Exemple #1
0
        public override WriteableBitmap Initialize(Device device)
        {
            const int width  = 600;
            const int height = 400;

            // Create device and swap chain.
            var swapChainPresenter = new WpfSwapChainPresenter();

            _swapChain = device.CreateSwapChain(width, height, swapChainPresenter);

            _deviceContext = device.ImmediateContext;

            // Create RenderTargetView from the backbuffer.
            var backBuffer = Texture2D.FromSwapChain(_swapChain, 0);

            _renderTargetView = device.CreateRenderTargetView(backBuffer);

            // Create DepthStencilView.
            var depthStencilBuffer = device.CreateTexture2D(new Texture2DDescription
            {
                ArraySize = 1,
                MipLevels = 1,
                Width     = width,
                Height    = height,
                BindFlags = BindFlags.DepthStencil
            });
            var depthStencilView = device.CreateDepthStencilView(depthStencilBuffer);

            // Prepare all the stages.
            _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, width, height, 0.0f, 1.0f));
            _deviceContext.OutputMerger.SetTargets(depthStencilView, _renderTargetView);

            return(swapChainPresenter.Bitmap);
        }
Exemple #2
0
        private void OnSelectedPixelChanged(object sender, PixelChangedEventArgs e)
        {
            FrameNumber   = _selectionService.SelectedFrame.Number;
            PixelLocation = e.SelectedPixel;

            HasSelectedPixel = true;
            _pixelEvents.Clear();

            var swapChainPresenter = new WpfSwapChainPresenter(Dispatcher.CurrentDispatcher);
            var replayer           = new Replayer(
                _selectionService.SelectedFrame.Model, _selectionService.SelectedEvent.Model,
                swapChainPresenter,
                _selectionService.SelectedFrame.ActiveRenderTargetViewIdentifier,
                _selectionService.SelectedFrame.ActiveRenderTargetArraySlice,
                e.SelectedPixel.X, e.SelectedPixel.Y);

            Task.Factory.StartNew(() =>
            {
                replayer.Replay();

                var events = replayer.Logger.GetPixelHistoryEvents(_selectionService.SelectedFrame.Number);
                _pixelEvents.AddRange(events.Select(x => new PixelHistoryEventViewModel(x)));

                FinalFrameBufferColor = ((ColorResultViewModel)_pixelEvents.Last(x => x.Result is ColorResultViewModel).Result).Result;
            });
        }
        private void OnSelectedEventChanged(object sender, TracefileEventChangedEventArgs e)
        {
            if (_selectionService.SelectedEvent == null)
            {
                return;
            }

            var dispatcher         = Dispatcher.CurrentDispatcher;
            var swapChainPresenter = new WpfSwapChainPresenter(dispatcher);
            var replayer           = new Replayer(
                _frame, _selectionService.SelectedEvent.Model,
                swapChainPresenter);

            Task.Factory.StartNew(() =>
            {
                replayer.Replay();

                DepthStencilView depthStencilView; RenderTargetView[] renderTargetViews;
                replayer.Device.ImmediateContext.OutputMerger.GetTargets(
                    out depthStencilView, out renderTargetViews);

                var activeRenderTargetView = renderTargetViews[0];
                _activeRenderTarget        = (Texture2D)activeRenderTargetView.Resource;

                ActiveRenderTargetViewIdentifier = activeRenderTargetView.ID;
                NotifyOfPropertyChange(() => ActiveRenderTargetArraySlices);
                ActiveRenderTargetArraySlice = 0;
            });
        }
        private void OnSelectedEventChanged(object sender, TracefileEventChangedEventArgs e)
        {
            NotifyOfPropertyChange(() => SelectedEvent);

            if (_selectionService.SelectedEvent == null)
            {
                return;
            }

            var swapChainPresenter = new WpfSwapChainPresenter(Dispatcher.CurrentDispatcher);
            var replayer           = new Replayer(
                _selectionService.SelectedFrame.Model, _selectionService.SelectedEvent.Model,
                swapChainPresenter);

            //Task.Factory.StartNew(() =>
            //{
            //    replayer.Replay();


            //});
        }
        private void OnSelectedEventChanged(object sender, TracefileEventChangedEventArgs e)
        {
            NotifyOfPropertyChange(() => SelectedEvent);

