private void BuildFX() { SharpDX.D3DCompiler.ShaderBytecode compiledShader = null; try { compiledShader = new SharpDX.D3DCompiler.ShaderBytecode(System.IO.File.ReadAllBytes("fx/lighting.fxo")); _fx = new D3D11.Effect(Device, compiledShader); } catch (Exception ex) { MessageBox.Show(ex.Message); return; } finally { Util.ReleaseCom(ref compiledShader); } _tech = _fx.GetTechniqueByName("LightTech"); _fxWVP = _fx.GetVariableByName("gWorldViewProj").AsMatrix(); _fxWorld = _fx.GetVariableByName("gWorld").AsMatrix(); _fxWIT = _fx.GetVariableByName("gWorldInvTranspose").AsMatrix(); _fxEyePosW = _fx.GetVariableByName("gEyePosW").AsVector(); _fxDirLight = _fx.GetVariableByName("gDirLight"); _fxPointLight = _fx.GetVariableByName("gPointLight"); _fxSpotLight = _fx.GetVariableByName("gSpotLight"); _fxMaterial = _fx.GetVariableByName("gMaterial"); _fxDiffuseMap = _fx.GetVariableByName("gDiffuseMap").AsShaderResource(); _fxRefractiveMap = _fx.GetVariableByName("gRefractiveMap").AsShaderResource(); _fxClipPlane = _fx.GetVariableByName("gClipPlane").AsVector(); _fxReflectViewProj = _fx.GetVariableByName("gReflectViewProj").AsMatrix(); _fxReflectiveMap = _fx.GetVariableByName("gReflectiveMap").AsShaderResource(); _fxgRefractionPositionMap = _fx.GetVariableByName("gRefractionPositionMap").AsShaderResource(); _fxUseStructBuf = _fx.GetVariableByName("gUseStructBuf").AsScalar(); _fxSolutionSR = _fx.GetVariableByName("gSolution").AsShaderResource(); }
public DrawingManager(DeviceManager deviceManager) { _device = deviceManager.Device; _context = deviceManager.Context; _vertexLayouts = deviceManager.VertexLayouts; var effect = deviceManager.Effect; _standardSmooth = effect.GetTechniqueByName("Standard|Smooth"); _standardFlat = effect.GetTechniqueByName("Standard|Flat"); _standardWireframe = effect.GetTechniqueByName("Standard|Wireframe"); _prelitSmooth = effect.GetTechniqueByName("Prelit|Smooth"); _prelitFlat = effect.GetTechniqueByName("Prelit|Flat"); _prelitWireframe = effect.GetTechniqueByName("Prelit|Wireframe"); _worldMatrix = effect.GetVariableByName("g_WorldMatrix").AsMatrix(); _postWorldMatrix = effect.GetVariableByName("g_PostWorldMatrix").AsMatrix(); _viewMatrix = effect.GetVariableByName("g_ViewMatrix").AsMatrix(); _projectionMatrix = effect.GetVariableByName("g_ProjectionMatrix").AsMatrix(); _color = effect.GetVariableByName("g_Color").AsVector(); _opacity = effect.GetVariableByName("g_Opacity").AsScalar(); _ambient = effect.GetVariableByName("g_Ambient").AsScalar(); _diffuse = effect.GetVariableByName("g_Diffuse").AsScalar(); _texture = effect.GetVariableByName("g_Texture").AsShaderResource(); _mask = effect.GetVariableByName("g_Mask").AsShaderResource(); _textureSampler = effect.GetVariableByName("g_TextureSampler").AsSampler(); _hasTexture = effect.GetVariableByName("g_HasTexture").AsScalar(); _hasMask = effect.GetVariableByName("g_HasMask").AsScalar(); _isInstanced = effect.GetVariableByName("g_IsInstanced").AsScalar(); _isColorTinted = effect.GetVariableByName("g_IsColorTinted").AsScalar(); _globalLight = effect.GetVariableByName("g_GlobalLight"); _lightViewProjectionMatrix = effect.GetVariableByName("g_LightViewProjectionMatrix").AsMatrix(); //Set the states to Unknown initially. _currentDrawingState = DrawingState.Unknown; _currentTopologyState = PrimitiveTopologyState.Unknown; //Set the default of the g_PostWorldMatrix to Identity, so it isn't required to be set. _postWorldMatrix.SetMatrix(Matrix.Identity); //Setup shadow map technique. var shadowEffect = deviceManager.ShadowEffect; _shadowMapStandard = shadowEffect.GetTechniqueByName("ShadowMapTechnique|Standard"); _shadowMapPrelit = shadowEffect.GetTechniqueByName("ShadowMapTechnique|Prelit"); _isShadowInstanced = shadowEffect.GetVariableByName("g_IsInstanced").AsScalar(); _shadowWorldMatrix = shadowEffect.GetVariableByName("g_WorldMatrix").AsMatrix(); _shadowHasMask = shadowEffect.GetVariableByName("g_HasMask").AsScalar(); _shadowMask = shadowEffect.GetVariableByName("g_Mask").AsShaderResource(); _shadowLightViewProjectionMatrix = shadowEffect.GetVariableByName("g_LightViewProjectionMatrix").AsMatrix(); }
