public PhysicsDebugDraw(DeviceManager manager) { device = manager.Direct3DDevice; inputAssembler = device.ImmediateContext.InputAssembler; lineArray = new PositionColored[0]; using (var bc = HLSLCompiler.CompileFromFile(@"Shaders\PhysicsDebug.hlsl", "VSMain", "vs_5_0")) { vertexShader = new VertexShader(device, bc); InputElement[] elements = new InputElement[] { new InputElement("SV_POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0), new InputElement("COLOR", 0, Format.R8G8B8A8_UNorm, 12, 0, InputClassification.PerVertexData, 0) }; inputLayout = new InputLayout(device, bc, elements); } vertexBufferDesc = new BufferDescription() { Usage = ResourceUsage.Dynamic, BindFlags = BindFlags.VertexBuffer, CpuAccessFlags = CpuAccessFlags.Write }; vertexBufferBinding = new VertexBufferBinding(null, PositionColored.Stride, 0); using (var bc = HLSLCompiler.CompileFromFile(@"Shaders\PhysicsDebug.hlsl", "PSMain", "ps_5_0")) pixelShader = new PixelShader(device, bc); }
// Compile compute shader from file and add to computeShaders dictionary public void CompileComputeShader(string csFunction, string csFile = @"Shaders\ParticleCS.hlsl", string csProfile = "cs_5_0") { SharpDX.Direct3D.ShaderMacro[] defines = new[] { new SharpDX.Direct3D.ShaderMacro("THREADSX", ThreadsX), new SharpDX.Direct3D.ShaderMacro("THREADSY", ThreadsY), }; using (var bytecode = HLSLCompiler.CompileFromFile(csFile, csFunction, csProfile, defines)) { computeShaders[csFunction] = ToDispose(new ComputeShader(this.DeviceManager.Direct3DDevice, bytecode)); } }
protected override void CreateDeviceDependentResources(DeviceManager deviceManager) { base.CreateDeviceDependentResources(deviceManager); // Release all resources RemoveAndDispose(ref vertexShader); RemoveAndDispose(ref pixelShader); RemoveAndDispose(ref depthPixelShader); RemoveAndDispose(ref lambertShader); RemoveAndDispose(ref blinnPhongShader); RemoveAndDispose(ref phongShader); RemoveAndDispose(ref vertexLayout); RemoveAndDispose(ref perObjectBuffer); RemoveAndDispose(ref perFrameBuffer); RemoveAndDispose(ref perMaterialBuffer); RemoveAndDispose(ref perArmatureBuffer); RemoveAndDispose(ref depthStencilState); // Get a reference to the Device1 instance and immediate context var device = deviceManager.Direct3DDevice; var context = deviceManager.Direct3DContext; // Compile and create the vertex shader and input layout using (var vertexShaderBytecode = HLSLCompiler.CompileFromFile(@"Shaders\VS.hlsl", "VSMain", "vs_5_0")) { vertexShader = ToDispose(new VertexShader(device, vertexShaderBytecode)); // Layout from VertexShader input signature vertexLayout = ToDispose(new InputLayout(device, vertexShaderBytecode.GetPart(ShaderBytecodePart.InputSignatureBlob), new[] { // "SV_Position" = vertex coordinate in object space new InputElement("SV_Position", 0, Format.R32G32B32_Float, 0, 0), // "NORMAL" = the vertex normal new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), // "COLOR" new InputElement("COLOR", 0, Format.R8G8B8A8_UNorm, 24, 0), // "UV" new InputElement("TEXCOORD", 0, Format.R32G32_Float, 28, 0), // "SkinIndices" new InputElement("BLENDINDICES", 0, Format.R32G32B32A32_UInt, 36, 0), // "SkinWeights" new InputElement("BLENDWEIGHT", 0, Format.R32G32B32A32_Float, 52, 0), })); } // Compile and create the pixel shader using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\SimplePS.hlsl", "PSMain", "ps_5_0")) pixelShader = ToDispose(new PixelShader(device, bytecode)); // Compile and create the depth vertex and pixel shaders // This shader is for checking what the depth buffer would look like using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\DepthPS.hlsl", "PSMain", "ps_5_0")) depthPixelShader = ToDispose(new PixelShader(device, bytecode)); // Compile and create the Lambert pixel shader using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\DiffusePS.hlsl", "PSMain", "ps_5_0")) lambertShader = ToDispose(new PixelShader(device, bytecode)); // Compile and create the Lambert pixel shader using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\BlinnPhongPS.hlsl", "PSMain", "ps_5_0")) blinnPhongShader = ToDispose(new PixelShader(device, bytecode)); // Compile and create the Lambert pixel shader using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\PhongPS.hlsl", "PSMain", "ps_5_0")) phongShader = ToDispose(new PixelShader(device, bytecode)); // IMPORTANT: A constant buffer's size must be a multiple of 16-bytes // use LayoutKind.Explicit and an explicit Size= to force this for structures // or alternatively add padding fields and use a LayoutKind.Sequential and Pack=1 // Create the constant buffer that will // store our worldViewProjection matrix