            _objects.Clear();

            if (_selectionService.SelectedEvent == null)
            {
                return;
            }

            var swapChainPresenter = new WpfSwapChainPresenter(Dispatcher.CurrentDispatcher);
            var replayer           = new Replayer(
                _selectionService.SelectedFrame.Model, _selectionService.SelectedEvent.Model,
                swapChainPresenter);

            Task.Factory.StartNew(() =>
            {
                replayer.Replay();

                _objects.AddRange(replayer.Device.DeviceChildren
                                  .Select(x => new GraphicsObjectViewModel(x)));
            });
        }
        public override WriteableBitmap Initialize(Device device)
        {
            const int width  = 600;
            const int height = 400;

            // Create device and swap chain.
            var swapChainPresenter = new WpfSwapChainPresenter();

            _swapChain     = device.CreateSwapChain(width, height, swapChainPresenter);
            _deviceContext = device.ImmediateContext;

            // Create RenderTargetView from the backbuffer.
            var backBuffer = Texture2D.FromSwapChain(_swapChain, 0);

            _renderTargetView = device.CreateRenderTargetView(backBuffer);

            // Compile Vertex and Pixel shaders
            var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/BasicTriangle/MiniTri.fx", "VS", "vs_4_0");
            var vertexShader         = device.CreateVertexShader(vertexShaderByteCode);

            var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/BasicTriangle/MiniTri.fx", "PS", "ps_4_0");
            var pixelShader         = device.CreatePixelShader(pixelShaderByteCode);

            // Layout from VertexShader input signature
            var layout = device.CreateInputLayout(
                new[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0),
                new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 0)
            }, vertexShaderByteCode);

            // Instantiate Vertex buffer from vertex data
            var vertices = device.CreateBuffer(new BufferDescription(BindFlags.VertexBuffer), new[]
            {
                new Vector4(0.0f, 0.5f, 0.5f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
                new Vector4(0.5f, -0.5f, 0.5f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
                new Vector4(-0.5f, -0.5f, 0.5f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f)
            });

            _model = new Model();
            _model.AddMesh(new ModelMesh
            {
                IndexBuffer = device.CreateBuffer(new BufferDescription
                {
                    BindFlags = BindFlags.IndexBuffer
                }, new uint[] { 0, 1, 2 }),
                IndexCount        = 3,
                InputLayout       = layout,
                PrimitiveCount    = 1,
                PrimitiveTopology = PrimitiveTopology.TriangleList,
                VertexBuffer      = vertices,
                VertexCount       = 3,
                VertexSize        = 32
            });

            // Prepare all the stages
            _deviceContext.VertexShader.Shader = vertexShader;
            _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, width, height, 0.0f, 1.0f));
            _deviceContext.PixelShader.Shader = pixelShader;
            _deviceContext.OutputMerger.SetTargets(null, _renderTargetView);

            return(swapChainPresenter.Bitmap);
        }
        public override WriteableBitmap Initialize(Device device)
        {
            // Create device and swap chain.
            var swapChainPresenter = new WpfSwapChainPresenter();

            _swapChain     = device.CreateSwapChain(Width, Height, swapChainPresenter);
            _deviceContext = device.ImmediateContext;

            // Create RenderTargetView from the backbuffer.
            var backBuffer = Texture2D.FromSwapChain(_swapChain, 0);

            _renderTargetView = device.CreateRenderTargetView(backBuffer);

            // Create the depth buffer
            var depthBuffer = device.CreateTexture2D(new Texture2DDescription
            {
                ArraySize = 1,
                MipLevels = 1,
                Width     = Width,
                Height    = Height,
                BindFlags = BindFlags.DepthStencil
            });

            // Create the depth buffer view
            _depthView = device.CreateDepthStencilView(depthBuffer);

            // Create cube map resources.
            var cubeMapTexture = device.CreateTexture2D(new Texture2DDescription
            {
                Width     = CubeMapSize,
                Height    = CubeMapSize,
                ArraySize = 6,
                BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource,
                MipLevels = 1
            });

