Esempio n. 1
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        public TextureArraySetSlice(DX11RenderContext context)
        {
            this.context = context;
            this.shader = ShaderUtils.GetShader(context, "SetSlice");

            this.quad = context.Primitives.FullScreenQuad;
            this.quad.ValidateLayout(this.shader.GetPass(0), out this.layout);
        }
        public void Update(DX11RenderContext context)
        {
            if (this.FInvalidate || this.FEmpty)
            {
                for (int i = 0; i < this.scenes.Count; i++)
                {
                    if (scenes[i] != null)
                    {
                        AssimpScene scene = scenes[i];

                        for (int j = 0; j < scene.MeshCount; j++)
                        {
                            AssimpMesh assimpmesh = scene.Meshes[j];


                            DataStream vS = assimpmesh.Vertices;
                            vS.Position = 0;

                            List <int> inds = assimpmesh.Indices;

                            if (inds.Count > 0 && assimpmesh.VerticesCount > 0)
                            {
                                var vertices = new SlimDX.Direct3D11.Buffer(context.Device, vS, new BufferDescription()
                                {
                                    BindFlags      = BindFlags.VertexBuffer,
                                    CpuAccessFlags = CpuAccessFlags.None,
                                    OptionFlags    = ResourceOptionFlags.None,
                                    SizeInBytes    = (int)vS.Length,
                                    Usage          = ResourceUsage.Default
                                });

                                var indexstream = new DataStream(inds.Count * 4, true, true);
                                indexstream.WriteRange(inds.ToArray());
                                indexstream.Position = 0;


                                DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
                                geom.VertexBuffer   = vertices;
                                geom.IndexBuffer    = new DX11IndexBuffer(context, indexstream, false, true);
                                geom.InputLayout    = assimpmesh.GetInputElements().ToArray();
                                geom.Topology       = PrimitiveTopology.TriangleList;
                                geom.VerticesCount  = assimpmesh.VerticesCount;
                                geom.VertexSize     = assimpmesh.CalculateVertexSize();
                                geom.HasBoundingBox = true;
                                geom.BoundingBox    = assimpmesh.BoundingBox;

                                this.FOutGeom[i][j][context] = geom;
                            }
                        }
                    }
                }
                this.FEmpty      = false;
                this.FInvalidate = false;
            }
        }
 public void Update(IPluginIO pin, DX11RenderContext context)
 {
     if (this.FInvalidate || !this.FOutput[0].Data.ContainsKey(context))
     {
         for (int i = 0; i < oldSpreadMax; i++)
         {
             DX11IndexedGeometry geom = this.GetGeom(context, i);
             this.FOutput[i][context] = geom;
         }
     }
 }
Esempio n. 4
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        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (this.FInvalidate || !this.FOutput[0].Data.ContainsKey(context))
            {
                for (int i = 0; i < this.FOutput.SliceCount; i++)
                {
                    if (this.FOutput[i].Contains(context))
                    {
                        this.FOutput[i].Dispose(context);
                    }
                }

                for (int i = 0; i < this.FOutput.SliceCount; i++)
                {
                    Pos4Norm3Tex2Vertex[] vertices = this.FVertex[i];
                    int[] indices = this.FIndices[i];

                    DataStream ds = new DataStream(vertices.Length * Pos4Norm3Tex2Vertex.VertexSize, true, true);
                    ds.Position = 0;

                    ds.WriteRange(vertices);

                    ds.Position = 0;

                    var vbuffer = new SlimDX.Direct3D11.Buffer(context.Device, ds, new BufferDescription()
                    {
                        BindFlags      = BindFlags.VertexBuffer,
                        CpuAccessFlags = CpuAccessFlags.None,
                        OptionFlags    = ResourceOptionFlags.None,
                        SizeInBytes    = (int)ds.Length,
                        Usage          = ResourceUsage.Default
                    });

                    ds.Dispose();

                    var indexstream = new DataStream(indices.Length * 4, true, true);
                    indexstream.WriteRange(indices);
                    indexstream.Position = 0;