perObjectBuffer = ToDispose(new SharpDX.Direct3D11.Buffer(device, Utilities.SizeOf <ConstantBuffers.PerObject>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Create the per frame constant buffer // lighting / camera position perFrameBuffer = ToDispose(new Buffer(device, Utilities.SizeOf <ConstantBuffers.PerFrame>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Create the per material constant buffer perMaterialBuffer = ToDispose(new Buffer(device, Utilities.SizeOf <ConstantBuffers.PerMaterial>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Create the per armature/skeletong constant buffer perArmatureBuffer = ToDispose(new Buffer(device, ConstantBuffers.PerArmature.Size(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Configure the depth buffer to discard pixels that are // further than the current pixel. depthStencilState = ToDispose(new DepthStencilState(device, new DepthStencilStateDescription() { IsDepthEnabled = true, // enable depth? DepthComparison = Comparison.Less, DepthWriteMask = SharpDX.Direct3D11.DepthWriteMask.All, IsStencilEnabled = false, // enable stencil? StencilReadMask = 0xff, // 0xff (no mask) StencilWriteMask = 0xff, // 0xff (no mask) // Configure FrontFace depth/stencil operations FrontFace = new DepthStencilOperationDescription() { Comparison = Comparison.Always, PassOperation = StencilOperation.Keep, FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Increment }, // Configure BackFace depth/stencil operations BackFace = new DepthStencilOperationDescription() { Comparison = Comparison.Always, PassOperation = StencilOperation.Keep, FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Decrement }, })); // Tell the IA what the vertices will look like context.InputAssembler.InputLayout = vertexLayout; // Set our constant buffer (to store worldViewProjection) context.VertexShader.SetConstantBuffer(0, perObjectBuffer); context.VertexShader.SetConstantBuffer(1, perFrameBuffer); context.VertexShader.SetConstantBuffer(2, perMaterialBuffer); context.VertexShader.SetConstantBuffer(3, perArmatureBuffer); // Set the vertex shader to run context.VertexShader.Set(vertexShader); // Set our pixel constant buffers context.PixelShader.SetConstantBuffer(1, perFrameBuffer); context.PixelShader.SetConstantBuffer(2, perMaterialBuffer); // Set the pixel shader to run context.PixelShader.Set(blinnPhongShader); // Set our depth stencil state context.OutputMerger.DepthStencilState = depthStencilState; // Back-face culling context.Rasterizer.State = ToDispose(new RasterizerState(device, new RasterizerStateDescription() { FillMode = FillMode.Solid, CullMode = CullMode.Back, })); }
protected override void CreateDeviceDependentResources(DeviceManager deviceManager) { base.CreateDeviceDependentResources(deviceManager); // Release all resources RemoveAndDispose(ref vertexShader); RemoveAndDispose(ref pixelShader); RemoveAndDispose(ref depthPixelShader); RemoveAndDispose(ref lambertShader); RemoveAndDispose(ref blinnPhongShader); RemoveAndDispose(ref phongShader); RemoveAndDispose(ref tessellateVertexShader); RemoveAndDispose(ref tessellateTriIntegerShader); RemoveAndDispose(ref tessellateTriPow2Shader); RemoveAndDispose(ref tessellateTriFractionalEvenShader); RemoveAndDispose(ref tessellateTriFractionalOddShader); RemoveAndDispose(ref tessellateTriDomainShader); RemoveAndDispose(ref tessellatePhongDomainShader); RemoveAndDispose(ref debugNormals); RemoveAndDispose(ref vertexLayout); RemoveAndDispose(ref perObjectBuffer); RemoveAndDispose(ref perFrameBuffer); RemoveAndDispose(ref perMaterialBuffer); RemoveAndDispose(ref perArmatureBuffer); RemoveAndDispose(ref decalBuffer); RemoveAndDispose(ref decalDiffuse); RemoveAndDispose(ref decalDisplacement); RemoveAndDispose(ref decalNormal); RemoveAndDispose(ref depthStencilState); // Get a reference to the Device1 instance and immediate context var device = deviceManager.Direct3DDevice; var context = deviceManager.Direct3DContext; // Compile and create the vertex shader and input layout using (var vertexShaderBytecode = HLSLCompiler.CompileFromFile(@"Shaders\VS.hlsl", "VSMain", "vs_5_0")) using (var vertexTessBytecode = HLSLCompiler.CompileFromFile(@"Shaders\VS.hlsl", "VSPassThruTessellate", "vs_5_0")) { vertexShader = ToDispose(new VertexShader(device, vertexShaderBytecode)); tessellateVertexShader = ToDispose(new VertexShader(device, vertexTessBytecode)); // Layout from VertexShader input signature vertexLayout = ToDispose(new InputLayout(device, vertexShaderBytecode.GetPart(ShaderBytecodePart.InputSignatureBlob), new[] { // "SV_Position" = vertex coordinate in object space new InputElement("SV_Position", 0, Format.R32G32B32_Float, 