            _renderTargetViewCube = device.CreateRenderTargetView(cubeMapTexture);
            _resourceViewCube     = device.CreateShaderResourceView(cubeMapTexture);
            var depthBufferCube = device.CreateTexture2D(new Texture2DDescription
            {
                ArraySize = 6,
                MipLevels = 1,
                Width     = CubeMapSize,
                Height    = CubeMapSize,
                BindFlags = BindFlags.DepthStencil
            });

            _depthViewCube = device.CreateDepthStencilView(depthBufferCube);

            // Load model.
            var modelLoader = new ModelLoader(device, TextureLoader.CreateTextureFromStream);

            _model = modelLoader.Load("Modules/SampleBrowser/Samples/EnvironmentMapping/teapot.obj");

            // Compile Vertex and Pixel shaders
            var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "VS_CubeMap", "vs_4_0");

            _vertexShaderCubeMap  = device.CreateVertexShader(vertexShaderByteCode);
            _vertexShaderStandard = device.CreateVertexShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "VS_Standard", "vs_4_0"));

            _geometryShaderCubeMap = device.CreateGeometryShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "GS_CubeMap", "gs_4_0"));

            _pixelShaderCubeMap    = device.CreatePixelShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "PS_CubeMap", "ps_4_0"));
            _pixelShaderStandard   = device.CreatePixelShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "PS_Standard", "ps_4_0"));
            _pixelShaderReflective = device.CreatePixelShader(ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/EnvironmentMapping/EnvironmentMapping.fx", "PS_Reflective", "ps_4_0"));

            _model.SetInputLayout(device, vertexShaderByteCode.InputSignature);

            var sampler = device.CreateSamplerState(SamplerStateDescription.Default);

            // Create constant buffers.
            _vertexConstantBuffer = device.CreateBuffer(new BufferDescription
            {
                SizeInBytes = Utilities.SizeOf <VertexShaderData>(),
                BindFlags   = BindFlags.ConstantBuffer
            });
            _geometryConstantBuffer = device.CreateBuffer(new BufferDescription
            {
                SizeInBytes = Utilities.SizeOf <GeometryShaderData>(),
                BindFlags   = BindFlags.ConstantBuffer
            });
            var pixelConstantBuffer = device.CreateBuffer(new BufferDescription
            {
                SizeInBytes = Utilities.SizeOf <PixelShaderData>(),
                BindFlags   = BindFlags.ConstantBuffer
            });

            // Prepare all the stages
            _deviceContext.VertexShader.SetConstantBuffers(0, _vertexConstantBuffer);
            _deviceContext.GeometryShader.SetConstantBuffers(0, _geometryConstantBuffer);
            _deviceContext.PixelShader.SetConstantBuffers(0, pixelConstantBuffer);
            _deviceContext.PixelShader.SetSamplers(0, sampler);

            _vertexShaderData = new VertexShaderData();

            _view1 = Matrix.LookAtLH(Vector3.Zero, new Vector3(1, 0, 0), Vector3.UnitY);
            _view2 = Matrix.LookAtLH(Vector3.Zero, new Vector3(-1, 0, 0), Vector3.UnitY);
            _view3 = Matrix.LookAtLH(Vector3.Zero, new Vector3(0, 1, 0), -Vector3.UnitZ);
            _view4 = Matrix.LookAtLH(Vector3.Zero, new Vector3(0, -1, 0), Vector3.UnitZ);
            _view5 = Matrix.LookAtLH(Vector3.Zero, new Vector3(0, 0, 1), Vector3.UnitY);
            _view6 = Matrix.LookAtLH(Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY);

            var from = new Vector3(0, 30, 70);
            var to   = new Vector3(0, 0, 0);

            // Prepare matrices
            var view = Matrix.LookAtLH(from, to, Vector3.UnitY);

            _projectionCube = Matrix.PerspectiveFovLH(MathUtil.PiOverTwo, 1.0f, 1f, 10000.0f);
            _projection     = Matrix.PerspectiveFovLH(MathUtil.Pi / 3.0f, Width / (float)Height, 1f, 10000.0f);