                    DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
                    geom.VertexBuffer  = vbuffer;
                    geom.IndexBuffer   = new DX11IndexBuffer(context, indexstream, false, true);
                    geom.InputLayout   = Pos4Norm3Tex2Vertex.Layout;
                    geom.Topology      = PrimitiveTopology.TriangleList;
                    geom.VerticesCount = vertices.Length;
                    geom.VertexSize    = Pos4Norm3Tex2Vertex.VertexSize;

                    geom.HasBoundingBox = false;

                    this.FOutput[i][context] = geom;
                }
            }
            this.FInvalidate = false;
        }
Esempio n. 5
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        public DX11IndexedGeometry QuadNormals(Quad settings)
        {
            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);

            geom.Tag           = settings;
            geom.PrimitiveType = settings.PrimitiveType;

            Vector2 size = settings.Size;

            DataStream ds = new DataStream(4 * Pos4Norm3Tex2Vertex.VertexSize, true, true);

            ds.Position = 0;

            float sx = 0.5f * size.X;
            float sy = 0.5f * size.Y;

            Pos4Norm3Tex2Vertex v = new Pos4Norm3Tex2Vertex();

            v.Position  = new Vector4(-sx, sy, 0.0f, 1.0f);
            v.Normals   = new Vector3(0, 0, 1);
            v.TexCoords = new Vector2(0, 0);
            ds.Write <Pos4Norm3Tex2Vertex>(v);

            v.Position  = new Vector4(sx, sy, 0.0f, 1.0f);
            v.TexCoords = new Vector2(1, 0);
            ds.Write <Pos4Norm3Tex2Vertex>(v);

            v.Position  = new Vector4(-sx, -sy, 0.0f, 1.0f);
            v.TexCoords = new Vector2(0, 1);
            ds.Write <Pos4Norm3Tex2Vertex>(v);

            v.Position  = new Vector4(sx, -sy, 0.0f, 1.0f);
            v.TexCoords = new Vector2(1, 1);
            ds.Write <Pos4Norm3Tex2Vertex>(v);

            var vertices = BufferHelper.CreateVertexBuffer(context, ds, true);

            var indexstream = new DataStream(24, true, true);

            indexstream.WriteRange(new int[] { 0, 1, 3, 3, 2, 0 });


            geom.VertexBuffer  = vertices;
            geom.IndexBuffer   = new DX11IndexBuffer(context, indexstream, false, true);
            geom.InputLayout   = Pos4Norm3Tex2Vertex.Layout;
            geom.Topology      = PrimitiveTopology.TriangleList;
            geom.VerticesCount = 4;
            geom.VertexSize    = Pos4Norm3Tex2Vertex.VertexSize;

            geom.HasBoundingBox = true;
            geom.BoundingBox    = new BoundingBox(new Vector3(-sx, -sy, 0.0f), new Vector3(sx, sy, 0.0f));

            return(geom);
        }
Esempio n. 6
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        public static IDX11Geometry CreateIndexedGeometry(DX11RenderContext context, List <Vector3> points, List <Vector3> normals, List <Vector2> tex, int[] indices)
        {
            var count = points.Count;

            Pos3Norm3Tex2Vertex[] vertices = new Pos3Norm3Tex2Vertex[count];

            for (int i = 0; i < count; i++)
            {
                vertices[i] = new Pos3Norm3Tex2Vertex()
                {
                    Position  = points[i],
                    Normals   = normals[i % normals.Count],
                    TexCoords = tex[i % tex.Count]
                };
            }

            DataStream ds = new DataStream(vertices.Length * Pos3Norm3Tex2Vertex.VertexSize, true, true);

            ds.Position = 0;

            ds.WriteRange(vertices);

            ds.Position = 0;

            var vbuffer = new SlimDX.Direct3D11.Buffer(context.Device, ds, new BufferDescription()
            {
                BindFlags      = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags    = ResourceOptionFlags.None,
                SizeInBytes    = (int)ds.Length,
                Usage          = ResourceUsage.Default
            });

            ds.Dispose();

            var indexstream = new DataStream(indices.Length * 4, true, true);

            indexstream.WriteRange(indices);
            indexstream.Position = 0;