0, 0), // "NORMAL" = the vertex normal new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), // "COLOR" new InputElement("COLOR", 0, Format.R8G8B8A8_UNorm, 24, 0), // "UV" new InputElement("TEXCOORD", 0, Format.R32G32_Float, 28, 0), // "BLENDINDICES" new InputElement("BLENDINDICES", 0, Format.R32G32B32A32_UInt, 36, 0), // "BLENDWEIGHT" new InputElement("BLENDWEIGHT", 0, Format.R32G32B32A32_Float, 52, 0), // "TANGENT" new InputElement("TANGENT", 0, Format.R32G32B32A32_Float, 68, 0), })); } // Compile and create the pixel shader using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\SimplePS.hlsl", "PSMain", "ps_5_0")) pixelShader = ToDispose(new PixelShader(device, bytecode)); // Compile and create the depth vertex and pixel shaders // This shader is for checking what the depth buffer would look like using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\DepthPS.hlsl", "PSMain", "ps_5_0")) depthPixelShader = ToDispose(new PixelShader(device, bytecode)); // Compile and create the Lambert pixel shader using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\DiffusePS.hlsl", "PSMain", "ps_5_0")) lambertShader = ToDispose(new PixelShader(device, bytecode)); // Compile and create the Lambert pixel shader using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\BlinnPhongPS.hlsl", "PSMain", "ps_5_0")) blinnPhongShader = ToDispose(new PixelShader(device, bytecode)); // Compile and create the Lambert pixel shader using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\PhongPS.hlsl", "PSMain", "ps_5_0")) phongShader = ToDispose(new PixelShader(device, bytecode)); #region Tessellation Shaders using (var triIntegerBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellateTri.hlsl", "HS_TrianglesInteger", "hs_5_0", null)) using (var triPow2Bytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellateTri.hlsl", "HS_TrianglesPow2", "hs_5_0", null)) using (var triFractionalEvenBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellateTri.hlsl", "HS_TrianglesFractionalEven", "hs_5_0", null)) using (var triFractionalOddBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellateTri.hlsl", "HS_TrianglesFractionalOdd", "hs_5_0", null)) using (var triDomainShaderBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellateTri.hlsl", "DS_Triangles", "ds_5_0", null)) { tessellateTriIntegerShader = ToDispose(new HullShader(device, triIntegerBytecode)); tessellateTriPow2Shader = ToDispose(new HullShader(device, triPow2Bytecode)); tessellateTriFractionalEvenShader = ToDispose(new HullShader(device, triFractionalEvenBytecode)); tessellateTriFractionalOddShader = ToDispose(new HullShader(device, triFractionalOddBytecode)); tessellateTriDomainShader = ToDispose(new DomainShader(device, triDomainShaderBytecode)); } using (var phongDomainShaderBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellatePhong.hlsl", "DS_PhongTessellation", "ds_5_0", null)) { tessellatePhongDomainShader = ToDispose(new DomainShader(device, phongDomainShaderBytecode)); } using (var pnTriIntegerBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellatePNTri.hlsl", "HS_PNTrianglesInteger", "hs_5_0", null)) using (var pnTriPow2Bytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellatePNTri.hlsl", "HS_PNTrianglesPow2", "hs_5_0", null)) using (var pnTriFractionalEvenBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellatePNTri.hlsl", "HS_PNTrianglesFractionalEven", "hs_5_0", null)) using (var pnTriFractionalOddBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellatePNTri.hlsl", "HS_PNTrianglesFractionalOdd", "hs_5_0", null)) using (var pnTriDomainShaderBytecode = HLSLCompiler.CompileFromFile(@"Shaders\TessellatePNTri.hlsl", "DS_PNTriangles", "ds_5_0", null)) { pnTriIntegerShader = ToDispose(new HullShader(device, pnTriIntegerBytecode)); pnTriPow2Shader = ToDispose(new HullShader(device, pnTriPow2Bytecode)); pnTriFractionalEvenShader = ToDispose(new HullShader(device, pnTriFractionalEvenBytecode)); pnTriFractionalOddShader = ToDispose(new HullShader(device, pnTriFractionalOddBytecode)); pnTriDomainShader = ToDispose(new DomainShader(device, pnTriDomainShaderBytecode)); } using (var geomShaderByteCode = HLSLCompiler.CompileFromFile(@"Shaders\GS_DebugNormals.hlsl", "GSMain", "gs_5_0", null)) { debugNormals = ToDispose(new GeometryShader(device, geomShaderByteCode)); } #endregion // IMPORTANT: A constant buffer's size must be a multiple of 16-bytes // use LayoutKind.Explicit and an explicit Size= to force this for structures // or alternatively add padding fields and use a LayoutKind.Sequential and Pack=1 // Create the constant buffer that will // store our worldViewProjection matrix perObjectBuffer = ToDispose(new SharpDX.Direct3D11.Buffer(device, Utilities.SizeOf <ConstantBuffers.PerObject>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Create the per frame constant buffer // lighting / camera position perFrameBuffer = ToDispose(new Buffer(device, Utilities.SizeOf <ConstantBuffers.PerFrame>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Create the per material constant buffer perMaterialBuffer = ToDispose(new Buffer(device, Utilities.SizeOf <ConstantBuffers.PerMaterial>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Create the per armature/skeletong constant buffer perArmatureBuffer = ToDispose(new Buffer(device, ConstantBuffers.PerArmature.Size(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Create the decal buffer decalBuffer = ToDispose(new Buffer(device, Utilities.SizeOf <ConstantBuffers.DecalBuffer>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Load the decal textures decalDiffuse = ToDispose(TextureLoader.ShaderResourceViewFromFile(device, "Crater_Diffuse.png")); decalDisplacement = ToDispose(TextureLoader.ShaderResourceViewFromFile(device, "Crater_Displacement.png")); decalNormal = ToDispose(TextureLoader.ShaderResourceViewFromFile(device, "Crater_Normal.png")); // Configure the depth buffer to discard pixels that are // further than the current pixel. depthStencilState = ToDispose(new DepthStencilState(device, new DepthStencilStateDescription() { IsDepthEnabled = true, // enable depth? DepthComparison = Comparison.Less, DepthWriteMask = SharpDX.Direct3D11.DepthWriteMask.All, IsStencilEnabled = false, // enable stencil? StencilReadMask = 0xff, // 0xff (no mask) StencilWriteMask = 0xff, // 0xff (no mask) // Configure FrontFace depth/stencil operations FrontFace = new DepthStencilOperationDescription() { Comparison = Comparison.Always, PassOperation = StencilOperation.Keep, FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Increment }, // Configure BackFace depth/stencil operations BackFace = new DepthStencilOperationDescription() { Comparison = Comparison.Always, PassOperation = StencilOperation.Keep, FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Decrement }, })); // Tell the IA what the vertices will look like // in this case two 4-component 32bit floats // (32 bytes in total) context.InputAssembler.InputLayout = vertexLayout; // Set our constant buffer (to store worldViewProjection) context.VertexShader.SetConstantBuffer(0, perObjectBuffer); context.VertexShader.SetConstantBuffer(1, perFrameBuffer); context.VertexShader.SetConstantBuffer(2, perMaterialBuffer); context.VertexShader.SetConstantBuffer(3, perArmatureBuffer); // Set the vertex shader to run context.VertexShader.Set(vertexShader); // Set our hull shader constant buffers context.HullShader.SetConstantBuffer(0, perObjectBuffer); context.HullShader.SetConstantBuffer(1, perFrameBuffer); // Set default Hull Shader context.HullShader.Set(tessellateTriIntegerShader); context.DomainShader.SetConstantBuffer(0, perObjectBuffer); context.DomainShader.SetConstantBuffer(1, perFrameBuffer); context.DomainShader.SetConstantBuffer(2, perMaterialBuffer); context.DomainShader.Set(tessellateTriDomainShader); // Set gemoetry shader buffers context.GeometryShader.SetConstantBuffer(0, perObjectBuffer); context.GeometryShader.SetConstantBuffer(1, perFrameBuffer); // Set our pixel constant buffers context.PixelShader.SetConstantBuffer(1, perFrameBuffer); context.PixelShader.SetConstantBuffer(2, perMaterialBuffer); // Set the pixel shader to run context.PixelShader.Set(blinnPhongShader); // Set our depth stencil state context.OutputMerger.DepthStencilState = depthStencilState; // Add the decal buffer to the pixel, hull and domain shaders (it uses the 5th slot 0-indexed) context.HullShader.SetConstantBuffer(4, decalBuffer); context.DomainShader.SetConstantBuffer(4, decalBuffer); context.PixelShader.SetConstantBuffer(4, decalBuffer); // No culling context.Rasterizer.State = ToDispose(new RasterizerState(device, new RasterizerStateDescription() { FillMode = FillMode.Solid, CullMode = CullMode.None })); }