            _viewProjectionCube = Matrix.Multiply(view, _projectionCube);
            _viewProjection     = Matrix.Multiply(view, _projection);

            var pixelShaderData = new PixelShaderData
            {
                LightDirection = new Vector4(Vector3.Normalize(new Vector3(0.5f, 0, -1)), 1),
                EyePosition    = new Vector4(from, 1)
            };

            _deviceContext.SetBufferData(pixelConstantBuffer, ref pixelShaderData);

            // Setup targets and viewport for rendering
            _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, Width, Height, 0.0f, 1.0f));
            _deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView);

            return(swapChainPresenter.Bitmap);
        }
Exemple #8
0
        public override WriteableBitmap Initialize(Device device)
        {
            const int width  = 600;
            const int height = 400;

            // Create device and swap chain.
            var swapChainPresenter = new WpfSwapChainPresenter();

            _swapChain     = device.CreateSwapChain(width, height, swapChainPresenter);
            _deviceContext = device.ImmediateContext;

            // Create RenderTargetView from the backbuffer.
            var backBuffer = Texture2D.FromSwapChain(_swapChain, 0);

            _renderTargetView = device.CreateRenderTargetView(backBuffer);

            // Create the depth buffer
            var depthBuffer = device.CreateTexture2D(new Texture2DDescription
            {
                ArraySize = 1,
                MipLevels = 1,
                Width     = width,
                Height    = height,
                BindFlags = BindFlags.DepthStencil
            });

            // Create the depth buffer view
            _depthView = device.CreateDepthStencilView(depthBuffer);

            // Compile Vertex and Pixel shaders
            var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/MiniCubeTexture/MiniCubeTexture.fx", "VS", "vs_4_0");
            var vertexShader         = device.CreateVertexShader(vertexShaderByteCode);

            var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/MiniCubeTexture/MiniCubeTexture.fx", "PS", "ps_4_0");
            var pixelShader         = device.CreatePixelShader(pixelShaderByteCode);

            // Layout from VertexShader input signature
            var layout = device.CreateInputLayout(
                new[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, 0, 16)
            }, vertexShaderByteCode);

            // Instantiate Vertex buiffer from vertex data
            var vertices = device.CreateBuffer(new BufferDescription(BindFlags.VertexBuffer), new[]
            {
                // 3D coordinates              UV Texture coordinates
                -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,     // Front
                -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
                -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,

                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f,      // BACK
                1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,

                -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f,      // Top
                -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f,

                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f,     // Bottom
                1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
                1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
                1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f,

                -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,     // Left
                -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f,

                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f,     // Right
                1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
                1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f
            });

            // Create Constant Buffer
            _constantBuffer = device.CreateBuffer(new BufferDescription
            {
                SizeInBytes = Utilities.SizeOf <Matrix>(),
                BindFlags   = BindFlags.ConstantBuffer
            });

            // Load texture and create sampler
            var textureStream = _resourceLoader.GetStream(
                "Modules/SampleBrowser/Samples/MiniCubeTexture/GeneticaMortarlessBlocks.jpg",
                GetType().Assembly.FullName);
            var texture     = TextureLoader.CreateTextureFromStream(device, textureStream);
            var textureView = device.CreateShaderResourceView(texture);

            var sampler = device.CreateSamplerState(new SamplerStateDescription
            {
                Filter             = Filter.MinMagMipPoint,
                AddressU           = TextureAddressMode.Wrap,
                AddressV           = TextureAddressMode.Wrap,
                AddressW           = TextureAddressMode.Wrap,
                BorderColor        = Color4.Black,
                ComparisonFunction = Comparison.Never,
                MaximumAnisotropy  = 16,
                MipLodBias         = 0,
                MinimumLod         = 0,
                MaximumLod         = 16,
            });

            // Prepare all the stages
            _deviceContext.InputAssembler.InputLayout       = layout;
            _deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            _deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 0, Utilities.SizeOf <Vector4>() + Utilities.SizeOf <Vector2>()));
            _deviceContext.VertexShader.SetConstantBuffers(0, _constantBuffer);
            _deviceContext.VertexShader.Shader = vertexShader;
            _deviceContext.PixelShader.Shader  = pixelShader;
            _deviceContext.PixelShader.SetSamplers(0, sampler);
            _deviceContext.PixelShader.SetShaderResources(0, textureView);

