public void Update(DX11RenderContext context, int w, int h, SampleDescription sd)
        {
            if (this.currentmode == eDepthBufferMode.Standard)
            {
                DX11DepthStencil ds;
                if (this.NeedReset || !this.depthoutputpin.IOObject[0].Data.ContainsKey(context))
                {
                    if (this.depthoutputpin.IOObject[0] != null)
                    {
                        this.depthoutputpin.IOObject[0].Dispose(context);
                    }

                    if (sd.Count > 1)
                    {
                        if (!context.IsAtLeast101)
                        {
                            host.Log(TLogType.Warning, "Device Feature Level Needs at least 10.1 to create Multisampled Depth Buffer, rolling back to 1");
                            sd.Count = 1;
                        }
                    }

                    ds = new DX11DepthStencil(context, w, h, sd, DeviceFormatHelper.GetFormat(this.depthformatpin.IOObject[0].Name));
                    #if DEBUG
                    ds.Resource.DebugName = "DepthStencil";
                    #endif
                    this.depthoutputpin.IOObject[0][context] = ds;
                }
            }
        }
        public void Update(DX11RenderContext context)
        {
            Device device = context.Device;

            if (this.spmax == 0)
            {
                return;
            }

            if (this.updateddevices.Contains(context))
            {
                return;
            }

            if (!this.FOutTexture[0].Contains(context))
            {
                for (int i = 0; i < this.FInElementCount[0]; i++)
                {
                    var rt = new DX11RenderTarget2D(context, (int)this.FInSize[i].X, (int)this.FInSize[i].Y, new SampleDescription(1, 0), DeviceFormatHelper.GetFormat(this.FInFormat[i]), this.FInMips[i], 0, false, false);
                    this.FOutTexture[i][context] = rt;
                    if (this.FInDepthBuffer[0])
                    {
                        Format depthfmt = DeviceFormatHelper.GetFormat(this.depthformatpin[0].Name);
                        var    db       = new DX11DepthStencil(context, (int)this.FInSize[i].X, (int)this.FInSize[i].Y, new SampleDescription(1, 0), depthfmt);
                        this.FOutDepthTexture[i][context] = db;
                    }
                }
            }
            this.updateddevices.Add(context);
        }
Exemple #3
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        public void CreateD32()
        {
            DX11DepthStencil d = new DX11DepthStencil(this.Device, 320, 240, eDepthFormat.d32);

            Assert.IsNotNull(d.Texture, "Texture Is Null");
            Assert.IsNotNull(d.ShaderView, "Shader View Is Null");
            Assert.IsNotNull(d.DepthView, "Depth View Is Null");
            if (Device.IsFeatureLevel11)
            {
                Assert.IsNotNull(d.ReadOnlyView, "Read Only View Is Null");
            }
            else
            {
                Assert.IsNull(d.ReadOnlyView, "Read Only View Should Be Null");
            }
            Assert.IsNull(d.Stencil, "Stencil is Not Null");

            d.Dispose();
        }
Exemple #4
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        public void Update(DX11RenderContext context, int w, int h, SampleDescription sd)
        {
            if (this.currentmode == eDepthBufferMode.Standard)
            {
                DX11DepthStencil ds;
                if (this.NeedReset || !this.depthoutputpin.IOObject[0].Contains(context))
                {
                    if (this.depthoutputpin.IOObject[0] != null)
                    {
                        this.depthoutputpin.IOObject[0].Dispose(context);
                    }

                    Format depthfmt = DeviceFormatHelper.GetFormat(this.depthformatpin.IOObject[0].Name);

                    sd = this.TrySampleDescription(context, sd);

                    ds = new DX11DepthStencil(context, w, h, sd, depthfmt);
                    #if DEBUG
                    ds.Resource.DebugName = "DepthStencil";
                    #endif
                    this.depthoutputpin.IOObject[0][context] = ds;
                }
            }

            if (this.currentmode == eDepthBufferMode.WriteOnly)
            {
                DX11WriteOnlyDepthStencil ds;
                if (this.NeedReset || !this.writeOnlyDepth.Contains(context))
                {
                    this.writeOnlyDepth.Dispose(context);

                    Format depthfmt = DeviceFormatHelper.GetFormat(this.depthformatpin.IOObject[0].Name);

                    sd = this.TrySampleDescription(context, sd);

                    ds = new DX11WriteOnlyDepthStencil(context, w, h, sd, depthfmt);
                    this.writeOnlyDepth[context] = ds;
                }
            }
        }
Exemple #5
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        static void Main()
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            RenderForm form = new RenderForm("Kinect Camera Joint sample");