private void Init() { _WorldVar = GetVariableByName("g_World").AsMatrix(); _WorldInverseTransposeVar = GetVariableByName("g_WorldInverseTranspose").AsMatrix(); _WorldViewProjectionVar = GetVariableByName("g_WorldViewProjection").AsMatrix(); _ViewInverseVar = GetVariableByName("m_ViewInverse").AsMatrix(); _EyePositionVar = GetVariableByName("m_EyePosition").AsVector(); _DirectionalLight0Var = new EffectDirectionalLightVariable(GetVariableByName("m_Light0")); _DirectionalLight1Var = new EffectDirectionalLightVariable(GetVariableByName("m_Light1")); _DirectionalLight2Var = new EffectDirectionalLightVariable(GetVariableByName("m_Light2")); _DiffuseColorVar = GetVariableByName("m_DiffuseColor").AsVector(); _EmissiveColorVar = GetVariableByName("m_EmissiveColor").AsVector(); _AmbientColorVar = GetVariableByName("m_AmbientColor").AsVector(); _SpecularColorVar = GetVariableByName("m_SpecularColor").AsVector(); _SpecularPowerVar = GetVariableByName("m_SpecularPower").AsScalar(); SetDefaults(); }
public void Initialize() { Form.SizeChanged += (o, args) => { if (_swapChain == null) return; renderView.Dispose(); depthView.Dispose(); DisposeBuffers(); if (Form.WindowState == FormWindowState.Minimized) return; Width = Form.ClientSize.Width; Height = Form.ClientSize.Height; _swapChain.ResizeBuffers(_swapChain.Description.BufferCount, 0, 0, Format.Unknown, 0); CreateBuffers(); SetSceneConstants(); }; Width = 1024; Height = 768; NearPlane = 1.0f; FarPlane = 200.0f; FieldOfView = (float)Math.PI / 4; try { OnInitializeDevice(); } catch (Exception e) { MessageBox.Show(e.ToString(), "Could not create DirectX 11 device."); return; } // shader.fx const ShaderFlags shaderFlags = ShaderFlags.None; //const ShaderFlags shaderFlags = ShaderFlags.Debug | ShaderFlags.SkipOptimization; string[] sources = new[] { "shader.fx", "grender.fx" }; using (var shaderByteCode = ShaderLoader.FromResource(Assembly.GetExecutingAssembly(), sources, shaderFlags)) { effect = new Effect(_device, shaderByteCode); } EffectTechnique technique = effect.GetTechniqueByName("GBufferCreate"); shadowGenPass = technique.GetPassByName("ShadowMap"); gBufferGenPass = technique.GetPassByName("GBufferGen"); debugDrawPass = technique.GetPassByName("DebugDraw"); BufferDescription sceneConstantsDesc = new BufferDescription() { SizeInBytes = Marshal.SizeOf(typeof(ShaderSceneConstants)), Usage = ResourceUsage.Dynamic, BindFlags = BindFlags.ConstantBuffer, CpuAccessFlags = CpuAccessFlags.Write, OptionFlags = ResourceOptionFlags.None }; sceneConstantsBuffer = new Buffer(_device, sceneConstantsDesc); EffectConstantBuffer effectConstantBuffer = effect.GetConstantBufferByName("scene"); effectConstantBuffer.SetConstantBuffer(sceneConstantsBuffer); RasterizerStateDescription _rasterizerStateDesc = new RasterizerStateDescription() { CullMode = CullMode.None, FillMode = FillMode.Solid, DepthBias = 0, DepthBiasClamp = 0, SlopeScaledDepthBias = 0, IsDepthClipEnabled = true, }; noCullState = new RasterizerState(_device, _rasterizerStateDesc); _rasterizerStateDesc.CullMode = CullMode.Back; backCullState = new RasterizerState(_device, _rasterizerStateDesc); _rasterizerStateDesc.CullMode = CullMode.Front; frontCullState = new RasterizerState(_device, _rasterizerStateDesc); _immediateContext.Rasterizer.State = CullingEnabled ? backCullState : noCullState; DepthStencilStateDescription depthDesc = new DepthStencilStateDescription() { IsDepthEnabled = true, IsStencilEnabled = false, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.Less }; depthState = new DepthStencilState(_device, depthDesc); depthDesc.DepthWriteMask = DepthWriteMask.Zero; outsideLightVolumeDepthState = new DepthStencilState(_device, depthDesc); depthDesc.DepthComparison = Comparison.Greater; insideLightVolumeDepthState = new DepthStencilState(_device, depthDesc); DepthStencilStateDescription lightDepthStateDesc = new DepthStencilStateDescription() { IsDepthEnabled = true, IsStencilEnabled = false, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.Less }; lightDepthStencilState = new DepthStencilState(_device, lightDepthStateDesc); // grender.fx technique = effect.GetTechniqueByName("DeferredShader"); gBufferRenderPass = technique.GetPassByName("DeferredShader"); gBufferPostProcessPass = technique.GetPassByName("Blur"); gBufferPostProcessPass2 = technique.GetPassByName("PostProcess"); gBufferOverlayPass = technique.GetPassByName("Overlay"); lightBufferVar = effect.GetVariableByName("lightBuffer").AsShaderResource(); normalBufferVar = effect.GetVariableByName("normalBuffer").AsShaderResource(); diffuseBufferVar = effect.GetVariableByName("diffuseBuffer").AsShaderResource(); depthMapVar = effect.GetVariableByName("depthMap").AsShaderResource(); shadowLightDepthBufferVar = effect.GetVariableByName("lightDepthMap").AsShaderResource(); sunLightDirectionVar = effect.GetVariableByName("SunLightDirection").AsVector(); viewportWidthVar = effect.GetVariableByName("ViewportWidth").AsScalar(); viewportHeightVar = effect.GetVariableByName("ViewportHeight").AsScalar(); viewParametersVar = effect.GetVariableByName("ViewParameters").AsVector(); overlayViewProjectionVar = effect.GetVariableByName("OverlayViewProjection").AsMatrix(); // light.fx using (var shaderByteCode = ShaderLoader.FromResource(Assembly.GetExecutingAssembly(), "light.fx", shaderFlags)) { lightShader = new Effect(_device, shaderByteCode); } technique = lightShader.GetTechniqueByIndex(0); lightAccumulationPass = technique.GetPassByName("Light"); lightWorldVar = lightShader.GetVariableByName("World").AsMatrix(); lightPositionRadiusVar = lightShader.GetVariableByName("PositionRadius").AsVector(); lightColorVar = lightShader.GetVariableByName("Color").AsVector(); lightProjectionVar = lightShader.GetVariableByName("Projection").AsMatrix(); lightViewVar = lightShader.GetVariableByName("View").AsMatrix(); lightViewInverseVar = lightShader.GetVariableByName("ViewInverse").AsMatrix(); lightViewportWidthVar = lightShader.GetVariableByName("ViewportWidth").AsScalar(); lightViewportHeightVar = lightShader.GetVariableByName("ViewportHeight").AsScalar(); lightEyePositionVar = lightShader.GetVariableByName("EyePosition").AsVector(); lightViewParametersVar = lightShader.GetVariableByName("ViewParameters").AsVector(); InputElement[] elements = new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0), }; lightVolumeInputLayout = new InputLayout(Device, lightShader.GetTechniqueByIndex(0).GetPassByName("Light").Description.Signature, elements); pointLightVolumeVertices = Light.CreatePointLightVolume(out pointLightVolumeIndices); BufferDescription vertexBufferDesc = new BufferDescription() { SizeInBytes = Vector3.SizeInBytes * pointLightVolumeVertices.Length, Usage = ResourceUsage.Default, BindFlags = BindFlags.VertexBuffer, }; using (var data = new SharpDX.DataStream(vertexBufferDesc.SizeInBytes, false, true)) { data.WriteRange(pointLightVolumeVertices); data.Position = 0; pointLightVolumeVertexBuffer = new Buffer(Device, data, vertexBufferDesc); } pointLightVolumeVertexBufferBinding = new VertexBufferBinding(pointLightVolumeVertexBuffer, 12, 0); BufferDescription indexBufferDesc = new BufferDescription() { SizeInBytes = sizeof(uint) * pointLightVolumeIndices.Length, Usage = ResourceUsage.Default, BindFlags = BindFlags.IndexBuffer }; using (var data = new SharpDX.DataStream(indexBufferDesc.SizeInBytes, false, true)) { data.WriteRange(pointLightVolumeIndices); data.Position = 0; pointLightVolumeIndexBuffer = new Buffer(Device, data, indexBufferDesc); } lightDepthBufferVar = lightShader.GetVariableByName("depthBuffer").AsShaderResource(); lightNormalBufferVar = lightShader.GetVariableByName("normalBuffer").AsShaderResource(); lights.Add(new Light(pointLightPosition, 60, new Vector4(1, 0.95f, 0.9f, 1))); //lights.Add(new Light(pointLightPosition, 60, new Vector4(0, 0, 1, 1))); //lights.Add(new Light(new Vector3(-10, 10, 10), 30, new Vector4(1, 0, 0, 1))); //lights.Add(new Light(new Vector3(10, 5, -10), 20, new Vector4(0, 1, 0, 1))); //lights.Add(new Light(new Vector3(-10, 5, -10), 20, new Vector4(1, 0, 1, 1))); Info = new InfoText(_device, 256, 256); _meshFactory = new MeshFactory(this); CreateBuffers(); }
void CreateBuffers() { DisposeBuffers(); // New RenderTargetView from the backbuffer using (var bb = Texture2D.FromSwapChain<Texture2D>(_swapChain, 0)) { renderView = new RenderTargetView(_device, bb); } Texture2DDescription gBufferDesc = new Texture2DDescription() { ArraySize = 1, BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, Format = Format.R8G8B8A8_UNorm, Width = _width, Height = _height, MipLevels = 1, OptionFlags = ResourceOptionFlags.None, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default }; gBufferLight = new Texture2D(_device, gBufferDesc); gBufferLightView = new RenderTargetView(_device, gBufferLight); gBufferNormal = new Texture2D(_device, gBufferDesc); gBufferNormalView = new RenderTargetView(_device, gBufferNormal); gBufferDiffuse = new Texture2D(_device, gBufferDesc); gBufferDiffuseView = new RenderTargetView(_device, gBufferDiffuse); gBufferViews = new RenderTargetView[] { gBufferLightView, gBufferNormalView, gBufferDiffuseView }; ShaderResourceViewDescription gBufferResourceDesc = new ShaderResourceViewDescription() { Format = Format.R8G8B8A8_UNorm, Dimension = ShaderResourceViewDimension.Texture2D, Texture2D = new ShaderResourceViewDescription.Texture2DResource() { MipLevels = 1, MostDetailedMip = 0 } }; lightBufferRes = new ShaderResourceView(_device, gBufferLight, gBufferResourceDesc); normalBufferRes = new ShaderResourceView(_device, gBufferNormal, gBufferResourceDesc); diffuseBufferRes = new ShaderResourceView(_device, gBufferDiffuse, gBufferResourceDesc); Texture2DDescription depthDesc = new Texture2DDescription() { ArraySize = 1, BindFlags = BindFlags.DepthStencil | BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, Format = Format.R32_Typeless, Width = _width, Height = _height, MipLevels = 1, OptionFlags = ResourceOptionFlags.None, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default }; DepthStencilViewDescription depthViewDesc = new DepthStencilViewDescription() { Dimension = DepthStencilViewDimension.Texture2D, Format = Format.D32_Float, }; ShaderResourceViewDescription resourceDesc = new ShaderResourceViewDescription() { Format = Format.R32_Float, Dimension = ShaderResourceViewDimension.Texture2D, Texture2D = new ShaderResourceViewDescription.Texture2DResource() { MipLevels = 1, MostDetailedMip = 0 } }; depthTexture = new Texture2D(_device, depthDesc); depthView = new DepthStencilView(_device, depthTexture, depthViewDesc); depthRes = new ShaderResourceView(_device, depthTexture, resourceDesc); lightDepthTexture = new Texture2D(_device, depthDesc); lightDepthView = new DepthStencilView(_device, lightDepthTexture, depthViewDesc); lightDepthRes = new ShaderResourceView(_device, lightDepthTexture, resourceDesc); lightBufferVar = effect2.GetVariableByName("lightBuffer").AsShaderResource(); normalBufferVar = effect2.GetVariableByName("normalBuffer").AsShaderResource(); diffuseBufferVar = effect2.GetVariableByName("diffuseBuffer").AsShaderResource(); depthMapVar = effect2.GetVariableByName("depthMap").AsShaderResource(); lightDepthMapVar = effect2.GetVariableByName("lightDepthMap").AsShaderResource(); inverseProjectionVar = effect2.GetVariableByName("InverseProjection").AsMatrix(); inverseViewVar = effect2.GetVariableByName("InverseView").AsMatrix(); lightInverseViewProjectionVar = effect2.GetVariableByName("LightInverseViewProjection").AsMatrix(); lightPositionVar = effect2.GetVariableByName("LightPosition").AsVector(); eyePositionVar = effect2.GetVariableByName("EyePosition").AsVector(); eyeZAxisVar = effect2.GetVariableByName("EyeZAxis").AsVector(); tanHalfFOVXVar = effect2.GetVariableByName("TanHalfFOVX").AsScalar(); tanHalfFOVYVar = effect2.GetVariableByName("TanHalfFOVY").AsScalar(); projectionAVar = effect2.GetVariableByName("ProjectionA").AsScalar(); projectionBVar = effect2.GetVariableByName("ProjectionB").AsScalar(); overlayViewProjectionVar = effect2.GetVariableByName("OverlayViewProjection").AsMatrix(); _immediateContext.Rasterizer.SetViewport(new ViewportF(0, 0, _width, _height)); }
public WavesSimulator(IntPtr hInst) : base(hInst) { //Geometry Related Buffers _ballIB = null; _ballVB = null; _groundVB = null; _groundIB = null; _wavesVB = null; _wavesIB = null; _ballIndexCount = 0; _groundIndexCount = 0; //WVP Matrices _groundWorld = Matrix.Identity; _wavesWorld = Matrix.Translation(0, -2.0f, 0); _ballWorld = Matrix.Translation(-30, 15, 0); _view = Matrix.Identity; _proj = Matrix.Identity; _reflectView = Matrix.Identity; //Rendering Effects Related _fx = null; _fxWVP = null; _tech = null; _fxWorld = null; _fxWIT = null; _fxEyePosW = null; _fxDirLight = null; _fxPointLight = null; _fxSpotLight = null; _fxMaterial = null; _fxDiffuseMap = null; _fxRefractiveMap = null; _fxClipPlane = null; _fxReflectiveMap = null; _fxReflectViewProj = null; _fxUseStructBuf = null; _fxgRefractionPositionMap = null; //Textures and Views refractText = null; refractRenderTargetView = null; refractResourceView = null; reflectRenderTargetView = null; reflectResourceView = null; reflectText = null; positionMapRenderTargetView = null; positionMapResourceView = null; positionMapText = null; _groundMapSRV = null; _groundMap = null; //Input Format _inputLayout = null; //Camera Related _theta = 1.5f * MathF.PI; _phi = 0.1f * MathF.PI; _radius = 200.0f; _lastMousePos = new System.Drawing.Point(0, 0); _eyePosW = new Vector3(); //Shading and Lighting _alphaBlend = null; _dirLight = new DirectionalLight { Ambient = new Color4(0.2f, 0.2f, 0.2f, 1), Diffuse = new Color4(0.5f, 0.5f, 0.5f, 1), Specular = new Color4(0.5f, 0.5f, 0.5f, 1), Direction = new Vector3(0.57735f, -0.57735f, 0.57735f) }; _pointLight = new PointLight { Ambient = new Color4(0.3f, 0.3f, 0.3f, 1), Diffuse = new Color4(0.7f, 0.7f, 0.7f, 1), Specular = new Color4(0.7f, 0.7f, 0.7f, 1), Attenuation = new Vector3(0.1f, 0.1f, 0.1f), Range = 25.0f }; _spotLight = new SpotLight { Ambient = new Color4(0, 0, 0, 0), Diffuse = new Color4(1.0f, 1.0f, 1.0f, 1), Specular = Color.White, Attenuation = new Vector3(1.0f, 0.0f, 0.0f), Spot = 96.0f, Range = 10000.0f }; _landMaterial = new Material { Ambient = new Color4(1f, 1f, 1f, 1.0f), Diffuse = new Color4(1, 1, 1, 1.0f), Specular = new Color4(0.2f, 0.2f, 0.2f, 16.0f), Reflect = new Color4(1.0f, 1f, 1f, 1f) }; _wavesMaterial = new Material { Ambient = new Color4(1, 1, 1, 0.8f), Diffuse = new Color4(0.137f, 0.42f, 0.556f, 1.0f), Specular = new Color4(0.8f, 0.8f, 0.8f, 96.0f), Reflect = new Color4(2f, 1, 1, 1) //R component of Reflect is used for Gama Correction in Effect }; _disposed = false; MainWindowCaption = "Waves Simulator"; }