            // Setup targets and viewport for rendering
            _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, width, height, 0.0f, 1.0f));
            _deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView);

            // Prepare matrices
            _view       = Matrix.LookAtLH(new Vector3(0, 0, -5), Vector3.Zero, Vector3.UnitY);
            _projection = Matrix.PerspectiveFovLH(MathUtil.PiOverFour,
                                                  width / (float)height, 0.1f, 100.0f);

            return(swapChainPresenter.Bitmap);
        }
        public override WriteableBitmap Initialize(Device device)
        {
            const int width  = 600;
            const int height = 400;

            // Create device and swap chain.
            var swapChainPresenter = new WpfSwapChainPresenter();

            _swapChain     = device.CreateSwapChain(width, height, swapChainPresenter);
            _deviceContext = device.ImmediateContext;

            // Create RenderTargetView from the backbuffer.
            var backBuffer = Texture2D.FromSwapChain(_swapChain, 0);

            _renderTargetView = device.CreateRenderTargetView(backBuffer);

            // Create the depth buffer
            var depthBuffer = device.CreateTexture2D(new Texture2DDescription
            {
                ArraySize = 1,
                MipLevels = 1,
                Width     = width,
                Height    = height,
                BindFlags = BindFlags.DepthStencil
            });

            // Create the depth buffer view
            _depthView = device.CreateDepthStencilView(depthBuffer);

            // Load model.
            var modelLoader = new ModelLoader(device, TextureLoader.CreateTextureFromStream);

            _model = modelLoader.Load("Modules/SampleBrowser/Samples/ModelLoading/Car/car.obj");

            // Compile Vertex and Pixel shaders
            var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/ModelLoading/ModelLoading.fx", "VS", "vs_4_0");
            var vertexShader         = device.CreateVertexShader(vertexShaderByteCode);

            var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/ModelLoading/ModelLoading.fx", "PS", "ps_4_0");
            var pixelShader         = device.CreatePixelShader(pixelShaderByteCode);

            _model.SetInputLayout(device, vertexShaderByteCode.InputSignature);

            var sampler = device.CreateSamplerState(new SamplerStateDescription
            {
                Filter             = Filter.MinMagMipPoint,
                AddressU           = TextureAddressMode.Wrap,
                AddressV           = TextureAddressMode.Wrap,
                AddressW           = TextureAddressMode.Wrap,
                BorderColor        = Color4.Black,
                ComparisonFunction = Comparison.Never,
                MaximumAnisotropy  = 16,
                MipLodBias         = 0,
                MinimumLod         = 0,
                MaximumLod         = 16,
            });

            // Create constant buffers.
            _vertexConstantBuffer = device.CreateBuffer(new BufferDescription
            {
                SizeInBytes = Utilities.SizeOf <VertexShaderData>(),
                BindFlags   = BindFlags.ConstantBuffer
            });
            _pixelConstantBuffer = device.CreateBuffer(new BufferDescription
            {
                SizeInBytes = Utilities.SizeOf <PixelShaderData>(),
                BindFlags   = BindFlags.ConstantBuffer
            });

            // Prepare all the stages
            _deviceContext.VertexShader.SetConstantBuffers(0, _vertexConstantBuffer);
            _deviceContext.VertexShader.Shader = vertexShader;
            _deviceContext.PixelShader.SetConstantBuffers(0, _pixelConstantBuffer);
            _deviceContext.PixelShader.Shader = pixelShader;
            _deviceContext.PixelShader.SetSamplers(0, sampler);

            _vertexShaderData = new VertexShaderData();

            _pixelShaderData = new PixelShaderData
            {
                LightDirection = new Vector4(Vector3.Normalize(new Vector3(0.5f, 0, -1)), 1)
            };
            _deviceContext.SetBufferData(_pixelConstantBuffer, ref _pixelShaderData);

            // Setup targets and viewport for rendering
            _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, width, height, 0.0f, 1.0f));
            _deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView);

            //_deviceContext.Rasterizer.State = device.CreateRasterizerState(new Pipeline.Rasterizer.RasterizerStateDescription
            //{
            //    FillMode = Pipeline.Rasterizer.FillMode.Wireframe
            //});