            RenderDevice  device    = new RenderDevice(SharpDX.Direct3D11.DeviceCreationFlags.BgraSupport | DeviceCreationFlags.Debug);
            RenderContext context   = new RenderContext(device);
            DX11SwapChain swapChain = DX11SwapChain.FromHandle(device, form.Handle);

            DX11DepthStencil depthStencil = new DX11DepthStencil(device, swapChain.Width, swapChain.Height, eDepthFormat.d24s8);


            //VertexShader vertexShader = ShaderCompiler.CompileFromFile<VertexShader>(device, "ColorJointView.fx", "VS");
            SharpDX.D3DCompiler.ShaderSignature signature;
            VertexShader vertexShader = ShaderCompiler.CompileFromFile(device, "CameraJointView.fx", "VS_Color", out signature);
            PixelShader  pixelShader  = ShaderCompiler.CompileFromFile <PixelShader>(device, "CameraJointView.fx", "PS_Color");

            VertexShader vertexShaderLine = ShaderCompiler.CompileFromFile <VertexShader>(device, "CameraJointView.fx", "VS");
            PixelShader  pixelShaderLine  = ShaderCompiler.CompileFromFile <PixelShader>(device, "CameraJointView.fx", "PS_White");

            JointTableIndexBuffer indexBuffer = new JointTableIndexBuffer(device, 6);

            DX11IndexedGeometry cube = device.Primitives.Box(new Box()
            {
                Size = new Vector3(0.05f)
            });
            DX11InstancedIndexedDrawer drawer = new DX11InstancedIndexedDrawer();

            cube.AssignDrawer(drawer);

            InputLayout layout;
            var         bc = new ShaderBytecode(signature);

            cube.ValidateLayout(bc, out layout);

            KinectSensor sensor = KinectSensor.GetDefault();

            sensor.Open();

            Color4[] statusColor = new Color4[]
            {
                Color.Red,
                Color.Yellow,
                Color.Green
            };

            cbCamera camera = new cbCamera();

            camera.Projection = Matrix.PerspectiveFovLH(1.57f, 1.3f, 0.1f, 100.0f);
            camera.View       = Matrix.Translation(0.0f, 0.0f, 2.0f);

            camera.Projection.Transpose();
            camera.View.Transpose();

            ConstantBuffer <cbCamera> cameraBuffer = new ConstantBuffer <cbCamera>(device);

            cameraBuffer.Update(context, ref camera);

            DX11StructuredBuffer colorTableBuffer = DX11StructuredBuffer.CreateImmutable <Color4>(device, statusColor);

            bool doQuit   = false;
            bool doUpload = false;


            int bodyCount = 0;

            KinectBody[]             bodyFrame      = null;
            BodyCameraPositionBuffer positionBuffer = new BodyCameraPositionBuffer(device);
            BodyJointStatusBuffer    statusBuffer   = new BodyJointStatusBuffer(device);

            KinectSensorBodyFrameProvider provider = new KinectSensorBodyFrameProvider(sensor);

            provider.FrameReceived += (sender, args) => { bodyFrame = args.FrameData; doUpload = true; };

            form.KeyDown += (sender, args) => { if (args.KeyCode == Keys.Escape)
                                                {
                                                    doQuit = true;
                                                }
            };


            context.Context.OutputMerger.DepthStencilState = device.DepthStencilStates.LessReadWrite;
            context.Context.Rasterizer.State = device.RasterizerStates.BackCullSolid;

            RenderLoop.Run(form, () =>
            {
                if (doQuit)
                {
                    form.Dispose();
                    return;
                }

                if (doUpload)
                {
                    var tracked = bodyFrame.TrackedOnly();
                    bodyCount   = tracked.Count();

                    positionBuffer.Copy(context, tracked);
                    statusBuffer.Copy(context, tracked);
                    drawer.InstanceCount = tracked.Count() * Microsoft.Kinect.Body.JointCount;
                }

                context.RenderTargetStack.Push(depthStencil, false, swapChain);
                context.Context.ClearRenderTargetView(swapChain.RenderView, SharpDX.Color.Black);
                depthStencil.Clear(context);

                /*Position buffer and cbuffers are the same data and in same slot,
                 * so we bind them only once*/
                context.Context.VertexShader.SetShaderResource(0, positionBuffer.ShaderView);
                context.Context.VertexShader.SetConstantBuffer(0, cameraBuffer.Buffer);