protected override void CreateDeviceDependentResources() { RemoveAndDispose(ref vertexShader); RemoveAndDispose(ref vertexShaderInstanced); RemoveAndDispose(ref geomShader); RemoveAndDispose(ref pixelShader); RemoveAndDispose(ref blendState); RemoveAndDispose(ref linearSampler); RemoveAndDispose(ref perComputeBuffer); RemoveAndDispose(ref perFrame); // Dispose of any loaded particle textures particleTextureSRVs.ForEach(srv => RemoveAndDispose(ref srv)); particleTextureSRVs.Clear(); // Dispose of any compute shaders computeShaders.Select(kv => kv.Value).ToList().ForEach(cs => RemoveAndDispose(ref cs)); computeShaders.Clear(); var device = this.DeviceManager.Direct3DDevice; #region Compile Vertex/Pixel/Geometry shaders // Compile and create the vertex shader using (var vsBytecode = HLSLCompiler.CompileFromFile(@"Shaders\ParticleVS.hlsl", "VSMain", "vs_5_0")) using (var vsInstance = HLSLCompiler.CompileFromFile(@"Shaders\ParticleVS.hlsl", "VSMainInstance", "vs_5_0")) // Compile and create the pixel shader using (var psBytecode = HLSLCompiler.CompileFromFile(@"Shaders\ParticlePS.hlsl", "PSMain", "ps_5_0")) // Compile and create the geometry shader using (var gsBytecode = HLSLCompiler.CompileFromFile(@"Shaders\ParticleGS.hlsl", "PointToQuadGS", "gs_5_0")) { vertexShader = ToDispose(new VertexShader(device, vsBytecode)); vertexShaderInstanced = ToDispose(new VertexShader(device, vsInstance)); pixelShader = ToDispose(new PixelShader(device, psBytecode)); geomShader = ToDispose(new GeometryShader(device, gsBytecode)); } #endregion #region Blend States var blendDesc = new BlendStateDescription() { IndependentBlendEnable = false, AlphaToCoverageEnable = false, }; // Additive blend state that darkens blendDesc.RenderTarget[0] = new RenderTargetBlendDescription { IsBlendEnabled = true, BlendOperation = BlendOperation.Add, AlphaBlendOperation = BlendOperation.Add, SourceBlend = BlendOption.SourceAlpha, DestinationBlend = BlendOption.InverseSourceAlpha, SourceAlphaBlend = BlendOption.One, DestinationAlphaBlend = BlendOption.Zero, RenderTargetWriteMask = ColorWriteMaskFlags.All }; blendState = ToDispose(new BlendState(device, blendDesc)); // Additive blend state that lightens // (needs a dark background) blendDesc.RenderTarget[0].DestinationBlend = BlendOption.One; blendStateLight = ToDispose(new BlendState(device, blendDesc)); #endregion // depth stencil state to disable Z-buffer disableDepthWrite = ToDispose(new DepthStencilState(device, new DepthStencilStateDescription { DepthComparison = Comparison.Less, DepthWriteMask = SharpDX.Direct3D11.DepthWriteMask.Zero, IsDepthEnabled = true, IsStencilEnabled = false })); // Create a linear sampler linearSampler = ToDispose(new SamplerState(device, new SamplerStateDescription { AddressU = TextureAddressMode.Wrap, AddressV = TextureAddressMode.Wrap, AddressW = TextureAddressMode.Wrap, Filter = Filter.MinMagMipLinear, // Bilinear MaximumLod = float.MaxValue, MinimumLod = 0, })); // Create the per compute shader constant buffer perComputeBuffer = ToDispose(new Buffer(device, Utilities.SizeOf <ParticleConstants>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Create the particle frame buffer perFrame = ToDispose(new Buffer(device, Utilities.SizeOf <ParticleFrame>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); particleTextureSRVs.Add(ToDispose(TextureLoader.ShaderResourceViewFromFile(device, "Particle.png"))); particleTextureSRVs.Add(ToDispose(TextureLoader.ShaderResourceViewFromFile(device, "Snowflake.png"))); particleTextureSRVs.Add(ToDispose(TextureLoader.ShaderResourceViewFromFile(device, "Square.png"))); activeParticleTextureIndex = 0; // Reinitialize particles if > 0 if (this.Constants.MaxParticles > 0) { InitializeParticles(this.Constants.MaxParticles, this.Constants.MaxLifetime); } }
protected override void CreateDeviceDependentResources(DeviceManager deviceManager) { base.CreateDeviceDependentResources(deviceManager); // Release all resources RemoveAndDispose(ref vertexShader); RemoveAndDispose(ref shadowVSShader); //RemoveAndDispose(ref depthPixelShaderBytecode); //RemoveAndDispose(ref lambertShader); RemoveAndDispose(ref blinnPhongShader); RemoveAndDispose(ref envMapVSShader); RemoveAndDispose(ref envMapGSShader); RemoveAndDispose(ref envMapPSShader); RemoveAndDispose(ref vertexLayout); RemoveAndDispose(ref perObjectBuffer); RemoveAndDispose(ref perFrameBuffer); RemoveAndDispose(ref perMaterialBuffer); RemoveAndDispose(ref perArmatureBuffer); RemoveAndDispose(ref depthStencilState); RemoveAndDispose(ref rasterizerState); RemoveAndDispose(ref textureCube); RemoveAndDispose(ref perSkyBox); // Get a reference to the Device1 instance and immediate context var device = deviceManager.Direct3DDevice; var context = deviceManager.Direct3DContext; // Compile and create the vertex shader and input layout using (var vertexShaderBytecode = HLSLCompiler.CompileFromFile(@"Shaders\VS.hlsl", "VSMain", "vs_5_0")) { vertexShader = ToDispose(new VertexShader(device, vertexShaderBytecode)); // Layout from VertexShader input signature vertexLayout = ToDispose(new InputLayout(device, vertexShaderBytecode.GetPart(ShaderBytecodePart.InputSignatureBlob), new[] { // "SV_Position" = vertex coordinate in object space new InputElement("SV_Position", 