            // Prepare matrices
            _projection = Matrix.PerspectiveFovLH(MathUtil.Pi / 3.0f,
                                                  width / (float)height, 1f, 1000.0f);

            return(swapChainPresenter.Bitmap);
        }
Exemple #10
0
            public ImageGenerator(IResourceManager resourceLoader)
            {
                const int width  = 400;
                const int height = 400;

                // Create device and swap chain.
                _device = new Device();
                var swapChainPresenter = new WpfSwapChainPresenter();

                _swapChain     = _device.CreateSwapChain(width, height, swapChainPresenter);
                _outputBitmap  = swapChainPresenter.Bitmap;
                _deviceContext = _device.ImmediateContext;

                // Create RenderTargetView from the backbuffer.
                var backBuffer = Texture2D.FromSwapChain(_swapChain, 0);

                _renderTargetView = _device.CreateRenderTargetView(backBuffer);

                // Create the depth buffer
                var depthBuffer = _device.CreateTexture2D(new Texture2DDescription
                {
                    ArraySize = 1,
                    MipLevels = 1,
                    Width     = width,
                    Height    = height,
                    BindFlags = BindFlags.DepthStencil
                });

                // Create the depth buffer view
                _depthView = _device.CreateDepthStencilView(depthBuffer);

                // Compile Vertex and Pixel shaders
                var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/TechDemos/Resources/TextureSampling/Texture.fx", "VS", "vs_4_0");
                var vertexShader         = _device.CreateVertexShader(vertexShaderByteCode);

                var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/TechDemos/Resources/TextureSampling/Texture.fx", "PS", "ps_4_1");
                var pixelShader         = _device.CreatePixelShader(pixelShaderByteCode);

                // Layout from VertexShader input signature
                var layout = _device.CreateInputLayout(
                    new[]
                {
                    new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
                    new InputElement("TEXCOORD", 0, Format.R32G32_Float, 0, 16)
                }, vertexShaderByteCode);

                // Instantiate Vertex buiffer from vertex data
                var vertices = _device.CreateBuffer(new BufferDescription(BindFlags.VertexBuffer), new[]
                {
                    // 3D coordinates              UV Texture coordinates
                    -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,     // Front
                    -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
                    1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
                    -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
                    1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
                    1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,

                    -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f,     // BACK
                    1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                    -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                    -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                    1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
                    1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,

                    -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f,     // Top
                    -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
                    1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                    -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
                    1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                    1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f,

                    -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f,     // Bottom
                    1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                    -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                    -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
                    1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
                    1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f,

                    -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,     // Left
                    -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
                    -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                    -1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
                    -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                    -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f,

                    1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f,     // Right
                    1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                    1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
                    1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f,
                    1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f,
                    1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f
                });

                // Create Constant Buffer
                _constantBuffer = _device.CreateBuffer(new BufferDescription
                {
                    SizeInBytes = Utilities.SizeOf <Matrix>(),
                    BindFlags   = BindFlags.ConstantBuffer
                });

                // Load texture and create sampler
                var textureStream = resourceLoader.GetStream(
                    "Modules/SampleBrowser/TechDemos/Resources/TextureSampling/CorrodedTiles.png",
                    GetType().Assembly.FullName);
                var texture     = TextureLoader.CreateTextureFromStream(_device, textureStream);
                var textureView = _device.CreateShaderResourceView(texture);

                // Prepare all the stages
                _deviceContext.InputAssembler.InputLayout       = layout;
                _deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
                _deviceContext.InputAssembler.SetVertexBuffers(0,
                                                               new VertexBufferBinding(vertices, 0, Utilities.SizeOf <Vector4>() + Utilities.SizeOf <Vector2>()));
                _deviceContext.VertexShader.SetConstantBuffers(0, _constantBuffer);
                _deviceContext.VertexShader.Shader = vertexShader;
                _deviceContext.PixelShader.Shader  = pixelShader;
                _deviceContext.PixelShader.SetShaderResources(0, textureView);

                // Setup targets and viewport for rendering
                _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, _outputBitmap.PixelWidth, _outputBitmap.PixelHeight, 0.0f, 1.0f));
                _deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView);