                //Draw lines
                context.Context.PixelShader.Set(pixelShaderLine);
                context.Context.VertexShader.Set(vertexShaderLine);

                //Attach index buffer, null topology since we fetch
                indexBuffer.AttachWithLayout(context);
                indexBuffer.Draw(context, bodyCount);

                //Draw cubes
                cube.Bind(context, layout);
                context.Context.VertexShader.Set(vertexShader);
                context.Context.PixelShader.Set(pixelShader);

                context.Context.VertexShader.SetShaderResource(1, statusBuffer.ShaderView);
                context.Context.VertexShader.SetShaderResource(2, colorTableBuffer.ShaderView);


                cube.Draw(context);

                context.RenderTargetStack.Pop();
                swapChain.Present(0, SharpDX.DXGI.PresentFlags.None);
            });

            swapChain.Dispose();
            depthStencil.Dispose();
            context.Dispose();
            device.Dispose();

            positionBuffer.Dispose();
            statusBuffer.Dispose();
            colorTableBuffer.Dispose();

            cameraBuffer.Dispose();

            provider.Dispose();
            cube.Dispose();
            layout.Dispose();

            pixelShader.Dispose();
            vertexShader.Dispose();

            pixelShaderLine.Dispose();
            vertexShaderLine.Dispose();
            indexBuffer.Dispose();

            sensor.Close();
        }
 public void Unlock(DX11DepthStencil target)
 {
     this.depthpool.UnLock(target);
 }
        public void Render(DX11RenderContext context)
        {
            Device device = context.Device;

            //Just in case
            if (!this.updateddevices.Contains(context))
            {
                this.Update(context);
            }

            if (this.rendereddevices.Contains(context))
            {
                return;
            }

            if (this.FInEnabled[0])
            {
                if (this.BeginQuery != null)
                {
                    this.BeginQuery(context);
                }

                int sliceCount = this.FInElementCount[0];

                for (int i = 0; i < sliceCount; i++)
                {
                    DX11RenderTarget2D target = this.FOutTexture[i][context];
                    DX11DepthStencil   depth  = null;

                    bool viewportpop = this.FInViewPort.IsConnected;

                    if (this.FInDepthBuffer[0])
                    {
                        depth = this.FOutDepthTexture[i][context];
                    }

                    if (depth != null && this.FInClearDepth[i])
                    {
                        context.CurrentDeviceContext.ClearDepthStencilView(depth.DSV, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0);
                    }

                    if (this.FInClear[i])
                    {
                        context.CurrentDeviceContext.ClearRenderTargetView(target.RTV, this.FInBgColor[i]);
                    }

                    if (depth != null)
                    {
                        context.RenderTargetStack.Push(depth, false, target);
                    }
                    else
                    {
                        context.RenderTargetStack.Push(target);
                    }

                    if (this.FInLayer.IsConnected)
                    {
                        settings.ViewportIndex = i;
                        settings.ViewportCount = sliceCount;
                        settings.ApplyTransforms(this.FInView[i], this.FInProjection[i], this.FInAspect[i], this.FInCrop[i]);

                        settings.RenderWidth  = target.Width;
                        settings.RenderHeight = target.Height;
                        settings.RenderDepth  = 1;
                        settings.BackBuffer   = null;
                        settings.CustomSemantics.Clear();
                        settings.ResourceSemantics.Clear();

                        if (viewportpop)
                        {
                            float cw = this.FInSize[i].X;
                            float ch = this.FInSize[i].Y;

                            context.RenderTargetStack.PushViewport(this.FInViewPort[i].Normalize(cw, ch));
                        }

                        for (int j = 0; j < this.FInLayer.SliceCount; j++)
                        {
                            try
                            {
                                this.FInLayer[j][context].Render(context, settings);
                            }
                            catch (Exception ex)
                            {
                                Console.WriteLine(ex.Message);
                            }
                        }

                        if (viewportpop)
                        {
                            context.RenderTargetStack.Pop();
                        }
                    }

                    context.RenderTargetStack.Pop();


                    if (this.FInMips[i])
                    {
                        context.CurrentDeviceContext.GenerateMips(this.FOutTexture[i][context].SRV);
                    }
                }

                if (this.EndQuery != null)
                {
                    this.EndQuery(context);
                }

                this.rendereddevices.Add(context);
            }
        }