            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);

            geom.VertexBuffer  = vbuffer;
            geom.IndexBuffer   = new DX11IndexBuffer(context, indexstream, false, true);
            geom.InputLayout   = Pos3Norm3Tex2Vertex.Layout;
            geom.Topology      = PrimitiveTopology.TriangleList;
            geom.VerticesCount = count;
            geom.VertexSize    = Pos3Norm3Tex2Vertex.VertexSize;

            geom.HasBoundingBox = false;

            return(geom);
        }
 public void Update(DX11RenderContext context)
 {
     if (this.FInvalidate || !this.FOutput[0].Contains(context))
     {
         for (int i = 0; i < oldSpreadMax; i++)
         {
             DX11IndexedGeometry geom = this.GetGeom(context, i);
             this.FOutput[i][context] = geom;
         }
         this.FInvalidate = false;
     }
 }
Esempio n. 8
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        public PrimitivesManager(RenderDevice device)
        {
            this.device           = device;
            this.quad             = this.QuadTextured();
            this.fulltri          = new DX11NullGeometry(device, 3);
            this.fulltri.Topology = PrimitiveTopology.TriangleList;
            this.LinearSampler    = device.SamplerStates.LinearClamp;
            this.cbLuma           = new ConstantBuffer <float>(device, true);

            this.InitializeDelegates();
            this.PrepareBasicShaders();
        }
        public DX11IndexedGeometry Tetrahedron(Tetrahedron settings)
        {
            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);

            geom.Tag           = settings;
            geom.PrimitiveType = settings.PrimitiveType;
            geom.VerticesCount = 4;
            geom.InputLayout   = Pos3Norm3Tex2Vertex.Layout;
            geom.VertexSize    = Pos3Norm3Tex2Vertex.VertexSize;
            geom.Topology      = PrimitiveTopology.TriangleList;


            DataStream ds = new DataStream(4 * Pos3Norm3Tex2Vertex.VertexSize, false, true);

            Pos3Norm3Tex2Vertex v = new Pos3Norm3Tex2Vertex();

            v.Position  = Vector3.Normalize(new Vector3(1, 1, 1)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0);
            v.Position *= settings.Radius;
            ds.Write <Pos3Norm3Tex2Vertex>(v);

            v.Position  = Vector3.Normalize(new Vector3(-1, -1, 1)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0);
            v.Position *= settings.Radius;
            ds.Write <Pos3Norm3Tex2Vertex>(v);

            v.Position  = Vector3.Normalize(new Vector3(1, -1, -1)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0);
            v.Position *= settings.Radius;
            ds.Write <Pos3Norm3Tex2Vertex>(v);

            v.Position  = Vector3.Normalize(new Vector3(-1, 1, -1)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0);
            v.Position *= settings.Radius;
            ds.Write <Pos3Norm3Tex2Vertex>(v);


            geom.VertexBuffer = BufferHelper.CreateVertexBuffer(context, ds, true);

            var indexstream = new DataStream(12 * 4, true, true);

            int[] inds = new int[] {
                0, 1, 2,
                1, 2, 3,
                2, 3, 0,
                3, 0, 1
            };

            indexstream.WriteRange(inds);

            geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);

            geom.HasBoundingBox = true;
            geom.BoundingBox    = new BoundingBox(new Vector3(-1, -1, -1), new Vector3(1, 1, 1));
            return(geom);
        }
Esempio n. 10
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        public DX11IndexedGeometry IcoSphere(IcoSphere settings)
        {
            float                radius   = settings.Radius;
            IcoSphereBuilder     builder  = new IcoSphereBuilder();
            PrimitiveInfo        info     = builder.GetPrimitiveInfo(settings);
            ListGeometryAppender appender = new ListGeometryAppender();

