public void CreateDeviceDependentResources(DeviceResources resources) { this.deviceResources = resources; var d3dDevice = this.deviceResources.D3DDevice; // Create the shaders byte[] vertexShaderBytecode = File.ReadAllBytes("VertexShader.cso"); this.g_pVertexShader = d3dDevice.CreateVertexShader(vertexShaderBytecode, null); this.g_pHullShaderInteger = d3dDevice.CreateHullShader(File.ReadAllBytes("HullShaderInteger.cso"), null); this.g_pHullShaderFracEven = d3dDevice.CreateHullShader(File.ReadAllBytes("HullShaderFracEven.cso"), null); this.g_pHullShaderFracOdd = d3dDevice.CreateHullShader(File.ReadAllBytes("HullShaderFracOdd.cso"), null); this.g_pDomainShader = d3dDevice.CreateDomainShader(File.ReadAllBytes("DomainShader.cso"), null); this.g_pPixelShader = d3dDevice.CreatePixelShader(File.ReadAllBytes("PixelShader.cso"), null); this.g_pSolidColorPS = d3dDevice.CreatePixelShader(File.ReadAllBytes("SolidColorPS.cso"), null); // Create our vertex input layout - this matches the BEZIER_CONTROL_POINT structure D3D11InputElementDesc[] layoutDesc = new D3D11InputElementDesc[] { new D3D11InputElementDesc { SemanticName = "POSITION", SemanticIndex = 0, Format = DxgiFormat.R32G32B32Float, InputSlot = 0, AlignedByteOffset = 0, InputSlotClass = D3D11InputClassification.PerVertexData, InstanceDataStepRate = 0 } }; this.g_pPatchLayout = this.deviceResources.D3DDevice.CreateInputLayout(layoutDesc, vertexShaderBytecode); // Create constant buffers this.g_pcbPerFrame = d3dDevice.CreateBuffer(new D3D11BufferDesc(ConstantBufferConstants.Size, D3D11BindOptions.ConstantBuffer)); // Create solid and wireframe rasterizer state objects D3D11RasterizerDesc rasterDesc = D3D11RasterizerDesc.Default; rasterDesc.CullMode = D3D11CullMode.None; rasterDesc.IsDepthClipEnabled = true; rasterDesc.FillMode = D3D11FillMode.Solid; this.g_pRasterizerStateSolid = d3dDevice.CreateRasterizerState(rasterDesc); rasterDesc.FillMode = D3D11FillMode.WireFrame; this.g_pRasterizerStateWireframe = d3dDevice.CreateRasterizerState(rasterDesc); D3D11BufferDesc vbdesc = D3D11BufferDesc.From(MobiusStrip.Points, D3D11BindOptions.VertexBuffer); this.g_pControlPointVB = d3dDevice.CreateBuffer(vbdesc, MobiusStrip.Points, 0, 0); XMFloat3 vecEye = new XMFloat3(1.0f, 1.5f, -3.5f); XMFloat3 vecAt = new XMFloat3(0.0f, 0.0f, 0.0f); XMFloat3 vecUp = new XMFloat3(0.0f, 1.0f, 0.0f); this.ViewMatrix = XMMatrix.LookAtLH(vecEye, vecAt, vecUp); this.EyePt = vecEye; }
public void CreateDeviceDependentResources(DeviceResources resources) { this.deviceResources = resources; //string fileName = Path.GetDirectoryName(this.OptFileName) + "\\" + Path.GetFileNameWithoutExtension(this.OptFileName) + "Exterior.opt"; //OptFile opt; //if (File.Exists(fileName)) //{ // opt = OptFile.FromFile(fileName); //} //else //{ // opt = OptFile.FromFile(this.OptFileName); //} OptFile opt = OptFile.FromFile(this.OptFileName); this.OptSize = opt.Size * OptFile.ScaleFactor; this.OptSpanSize = opt.SpanSize.Scale(OptFile.ScaleFactor, OptFile.ScaleFactor, OptFile.ScaleFactor); Vector max = opt.MaxSize; Vector min = opt.MinSize; this.OptCenter = new Vector() { X = (max.X + min.X) / 2, Y = (max.Y + min.Y) / 2, Z = (max.Z + min.Z) / 2 }.Scale(OptFile.ScaleFactor, OptFile.ScaleFactor, OptFile.ScaleFactor); this.CreateTextures(opt); this.CreateMeshes(opt); byte[] vertexShaderBytecode = File.ReadAllBytes("VertexShader.cso"); this.vertexShader = this.deviceResources.D3DDevice.CreateVertexShader(vertexShaderBytecode, null); D3D11InputElementDesc[] basicVertexLayoutDesc = new D3D11InputElementDesc[] { new D3D11InputElementDesc { SemanticName = "POSITION", SemanticIndex = 0, Format = DxgiFormat.R32G32B32Float, InputSlot = 0, AlignedByteOffset = 0, InputSlotClass = D3D11InputClassification.PerVertexData, InstanceDataStepRate = 0 }, new D3D11InputElementDesc { SemanticName = "NORMAL", SemanticIndex = 0, Format = DxgiFormat.R32G32B32Float, InputSlot = 0, AlignedByteOffset = 12, InputSlotClass = D3D11InputClassification.PerVertexData, InstanceDataStepRate = 0 }, new D3D11InputElementDesc { SemanticName = "TEXCOORD", SemanticIndex = 0, Format = DxgiFormat.R32G32Float, InputSlot = 0, AlignedByteOffset = 24, InputSlotClass = D3D11InputClassification.PerVertexData, InstanceDataStepRate = 0 } }; this.inputLayout = this.deviceResources.D3DDevice.CreateInputLayout(basicVertexLayoutDesc, vertexShaderBytecode); byte[] pixelShaderBytecode = File.ReadAllBytes("PixelShader.cso"); this.pixelShader = this.deviceResources.D3DDevice.CreatePixelShader(pixelShaderBytecode, null); var constantBufferDesc = new D3D11BufferDesc(ConstantBufferData.Size, D3D11BindOptions.ConstantBuffer); this.constantBuffer = this.deviceResources.D3DDevice.CreateBuffer(constantBufferDesc); D3D11SamplerDesc samplerDesc = new D3D11SamplerDesc( D3D11Filter.Anisotropic, D3D11TextureAddressMode.Wrap, D3D11TextureAddressMode.Wrap, D3D11TextureAddressMode.Wrap, 0.0f, this.deviceResources.D3DFeatureLevel > D3D11FeatureLevel.FeatureLevel91 ? D3D11Constants.DefaultMaxAnisotropy : D3D11Constants.FeatureLevel91DefaultMaxAnisotropy, D3D11ComparisonFunction.Never, new float[] { 0.0f, 0.0f, 0.0f, 0.0f }, 0.0f, float.MaxValue); this.sampler = this.deviceResources.D3DDevice.CreateSamplerState(samplerDesc); D3D11RasterizerDesc rasterizerDesc = D3D11RasterizerDesc.Default; rasterizerDesc.CullMode = D3D11CullMode.None; this.rasterizerState = this.deviceResources.D3DDevice.CreateRasterizerState(rasterizerDesc); this.depthStencilState0 = this.deviceResources.D3DDevice.CreateDepthStencilState(D3D11DepthStencilDesc.Default); D3D11DepthStencilDesc depthStencilDesc = D3D11DepthStencilDesc.Default; depthStencilDesc.DepthWriteMask = D3D11DepthWriteMask.Zero; this.depthStencilState1 = this.deviceResources.D3DDevice.CreateDepthStencilState(depthStencilDesc); this.blendState0 = this.deviceResources.D3DDevice.CreateBlendState(D3D11BlendDesc.Default); D3D11BlendDesc blendDesc = D3D11BlendDesc.Default; D3D11RenderTargetBlendDesc[] blendDescRenderTargets = blendDesc.GetRenderTargets(); blendDescRenderTargets[0].IsBlendEnabled = true; blendDescRenderTargets[0].SourceBlend = D3D11BlendValue.SourceAlpha; blendDescRenderTargets[0].DestinationBlend = D3D11BlendValue.InverseSourceAlpha; blendDescRenderTargets[0].BlendOperation = D3D11BlendOperation.Add; blendDescRenderTargets[0].SourceBlendAlpha = D3D11BlendValue.One; blendDescRenderTargets[0].DestinationBlendAlpha = D3D11BlendValue.InverseSourceAlpha; blendDescRenderTargets[0].BlendOperationAlpha = D3D11BlendOperation.Add; blendDescRenderTargets[0].RenderTargetWriteMask = D3D11ColorWriteEnables.All; blendDesc.SetRenderTargets(blendDescRenderTargets); this.blendState1 = this.deviceResources.D3DDevice.CreateBlendState(blendDesc); }
public void CreateDeviceDependentResources(DeviceResources resources) { this.deviceResources = resources; var d3dDevice = this.deviceResources.D3DDevice; this.tessellator.CreateDeviceDependentResources(this.deviceResources); XMFloat4[] initData; // Parse the .obj file. Both triangle faces and quad faces are supported. // Only v and f tags are processed, other tags like vn, vt etc are ignored. { var initFile = ObjFile.FromFile("BaseMesh.obj"); var data = new List <XMFloat4>(); var v = new List <XMFloat4>(); for (int i = 0; i < initFile.Vertices.Count; i++) { ObjVector4 objPosition = initFile.Vertices[i].Position; XMFloat4 pos = new XMFloat4( objPosition.X, objPosition.Y, objPosition.Z, 1.0f); v.Add(pos); } foreach (ObjFace face in initFile.Faces) { if (face.Vertices.Count < 3) { continue; } data.Add(v[face.Vertices[0].Vertex - 1]); data.Add(v[face.Vertices[1].Vertex - 1]); data.Add(v[face.Vertices[2].Vertex - 1]); if (face.Vertices.Count >= 4) { data.Add(v[face.Vertices[2].Vertex - 1]); data.Add(v[face.Vertices[3].Vertex - 1]); data.Add(v[face.Vertices[0].Vertex - 1]); } } initData = data.ToArray(); } this.g_pBaseVB = d3dDevice.CreateBuffer( D3D11BufferDesc.From(initData, D3D11BindOptions.ShaderResource | D3D11BindOptions.VertexBuffer), initData, 0, 0); this.tessellator.SetBaseMesh((uint)initData.Length, this.g_pBaseVB); this.g_pVS = d3dDevice.CreateVertexShader(File.ReadAllBytes("RenderVertexShader.cso"), null); { byte[] shaderBytecode = File.ReadAllBytes("RenderBaseVertexShader.cso"); this.g_pBaseVS = d3dDevice.CreateVertexShader(shaderBytecode, null); D3D11InputElementDesc[] layoutDesc = new[] { new D3D11InputElementDesc( "POSITION", 0, DxgiFormat.R32G32B32A32Float, 0, 0, D3D11InputClassification.PerVertexData, 0) }; this.g_pBaseVBLayout = d3dDevice.CreateInputLayout(layoutDesc, shaderBytecode); } this.g_pPS = d3dDevice.CreatePixelShader(File.ReadAllBytes("RenderPixelShader.cso"), null); // Setup constant buffer this.g_pVSCB = d3dDevice.CreateBuffer(new D3D11BufferDesc { BindOptions = D3D11BindOptions.ConstantBuffer, ByteWidth = 4 * 16 }); // Rasterizer state this.g_pRasWireFrame = d3dDevice.CreateRasterizerState(new D3D11RasterizerDesc { CullMode = D3D11CullMode.None, FillMode = D3D11FillMode.WireFrame }); }