32G32_Float, 16, 0)
																								});

			i = 3;
			_renderLayouts[i].VertexLayout = new InputLayout(device, _renderLayouts[i].pass.Description.Signature, new[] {
																																new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
																																new InputElement("NORMAL", 0, Format.R32G32B32A32_Float, 16, 0)
																								});

			i = 4;
			_renderLayouts[i].VertexLayout = new InputLayout(device, _renderLayouts[i].pass.Description.Signature, new[] {
																																new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
																																new InputElement("NORMAL", 0, Format.R32G32B32A32_Float, 16, 0),
																																new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 32, 0)
																								});

			i = 5;
			_renderLayouts[i].VertexLayout = new InputLayout(device, _renderLayouts[i].pass.Description.Signature, new[] {
																																new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
																																new InputElement("NORMAL", 0, Format.R32G32B32A32_Float, 16, 0),
																																new InputElement("TEXCOORD", 0, Format.R32G32_Float, 32, 0)
																								});

			i = 6;
			_renderLayouts[i].VertexLayout = new InputLayout(device, _renderLayouts[i].pass.Description.Signature, new[] {
																																new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
																																new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0),
																																new InputElement("TEXCOORD", 0, Format.R32G32_Float, 24, 0)
																								});

			// Create Constant Buffers
			//_constantBuffer = new Buffer(device, Utilities.SizeOf<Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None);
			//_constantBufferForColor = new Buffer(device, Utilities.SizeOf<Vector4>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None);
			//_constantBufferForSixPlanes = new Buffer(device, Utilities.SizeOf<Vector4>() * 6, ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None);

			// View transformation variables
			_cbViewTransformation = this._lightingEffect.GetConstantBufferByName("cbViewTransformation");
			_evWorldViewProj = _cbViewTransformation.GetMemberByName("WorldViewProj").AsMatrix();
			_evEyePosition = _cbViewTransformation.GetMemberByName("EyePosition").AsVector();

			_cbMaterial = this._lightingEffect.GetConstantBufferByName("cbMaterial");
			_evMaterialDiffuseColor = _cbMaterial.GetMemberByName("MaterialDiffuseColor").AsVector();
			_evMaterialSpecularExponent = _cbMaterial.GetMemberByName("MaterialSpecularExponent").AsScalar();
			_evMaterialSpecularExponent.Set(4.0f);
			_evMaterialSpecularIntensity = _cbMaterial.GetMemberByName("MaterialSpecularIntensity").AsScalar();
			_evMaterialSpecularIntensity.Set(1.0f);
			_evMaterialDiffuseIntensity = _cbMaterial.GetMemberByName("MaterialDiffuseIntensity").AsScalar();
			_evMaterialMetalnessValue = _cbMaterial.GetMemberByName("MaterialMetalnessValue").AsScalar();
			_evMaterialMetalnessValue.Set(0.75f);

			// Color providers
			BindTextureFor1DColorProviders();

			// Clip plane variables
			_cbClipPlanes = this._lightingEffect.GetConstantBufferByName("cbClipPlanes");
			for (i = 0; i < 6; ++i)
			{
				_evClipPlanes[i] = _cbClipPlanes.GetMemberByName("ClipPlane" + i.ToString(System.Globalization.CultureInfo.InvariantCulture)).AsVector();
			}

			// Lighting variables

			_lighting.Initialize(_lightingEffect);
			_lighting.SetDefaultLighting();

			// --------------------
			if (_drawing != null)
			{
				BringDrawingIntoBuffers(_drawing);
			}

			if (null != _markerGeometry)
			{
				BringMarkerGeometryIntoDeviceBuffers(_markerGeometry);
			}

			if (null != _overlayGeometry)
			{
				BringOverlayGeometryIntoDeviceBuffers(_overlayGeometry);
			}
		}
        void CreateBuffers()
        {
            // New RenderTargetView from the backbuffer
            using (var bb = Texture2D.FromSwapChain<Texture2D>(_swapChain, 0))
            {
                renderView = new RenderTargetView(_device, bb);
                renderViews[0] = renderView;
            }

