Exemple #1
0
        public override void CreateDeviceObjects(GraphicsDevice gd, CommandList cl, SceneRenderPipeline sp)
        {
            var factory = gd.ResourceFactory;

            WorldBuffer = Renderer.UniformBufferAllocator.Allocate(128, 128);
            WorldBuffer.FillBuffer(cl, ref _World);

            VertexLayoutDescription[] mainVertexLayouts = new VertexLayoutDescription[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("position", VertexElementSemantic.TextureCoordinate, Veldrid.VertexElementFormat.Float3),
                    new VertexElementDescription("normal", VertexElementSemantic.TextureCoordinate, Veldrid.VertexElementFormat.SByte4),
                    new VertexElementDescription("color", VertexElementSemantic.TextureCoordinate, Veldrid.VertexElementFormat.Byte4))
            };

            var res = StaticResourceCache.GetShaders(gd, gd.ResourceFactory, "Collision").ToTuple();

            Shaders = new Shader[] { res.Item1, res.Item2 };

            ResourceLayout projViewLayout = StaticResourceCache.GetResourceLayout(
                gd.ResourceFactory,
                StaticResourceCache.SceneParamLayoutDescription);

            ResourceLayout mainPerObjectLayout = StaticResourceCache.GetResourceLayout(gd.ResourceFactory, new ResourceLayoutDescription(
                                                                                           new ResourceLayoutElementDescription("WorldBuffer", ResourceKind.StructuredBufferReadWrite, ShaderStages.Vertex | ShaderStages.Fragment, ResourceLayoutElementOptions.None)));

            PerObjRS = StaticResourceCache.GetResourceSet(factory, new ResourceSetDescription(mainPerObjectLayout,
                                                                                              Renderer.UniformBufferAllocator._backingBuffer));

            bool isTriStrip = false;
            var  fres       = ColResource.Get();

            if (fres != null)
            {
                var mesh = fres.GPUMeshes[ColMeshIndex];
            }

            GraphicsPipelineDescription pipelineDescription = new GraphicsPipelineDescription();

            pipelineDescription.BlendState        = BlendStateDescription.SingleOverrideBlend;
            pipelineDescription.DepthStencilState = DepthStencilStateDescription.DepthOnlyGreaterEqual;
            pipelineDescription.RasterizerState   = new RasterizerStateDescription(
                cullMode: FaceCullMode.Back,
                fillMode: PolygonFillMode.Solid,
                frontFace: WindClockwise ? FrontFace.Clockwise : FrontFace.CounterClockwise,
                depthClipEnabled: true,
                scissorTestEnabled: false);
            pipelineDescription.PrimitiveTopology = isTriStrip ? PrimitiveTopology.TriangleStrip : PrimitiveTopology.TriangleList;
            pipelineDescription.ShaderSet         = new ShaderSetDescription(
                vertexLayouts: mainVertexLayouts,
                shaders: Shaders);
            pipelineDescription.ResourceLayouts = new ResourceLayout[] { projViewLayout, mainPerObjectLayout, Renderer.GlobalTexturePool.GetLayout(), Renderer.GlobalCubeTexturePool.GetLayout(), Renderer.MaterialBufferAllocator.GetLayout(), SamplerSet.SamplersLayout };
            pipelineDescription.Outputs         = gd.SwapchainFramebuffer.OutputDescription;
            RenderPipeline = StaticResourceCache.GetPipeline(factory, ref pipelineDescription);
        }
Exemple #2
0
        public void CreateDeviceObjects(GraphicsDevice gd, CommandList cl)
        {
            DisposeCollectorResourceFactory factory = new DisposeCollectorResourceFactory(gd.ResourceFactory);

            _disposeCollector = factory.DisposeCollector;

            //ResourceLayout resourceLayout = factory.CreateResourceLayout(new ResourceLayoutDescription());

            (Shader vs, Shader fs) = StaticResourceCache.GetShaders(gd, gd.ResourceFactory, "FullScreenQuad");

            GraphicsPipelineDescription pd = new GraphicsPipelineDescription(
                new BlendStateDescription(
                    RgbaFloat.Black,
                    BlendAttachmentDescription.OverrideBlend),
                new DepthStencilStateDescription(true, true, ComparisonKind.Always),
                new RasterizerStateDescription(FaceCullMode.Back, PolygonFillMode.Solid, FrontFace.Clockwise, true, false),
                PrimitiveTopology.TriangleList,
                new ShaderSetDescription(
                    new[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("Position", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2),
                    new VertexElementDescription("TexCoords", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2))
            },
                    new[] { vs, fs },
                    ShaderHelper.GetSpecializations(gd)),
                new ResourceLayout[] { },
                gd.SwapchainFramebuffer.OutputDescription);

            _pipeline = factory.CreateGraphicsPipeline(ref pd);

            float[] verts = Utils.GetFullScreenQuadVerts(gd);

            _vb = factory.CreateBuffer(new BufferDescription((uint)verts.Length * sizeof(float), BufferUsage.VertexBuffer));
            cl.UpdateBuffer(_vb, 0, verts);

            _ib = factory.CreateBuffer(
                new BufferDescription((uint)s_quadIndices.Length * sizeof(ushort), BufferUsage.IndexBuffer));
            cl.UpdateBuffer(_ib, 0, s_quadIndices);
        }