0, Format.R32G32B32_Float, 0, 0), // "NORMAL" = the vertex normal new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), // "COLOR" new InputElement("COLOR", 0, Format.R8G8B8A8_UNorm, 24, 0), // "UV" new InputElement("TEXCOORD", 0, Format.R32G32_Float, 28, 0), // "SkinIndices" new InputElement("BLENDINDICES", 0, Format.R32G32B32A32_UInt, 36, 0), // "SkinWeights" new InputElement("BLENDWEIGHT", 0, Format.R32G32B32A32_Float, 52, 0), })); } // Compile and create the blinn phong pixel shader using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\BlinnPhongPS.hlsl", "PSMain", "ps_5_0")) blinnPhongShader = ToDispose(new PixelShader(device, bytecode)); //Compile and create the Lambert pixel shader using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\VSDepth.hlsl", "Shadow_VS", "vs_5_0")) shadowVSShader = ToDispose(new VertexShader(device, bytecode)); // Compile CubeMap VS and GS shaders using (var vsBytecode = HLSLCompiler.CompileFromFile(@"Shaders\CubeMap.hlsl", "VS_CubeMap", "vs_5_0", null)) using (var gsBytecode = HLSLCompiler.CompileFromFile(@"Shaders\CubeMap.hlsl", "GS_CubeMap", "gs_5_0", null)) using (var psBytecode = HLSLCompiler.CompileFromFile(@"Shaders\CubeMap.hlsl", "PS_CubeMap", "ps_5_0", null)) { envMapVSShader = ToDispose(new VertexShader(device, vsBytecode)); envMapGSShader = ToDispose(new GeometryShader(device, gsBytecode)); envMapPSShader = ToDispose(new PixelShader(device, psBytecode)); } textureCube = ToDispose(ShaderResourceView.FromFile(device, "Textures/2.dds")); // IMPORTANT: A constant buffer's size must be a multiple of 16-bytes // use LayoutKind.Explicit and an explicit Size= to force this for structures // or alternatively add padding fields and use a LayoutKind.Sequential and Pack=1 // Create the constant buffer that will // store our worldViewProjection matrix perObjectBuffer = ToDispose(new SharpDX.Direct3D11.Buffer(device, Utilities.SizeOf <ConstantBuffers.PerObject>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Create the per frame constant buffer // lighting / camera position perFrameBuffer = ToDispose(new Buffer(device, Utilities.SizeOf <ConstantBuffers.PerFrame>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Create the per material constant buffer perMaterialBuffer = ToDispose(new Buffer(device, Utilities.SizeOf <ConstantBuffers.PerMaterial>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Create the per armature/skeletong constant buffer perArmatureBuffer = ToDispose(new Buffer(device, ConstantBuffers.PerArmature.Size(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); perSkyBox = ToDispose(new Buffer(device, Utilities.SizeOf <ConstantBuffers.DrawSkyBox>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Configure the depth buffer to discard pixels that are // further than the current pixel. depthStencilState = ToDispose(new DepthStencilState(device, new DepthStencilStateDescription() { IsDepthEnabled = true, // enable depth? DepthComparison = Comparison.Less, DepthWriteMask = SharpDX.Direct3D11.DepthWriteMask.All, IsStencilEnabled = false, // enable stencil? StencilReadMask = 0xff, // 0xff (no mask) StencilWriteMask = 0xff, // 0xff (no mask) // Configure FrontFace depth/stencil operations FrontFace = new DepthStencilOperationDescription() { Comparison = Comparison.Always, PassOperation = StencilOperation.Keep, FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Increment }, // Configure BackFace depth/stencil operations BackFace = new DepthStencilOperationDescription() { Comparison = Comparison.Always, PassOperation = StencilOperation.Keep, FailOperation = StencilOperation.Keep, DepthFailOperation = StencilOperation.Decrement }, })); rasterizerState = ToDispose(new RasterizerState(this.DeviceManager.Direct3DDevice, new RasterizerStateDescription() { FillMode = FillMode.Solid, CullMode = CullMode.Back, })); // Initialize the ImmediateContext pipeline stages //InitializeContext(context, true); }
protected override void CreateDeviceDependentResources() { RemoveAndDispose(ref vertexShader); RemoveAndDispose(ref lightBuffer); RemoveAndDispose(ref RTV); RemoveAndDispose(ref SRV); RemoveAndDispose(ref rsCullBack); RemoveAndDispose(ref rsCullFront); RemoveAndDispose(ref rsWireframe); RemoveAndDispose(ref blendStateAdd); RemoveAndDispose(ref depthLessThan); RemoveAndDispose(ref depthGreaterThan); RemoveAndDispose(ref depthDisabled); RemoveAndDispose(ref perLightBuffer); RemoveAndDispose(ref psAmbientLight); RemoveAndDispose(ref psDirectionalLight); RemoveAndDispose(ref psPointLight); RemoveAndDispose(ref psSpotLight); RemoveAndDispose(ref psDebugLight); RemoveAndDispose(ref perLightBuffer); // Retrieve our SharpDX.Direct3D11.Device1 