            builder.Construct(settings, appender.AppendVertex, appender.AppendIndex);
            DX11IndexedGeometry geom = FromAppender(settings, appender, info);

            geom.BoundingBox = new BoundingBox(new Vector3(-radius), new Vector3(radius));
            return(geom);
        }
        public DX11IndexedGeometry Tetrahedron(Vector3 size)
        {
            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
            geom.VerticesCount = 4;
            geom.InputLayout = Pos3Norm3Tex2Vertex.Layout;
            geom.VertexSize = Pos3Norm3Tex2Vertex.VertexSize;
            geom.Topology = PrimitiveTopology.TriangleList;

            // This is the golden ratio
            float t = (1.0f + (float)Math.Sqrt(5.0f)) / 2.0f;

            DataStream ds = new DataStream(4 * Pos3Norm3Tex2Vertex.VertexSize, false, true);

            Pos3Norm3Tex2Vertex v = new Pos3Norm3Tex2Vertex();

            // TODO fibo 2012-03-21:
            // should be nice to have the four tetrahedra embedded in a dodecahedron
            // that's why I just commented the coordinates of the dodecahedron points
            //v.Position = new Vector3(-1, t, 0); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            v.Position = new Vector3(1, t, 0); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            //v.Position = new Vector3(-1, -t, 0); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            //v.Position = new Vector3(1, -t, 0); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);

            //v.Position = new Vector3(0, -1, t); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            v.Position = new Vector3(0, 1, t); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            //v.Position = new Vector3(0, -1, -t); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            //v.Position = new Vector3(0, 1, -t); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);

            //v.Position = new Vector3(t, 0, -1); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            v.Position = new Vector3(t, 0, 1); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            //v.Position = new Vector3(-t, 0, -1); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            //v.Position = new Vector3(-t, 0, 1); v.Normals = v.Position; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);

            geom.VertexBuffer = BufferHelper.CreateVertexBuffer(context, ds, true);

            var indexstream = new DataStream(12 * 4, true, true);

            int[] inds = new int[] {
                0,1,2,
                1,2,3,
                2,3,0,
                3,0,1 };

            indexstream.WriteRange(inds);

            geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);

            geom.HasBoundingBox = true;
            geom.BoundingBox = new BoundingBox(new Vector3(-1, -1, -1), new Vector3(1, 1, 1));
            return geom;
        }
Esempio n. 12
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        public DX11IndexedGeometry QuadNormals(Quad settings)
        {
            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
            geom.Tag = settings;
            geom.PrimitiveType = settings.PrimitiveType;

            Vector2 size = settings.Size;

            DataStream ds = new DataStream(4 * Pos4Norm3Tex2Vertex.VertexSize, true, true);
            ds.Position = 0;

            float sx = 0.5f * size.X;
            float sy = 0.5f * size.Y;

            Pos4Norm3Tex2Vertex v = new Pos4Norm3Tex2Vertex();
            v.Position = new Vector4(-sx, sy, 0.0f, 1.0f);
            v.Normals = new Vector3(0, 0, 1);
            v.TexCoords = new Vector2(0, 0);
            ds.Write<Pos4Norm3Tex2Vertex>(v);

            v.Position = new Vector4(sx, sy, 0.0f, 1.0f);
            v.TexCoords = new Vector2(1, 0);
            ds.Write<Pos4Norm3Tex2Vertex>(v);

            v.Position = new Vector4(-sx, -sy, 0.0f, 1.0f);
            v.TexCoords = new Vector2(0, 1);
            ds.Write<Pos4Norm3Tex2Vertex>(v);

            v.Position = new Vector4(sx, -sy, 0.0f, 1.0f);
            v.TexCoords = new Vector2(1, 1);
            ds.Write<Pos4Norm3Tex2Vertex>(v);

            var vertices = BufferHelper.CreateVertexBuffer(context, ds, true);