            Texture2DDescription gBufferDesc = new Texture2DDescription()
            {
                ArraySize = 1,
                BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                Format = Format.R8G8B8A8_UNorm,
                Width = _width,
                Height = _height,
                MipLevels = 1,
                OptionFlags = ResourceOptionFlags.None,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default
            };

            gBufferLight = new Texture2D(_device, gBufferDesc);
            gBufferLightView = new RenderTargetView(_device, gBufferLight);

            gBufferNormal = new Texture2D(_device, gBufferDesc);
            gBufferNormalView = new RenderTargetView(_device, gBufferNormal);

            gBufferDiffuse = new Texture2D(_device, gBufferDesc);
            gBufferDiffuseView = new RenderTargetView(_device, gBufferDiffuse);

            gBufferViews = new RenderTargetView[] { gBufferLightView, gBufferNormalView, gBufferDiffuseView };

            ShaderResourceViewDescription gBufferResourceDesc = new ShaderResourceViewDescription()
            {
                Format = Format.R8G8B8A8_UNorm,
                Dimension = ShaderResourceViewDimension.Texture2D,
                Texture2D = new ShaderResourceViewDescription.Texture2DResource()
                {
                    MipLevels = 1,
                    MostDetailedMip = 0
                }
            };
            lightBufferRes = new ShaderResourceView(_device, gBufferLight, gBufferResourceDesc);
            normalBufferRes = new ShaderResourceView(_device, gBufferNormal, gBufferResourceDesc);
            diffuseBufferRes = new ShaderResourceView(_device, gBufferDiffuse, gBufferResourceDesc);

            Texture2DDescription depthDesc = new Texture2DDescription()
            {
                ArraySize = 1,
                BindFlags = BindFlags.DepthStencil | BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                Format = Format.R32_Typeless,
                Width = _width,
                Height = _height,
                MipLevels = 1,
                OptionFlags = ResourceOptionFlags.None,
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default
            };

            DepthStencilViewDescription depthViewDesc = new DepthStencilViewDescription()
            {
                Dimension = DepthStencilViewDimension.Texture2D,
                Format = Format.D32_Float,
            };

            ShaderResourceViewDescription resourceDesc = new ShaderResourceViewDescription()
            {
                Format = Format.R32_Float,
                Dimension = ShaderResourceViewDimension.Texture2D,
                Texture2D = new ShaderResourceViewDescription.Texture2DResource()
                {
                    MipLevels = 1,
                    MostDetailedMip = 0
                }
            };

            depthTexture = new Texture2D(_device, depthDesc);
            depthView = new DepthStencilView(_device, depthTexture, depthViewDesc);
            depthRes = new ShaderResourceView(_device, depthTexture, resourceDesc);

            lightDepthTexture = new Texture2D(_device, depthDesc);
            lightDepthView = new DepthStencilView(_device, lightDepthTexture, depthViewDesc);
            lightDepthRes = new ShaderResourceView(_device, lightDepthTexture, resourceDesc);

            lightBufferVar = effect2.GetVariableByName("lightBuffer").AsShaderResource();
            normalBufferVar = effect2.GetVariableByName("normalBuffer").AsShaderResource();
            diffuseBufferVar = effect2.GetVariableByName("diffuseBuffer").AsShaderResource();
            depthMapVar = effect2.GetVariableByName("depthMap").AsShaderResource();
            lightDepthMapVar = effect2.GetVariableByName("lightDepthMap").AsShaderResource();

            inverseProjectionVar = effect2.GetVariableByName("InverseProjection").AsMatrix();
            inverseViewVar = effect2.GetVariableByName("InverseView").AsMatrix();
            lightInverseViewProjectionVar = effect2.GetVariableByName("LightInverseViewProjection").AsMatrix();
            lightPositionVar = effect2.GetVariableByName("LightPosition").AsVector();
            eyePositionVar = effect2.GetVariableByName("EyePosition").AsVector();
            eyeZAxisVar = effect2.GetVariableByName("EyeZAxis").AsVector();

            tanHalfFOVXVar = effect2.GetVariableByName("TanHalfFOVX").AsScalar();
            tanHalfFOVYVar = effect2.GetVariableByName("TanHalfFOVY").AsScalar();
            projectionAVar = effect2.GetVariableByName("ProjectionA").AsScalar();
            projectionBVar = effect2.GetVariableByName("ProjectionB").AsScalar();

            overlayViewProjectionVar = effect2.GetVariableByName("OverlayViewProjection").AsMatrix();

            _device.Rasterizer.SetViewports(new Viewport(0, 0, _width, _height));
        }