instance var device = this.DeviceManager.Direct3DDevice; int width, height; SampleDescription sampleDesc; // Retrieve DSV from GBuffer and extract width/height // then create a new read-only DSV using (var depthTexture = gbuffer.DSV.ResourceAs <Texture2D>()) { width = depthTexture.Description.Width; height = depthTexture.Description.Height; sampleDesc = depthTexture.Description.SampleDescription; // Initialize read-only DSV var dsvDesc = gbuffer.DSV.Description; dsvDesc.Flags = DepthStencilViewFlags.ReadOnlyDepth | DepthStencilViewFlags.ReadOnlyStencil; DSVReadonly = ToDispose(new DepthStencilView(device, depthTexture, dsvDesc)); } // Check if GBuffer is multi-sampled bool isMSAA = sampleDesc.Count > 1; // Initialize the light render target var texDesc = new Texture2DDescription(); texDesc.BindFlags = BindFlags.ShaderResource | BindFlags.RenderTarget; texDesc.ArraySize = 1; texDesc.CpuAccessFlags = CpuAccessFlags.None; texDesc.Usage = ResourceUsage.Default; texDesc.Width = width; texDesc.Height = height; texDesc.MipLevels = 1; // No mip levels texDesc.SampleDescription = sampleDesc; texDesc.Format = Format.R8G8B8A8_UNorm; lightBuffer = ToDispose(new Texture2D(device, texDesc)); // Render Target View description var rtvDesc = new RenderTargetViewDescription(); rtvDesc.Format = Format.R8G8B8A8_UNorm; rtvDesc.Dimension = isMSAA ? RenderTargetViewDimension.Texture2DMultisampled : RenderTargetViewDimension.Texture2D; rtvDesc.Texture2D.MipSlice = 0; RTV = ToDispose(new RenderTargetView(device, lightBuffer, rtvDesc)); // SRV description for render targets var srvDesc = new ShaderResourceViewDescription(); srvDesc.Format = Format.R8G8B8A8_UNorm; srvDesc.Dimension = isMSAA ? SharpDX.Direct3D.ShaderResourceViewDimension.Texture2DMultisampled : SharpDX.Direct3D.ShaderResourceViewDimension.Texture2D; srvDesc.Texture2D.MipLevels = -1; srvDesc.Texture2D.MostDetailedMip = 0; SRV = ToDispose(new ShaderResourceView(device, lightBuffer, srvDesc)); // Initialize additive blend state (assuming single render target) BlendStateDescription bsDesc = new BlendStateDescription(); bsDesc.RenderTarget[0].IsBlendEnabled = true; bsDesc.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add; bsDesc.RenderTarget[0].SourceAlphaBlend = BlendOption.One; bsDesc.RenderTarget[0].DestinationAlphaBlend = BlendOption.One; bsDesc.RenderTarget[0].BlendOperation = BlendOperation.Add; bsDesc.RenderTarget[0].SourceBlend = BlendOption.One; bsDesc.RenderTarget[0].DestinationBlend = BlendOption.One; bsDesc.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All; blendStateAdd = ToDispose(new BlendState(device, bsDesc)); // Initialize rasterizer states RasterizerStateDescription rsDesc = new RasterizerStateDescription(); rsDesc.FillMode = FillMode.Solid; rsDesc.CullMode = CullMode.Back; rsCullBack = ToDispose(new RasterizerState(device, rsDesc)); rsDesc.CullMode = CullMode.Front; rsCullFront = ToDispose(new RasterizerState(device, rsDesc)); rsDesc.CullMode = CullMode.Front; rsDesc.FillMode = FillMode.Wireframe; rsWireframe = ToDispose(new RasterizerState(device, rsDesc)); // Initialize depth state var dsDesc = new DepthStencilStateDescription(); dsDesc.IsStencilEnabled = false; dsDesc.IsDepthEnabled = true; // Less-than depth comparison dsDesc.DepthComparison = Comparison.Less; depthLessThan = ToDispose(new DepthStencilState(device, dsDesc)); // Greater-than depth comparison dsDesc.DepthComparison = Comparison.Greater; depthGreaterThan = ToDispose(new DepthStencilState(device, dsDesc)); // Depth/stencil testing disabled dsDesc.IsDepthEnabled = false; depthDisabled = ToDispose(new DepthStencilState(device, dsDesc)); // Buffer to light parameters perLightBuffer = ToDispose(new Buffer(device, Utilities.SizeOf <PerLight>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); if (isMSAA) { // Compile and create the vertex shader using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\LightsMS.hlsl", "VSLight", "vs_5_0")) vertexShader = ToDispose(new VertexShader(device, bytecode)); // Compile pixel shaders using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\LightsMS.hlsl", "PSAmbientLight", "ps_5_0")) psAmbientLight = ToDispose(new PixelShader(device, bytecode)); using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\LightsMS.hlsl", "PSDirectionalLight", "ps_5_0")) psDirectionalLight = ToDispose(new PixelShader(device, bytecode)); using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\LightsMS.hlsl", "PSPointLight", "ps_5_0")) psPointLight = ToDispose(new PixelShader(device, bytecode)); using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\LightsMS.hlsl", "PSSpotLight", "ps_5_0")) psSpotLight = ToDispose(new PixelShader(device, bytecode)); using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\LightsMS.hlsl", "PSDebugLight", "ps_5_0")) psDebugLight = ToDispose(new PixelShader(device, bytecode)); } else { // Compile and create the vertex shader using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\Lights.hlsl", "VSLight", "vs_5_0")) vertexShader = ToDispose(new VertexShader(device, bytecode)); // Compile pixel shaders using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\Lights.hlsl", "PSAmbientLight", "ps_5_0")) psAmbientLight = ToDispose(new PixelShader(device, bytecode)); using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\Lights.hlsl", "PSDirectionalLight", "ps_5_0")) psDirectionalLight = ToDispose(new PixelShader(device, bytecode)); using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\Lights.hlsl", "PSPointLight", "ps_5_0")) psPointLight = ToDispose(new PixelShader(device, bytecode)); using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\Lights.hlsl", "PSSpotLight", "ps_5_0")) psSpotLight = ToDispose(new PixelShader(device, bytecode)); using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\Lights.hlsl", "PSDebugLight", "ps_5_0")) psDebugLight = ToDispose(new PixelShader(device, bytecode)); } }
// Example using async protected override void CreateDeviceDependentResources(Common.DeviceManager deviceManager) { base.CreateDeviceDependentResources(deviceManager); RemoveAndDispose(ref fpsRenderer); RemoveAndDispose(ref cubeRenderer); RemoveAndDispose(ref textRenderer); RemoveAndDispose(ref vertexShader); RemoveAndDispose(ref vertexLayout); RemoveAndDispose(ref pixelShader); var device = deviceManager.Direct3DDevice; #region Compile shaders // Compile Vertex Shader and create vertex InputLayout using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\VS.hlsl", "VSMain", "vs_5_0")) { vertexShader = new VertexShader(device, bytecode); vertexLayout = ToDispose(new InputLayout(device, bytecode.GetPart(ShaderBytecodePart.InputSignatureBlob).Data, new[] { // "SV_Position" = vertex coordinate in object space new InputElement("SV_Position", 0, Format.R32G32B32_Float, 0, 0), // "NORMAL" = the vertex normal new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0), // "COLOR" new InputElement("COLOR", 0, Format.R8G8B8A8_UNorm, 24, 0), // "UV" new InputElement("TEXCOORD", 0, Format.R32G32_Float, 28, 0), // "BLENDINDICES" new InputElement("BLENDINDICES", 0, Format.R32G32B32A32_UInt, 36, 0), // "BLENDWEIGHT" new InputElement("BLENDWEIGHT", 0, Format.R32G32B32A32_Float, 52, 0), })); } // Compile pixel shader using (var bytecode = HLSLCompiler.CompileFromFile(@"Shaders\SimplePS.hlsl", "PSMain", "ps_5_0")) pixelShader = ToDispose(new PixelShader(device, bytecode)); #endregion #region Create constant buffers // Create constant buffers // Create the constant buffer that will // store our worldViewProjection matrix perObjectBuffer = ToDispose(new SharpDX.Direct3D11.Buffer(device, Utilities.SizeOf <ConstantBuffers.PerObject>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Create the per frame constant buffer // lighting / camera position perFrameBuffer = ToDispose(new Buffer(device, Utilities.SizeOf <ConstantBuffers.PerFrame>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Create the per material constant buffer perMaterialBuffer = ToDispose(new Buffer(device, Utilities.SizeOf <ConstantBuffers.PerMaterial>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); // Create the per armature/skeletong constant buffer perArmatureBuffer = ToDispose(new Buffer(device, ConstantBuffers.PerArmature.Size(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0)); #endregion #region Create pipeline state variables // Configure the depth buffer to discard pixels that are // further than the current pixel. depthStencilState = ToDispose(new DepthStencilState(device, new DepthStencilStateDescription() { IsDepthEnabled = true, // enable depth? DepthComparison = Comparison.Less, DepthWriteMask = SharpDX.Direct3D11.DepthWriteMask.All, IsStencilEnabled = false, // enable stencil? StencilReadMask = 0xff, // 0xff (no mask) StencilWriteMask = 0xff, // 0xff (no mask) })); rsCullBack = ToDispose(new RasterizerState(device, new RasterizerStateDescription { CullMode = CullMode.Back, IsFrontCounterClockwise = false, FillMode = FillMode.Solid, })); #endregion #region Create Renderers cubeRenderer = new CubeRenderer(); cubeRenderer.Initialize(this); textRenderer = ToDispose(new TextRenderer("Calibri", SharpDX.Color.Black, new Point(20, 100), 48, 800)); textRenderer.Initialize(this); fpsRenderer = ToDispose(new FpsRenderer()); fpsRenderer.Initialize(this); #endregion clock.Start(); }