            var indexstream = new DataStream(24, true, true);
            indexstream.WriteRange(new int[] { 0, 1, 3, 3, 2, 0 });


            geom.VertexBuffer = vertices;
            geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);
            geom.InputLayout = Pos4Norm3Tex2Vertex.Layout;
            geom.Topology = PrimitiveTopology.TriangleList;
            geom.VerticesCount = 4;
            geom.VertexSize = Pos4Norm3Tex2Vertex.VertexSize;

            geom.HasBoundingBox = true;
            geom.BoundingBox = new BoundingBox(new Vector3(-sx, -sy, 0.0f), new Vector3(sx, sy, 0.0f));

            return geom;
        }
        public DX11IndexedGeometry RoundRect(RoundRect settings)
        {
            Vector2 inner = settings.InnerRadius;
            float   outer = settings.OuterRadius;
            int     ires  = settings.CornerResolution;

            DX11IndexedGeometry geom = new DX11IndexedGeometry(device);

            geom.PrimitiveType = settings.PrimitiveType;
            geom.Tag           = settings;
            List <Pos4Norm3Tex2Vertex> vl = new List <Pos4Norm3Tex2Vertex>();
            List <int> il = new List <int>();

            int idx = 0;

            float ucy = Convert.ToSingle(inner.Y + outer);
            float ucx = Convert.ToSingle(inner.X + outer);

            float mx = ucx * 2.0f;
            float my = ucy * 2.0f;

            //Need 1 quad for center
            if (settings.EnableCenter)
            {
                idx = SetQuad(vl, il, 0.0f, 0.0f, inner.X, inner.Y, idx, mx, my);
            }

            //Need 2 quads up/down
            idx = SetQuad(vl, il, 0.0f, ucy, inner.X, (float)outer, idx, mx, my);
            idx = SetQuad(vl, il, 0.0f, -ucy, inner.X, (float)outer, idx, mx, my);

            //Need 2 quads left/right
            idx = SetQuad(vl, il, -ucx, 0.0f, (float)outer, inner.Y, idx, mx, my);
            idx = SetQuad(vl, il, ucx, 0.0f, (float)outer, inner.Y, idx, mx, my);

            float radius = (float)outer * 2.0f;

            //Add the 4 corners
            idx = SetSegment(vl, il, inner.X, inner.Y, 0.0f, radius, ires, idx, mx, my);
            idx = SetSegment(vl, il, -inner.X, inner.Y, 0.25f, radius, ires, idx, mx, my);
            idx = SetSegment(vl, il, -inner.X, -inner.Y, 0.5f, radius, ires, idx, mx, my);
            idx = SetSegment(vl, il, inner.X, -inner.Y, 0.75f, radius, ires, idx, mx, my);

            geom.VertexBuffer   = DX11VertexBuffer.CreateImmutable <Pos4Norm3Tex2Vertex>(device, vl.ToArray());
            geom.IndexBuffer    = DX11IndexBuffer.CreateImmutable(device, il.ToArray());
            geom.InputLayout    = Pos4Norm3Tex2Vertex.Layout;
            geom.Topology       = PrimitiveTopology.TriangleList;
            geom.HasBoundingBox = false;
            return(geom);
        }
Esempio n. 14
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        private DX11IndexedGeometry FromAppender(AbstractPrimitiveDescriptor descriptor, ListGeometryAppender appender, PrimitiveInfo info)
        {
            DX11IndexedGeometry geom = new DX11IndexedGeometry(device);

            geom.Tag            = descriptor;
            geom.PrimitiveType  = descriptor.PrimitiveType;
            geom.VertexBuffer   = DX11VertexBuffer.CreateImmutable(device, appender.Vertices.ToArray());
            geom.IndexBuffer    = DX11IndexBuffer.CreateImmutable(device, appender.Indices.ToArray());
            geom.InputLayout    = Pos4Norm3Tex2Vertex.Layout;
            geom.Topology       = PrimitiveTopology.TriangleList;
            geom.HasBoundingBox = info.IsBoundingBoxKnown;
            geom.BoundingBox    = info.BoundingBox;
            return(geom);
        }
Esempio n. 15
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        public BulletImmediateWorldDebugRenderer(DX11RenderContext context)
        {
            if (context == null)
            {
                throw new ArgumentNullException("context");
            }