                // Prepare matrices
                _view       = Matrix.LookAtRH(new Vector3(0.7f, 0, -1.7f), Vector3.BackwardRH, Vector3.UnitY);
                _projection = Matrix.PerspectiveFovRH(MathUtil.PiOverFour,
                                                      _outputBitmap.PixelWidth / (float)_outputBitmap.PixelHeight, 0.1f, 100.0f);
            }
Exemple #11
0
        public override WriteableBitmap Initialize(Device device)
        {
            const int width  = 400;
            const int height = 300;

            // Create device and swap chain.
            var swapChainPresenter = new WpfSwapChainPresenter();

            _swapChain     = device.CreateSwapChain(width, height, swapChainPresenter);
            _deviceContext = device.ImmediateContext;

            // Create RenderTargetView from the backbuffer.
            var backBuffer = Texture2D.FromSwapChain(_swapChain, 0);

            _renderTargetView = device.CreateRenderTargetView(backBuffer);

            // Create the depth buffer
            var depthBuffer = device.CreateTexture2D(new Texture2DDescription
            {
                ArraySize = 1,
                MipLevels = 1,
                Width     = width,
                Height    = height,
                BindFlags = BindFlags.DepthStencil
            });

            // Create the depth buffer view
            _depthView = device.CreateDepthStencilView(depthBuffer);

            // Compile Vertex and Pixel shaders
            var vertexShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/MiniCube/MiniCube.fx", "VS", "vs_4_0");
            var vertexShader         = device.CreateVertexShader(vertexShaderByteCode);

            var pixelShaderByteCode = ShaderCompiler.CompileFromFile("Modules/SampleBrowser/Samples/MiniCube/MiniCube.fx", "PS", "ps_4_0");
            var pixelShader         = device.CreatePixelShader(pixelShaderByteCode);

            // Layout from VertexShader input signature
            var layout = device.CreateInputLayout(
                new[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0),
                new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 0)
            }, vertexShaderByteCode);

            // Instantiate Vertex buffer from vertex data
            var vertices = device.CreateBuffer(new BufferDescription(BindFlags.VertexBuffer), new[]
            {
                new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),                 // Front
                new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
                new Vector4(1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
                new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
                new Vector4(1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
                new Vector4(1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),

                new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),                 // BACK
                new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
                new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
                new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
                new Vector4(1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
                new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),

                new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),                 // Top
                new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
                new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
                new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
                new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
                new Vector4(1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),

                new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),                 // Bottom
                new Vector4(1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
                new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
                new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
                new Vector4(1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
                new Vector4(1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),

                new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),                 // Left
                new Vector4(-1.0f, -1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
                new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
                new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
                new Vector4(-1.0f, 1.0f, 1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
                new Vector4(-1.0f, 1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),

                new Vector4(1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),                 // Right
                new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
                new Vector4(1.0f, -1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
                new Vector4(1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
                new Vector4(1.0f, 1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
                new Vector4(1.0f, 1.0f, 1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f)
            });

            // Create Constant Buffer
            _constantBuffer = device.CreateBuffer(new BufferDescription
            {
                SizeInBytes = Utilities.SizeOf <Matrix>(),
                BindFlags   = BindFlags.ConstantBuffer
            });

            // Prepare all the stages
            _deviceContext.InputAssembler.InputLayout       = layout;
            _deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            _deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 0, Utilities.SizeOf <Vector4>() * 2));
            _deviceContext.VertexShader.SetConstantBuffers(0, _constantBuffer);
            _deviceContext.VertexShader.Shader = vertexShader;
            _deviceContext.PixelShader.Shader  = pixelShader;

            // Setup targets and viewport for rendering
            _deviceContext.Rasterizer.SetViewports(new Viewport(0, 0, width, height, 0.0f, 1.0f));
            _deviceContext.OutputMerger.SetTargets(_depthView, _renderTargetView);

            // Prepare matrices
            _view       = Matrix.LookAtLH(new Vector3(0, 0, -5), Vector3.Zero, Vector3.UnitY);
            _projection = Matrix.PerspectiveFovLH(MathUtil.PiOverFour,
                                                  width / (float)height, 0.1f, 100.0f);

            return(swapChainPresenter.Bitmap);
        }