            this.context = context;

            this.solidColorShader = new SolidColorTransformed(context);
            this.box    = context.Primitives.Box(new FeralTic.DX11.Geometry.Box());
            this.sphere = context.Primitives.Sphere(new FeralTic.DX11.Geometry.Sphere()
            {
                Radius = 1.0f
            });
            this.cylinder = context.Primitives.Cylinder(new Cylinder()
            {
                Length  = 2.0f,
                Radius1 = 1.0f,
                Radius2 = 1.0f,
            });

            this.box.ValidateLayout(this.solidColorShader.EffectPass, out this.boxSphereColorLayout);

            this.dynamicLine               = new DX11VertexGeometry(context);
            this.dynamicLine.InputLayout   = Pos3Vertex.Layout;
            this.dynamicLine.Topology      = PrimitiveTopology.LineList;
            this.dynamicLine.VertexBuffer  = BufferHelper.CreateDynamicVertexBuffer(context, 12 * 2);
            this.dynamicLine.VertexSize    = Pos3Vertex.VertexSize;
            this.dynamicLine.VerticesCount = 2;

            this.dynamicLineTriangle               = new DX11VertexGeometry(context);
            this.dynamicLineTriangle.InputLayout   = Pos3Vertex.Layout;
            this.dynamicLineTriangle.Topology      = PrimitiveTopology.LineStrip;
            this.dynamicLineTriangle.VertexBuffer  = BufferHelper.CreateDynamicVertexBuffer(context, 12 * 3);
            this.dynamicLineTriangle.VertexSize    = Pos3Vertex.VertexSize;
            this.dynamicLineTriangle.VerticesCount = 3;


            this.arcLine               = new DX11VertexGeometry(context);
            this.arcLine.InputLayout   = Pos3Vertex.Layout;
            this.arcLine.Topology      = PrimitiveTopology.LineStrip;
            this.arcLine.VertexBuffer  = BufferHelper.CreateDynamicVertexBuffer(context, 12 * 2048);
            this.arcLine.VertexSize    = Pos3Vertex.VertexSize;
            this.arcLine.VerticesCount = 2048;

            this.dynamicLine.ValidateLayout(this.solidColorShader.EffectPass, out this.lineLayout);
        }
Esempio n. 16
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        public DX11IndexedGeometry Octahedron(Octahedron settings)
        {
            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
            geom.PrimitiveType = settings.PrimitiveType;
            geom.Tag = settings;
            geom.VerticesCount = 6;
            geom.InputLayout = Pos3Norm3Tex2Vertex.Layout;
            geom.VertexSize = Pos3Norm3Tex2Vertex.VertexSize;
            geom.Topology = PrimitiveTopology.TriangleList;

            DataStream ds = new DataStream(6 * Pos3Norm3Tex2Vertex.VertexSize, false, true);

            Pos3Norm3Tex2Vertex v = new Pos3Norm3Tex2Vertex();

            Vector3 size = settings.Size;

            v.Position = Vector3.Normalize(new Vector3(1.0f,0,0)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            v.Position = Vector3.Normalize(new Vector3(-1.0f,0,0)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            v.Position = Vector3.Normalize(new Vector3(0,1.0f,0)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            v.Position = Vector3.Normalize(new Vector3(0,-1.0f,0)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);

            v.Position = Vector3.Normalize(new Vector3(0,0,-1.0f)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            v.Position = Vector3.Normalize(new Vector3(0,0, 1.0f)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);

            

            geom.VertexBuffer = BufferHelper.CreateVertexBuffer(context, ds, true);

            var indexstream = new DataStream(24 * 4, true, true);

            int[] inds = new int[] { 
                0,4,2,
                0,2,5, 
                0,3,4,
                0,5,3,
                1,2,4,
                1,5,2,
                1,4,3,
                1,3,5 };

            indexstream.WriteRange(inds);
            
            geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);

            geom.HasBoundingBox = true;
            geom.BoundingBox = new BoundingBox(new Vector3(-1, -1, -1), new Vector3(1, 1, 1));
            return geom;
        }
Esempio n. 17
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        public DX11IndexedGeometry Box(Box settings)
        {
            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);

            geom.Tag           = settings;
            geom.PrimitiveType = settings.PrimitiveType;

            int vertexcount = 24;

            DataStream vertexstream = new DataStream(24 * Pos4Norm3Tex2Vertex.VertexSize, true, true);

            vertexstream.Position = 0;

            var indexstream = new DataStream(36 * 4, true, true);

            float sx = 0.5f * settings.Size.X;
            float sy = 0.5f * settings.Size.Y;
            float sz = 0.5f * settings.Size.Z;

            Vector3 s3   = new Vector3(sx, sy, sz);
            Vector4 size = new Vector4(sx, sy, sz, 1.0f);

            this.WriteFrontFace(vertexstream, indexstream, size);
            this.WriteBackFace(vertexstream, indexstream, size);
            this.WriteRightFace(vertexstream, indexstream, size);
            this.WriteLeftFace(vertexstream, indexstream, size);
            this.WriteTopFace(vertexstream, indexstream, size);
            this.WriteBottomFace(vertexstream, indexstream, size);

            var vertices = BufferHelper.CreateVertexBuffer(context, vertexstream, true);

            geom.VertexBuffer  = vertices;
            geom.IndexBuffer   = new DX11IndexBuffer(context, indexstream, false, true);
            geom.InputLayout   = Pos4Norm3Tex2Vertex.Layout;
            geom.Topology      = PrimitiveTopology.TriangleList;
            geom.VerticesCount = vertexcount;
            geom.VertexSize    = Pos4Norm3Tex2Vertex.VertexSize;

            geom.HasBoundingBox = true;
            geom.BoundingBox    = new BoundingBox(-s3, s3);

            return(geom);
        }
Esempio n. 18
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        public void Update(DX11RenderContext context)
        {
            for (int i = 0; i < this.FOutGeom.SliceCount; i++)
            {
                DX11IndexedGeometry geom = (DX11IndexedGeometry)this.FInGeom[i][context].ShallowCopy();
                if (this.FInEnabled[i])
                {
                    DX11InstancedIndexedDrawer d = new DX11InstancedIndexedDrawer();
                    d.InstanceCount         = this.FInCnt[i];
                    d.StartIndexLocation    = this.FInSI[0];
                    d.StartInstanceLocation = this.FInSL[0];
                    d.BaseVertexLocation    = this.FInVL[0];

                    geom.AssignDrawer(d);
                    //geom.Topology = this.FInTopology[i];
                }

                this.FOutGeom[i][context] = geom;
            }
        }
Esempio n. 19
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        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            for (int i = 0; i < this.FOutGeom.SliceCount; i++)
            {
                IDX11Geometry g    = this.FInGeom[i][context];
                bool          done = false;
                if (g is DX11IndexedGeometry)
                {
                    DX11IndexedGeometry geom = (DX11IndexedGeometry)this.FInGeom[i][context].ShallowCopy();
                    if (this.FInEnabled[i])
                    {
                        DX11InstancedIndexedDrawer d = new DX11InstancedIndexedDrawer();
                        d.InstanceCount         = this.FInCnt[i];
                        d.StartInstanceLocation = this.FInSL[0];
                        geom.AssignDrawer(d);
                    }
                    this.FOutGeom[i][context] = geom;
                    done = true;
                }

                if (g is DX11VertexGeometry)
                {
                    DX11VertexGeometry geom = (DX11VertexGeometry)this.FInGeom[i][context].ShallowCopy();
                    if (this.FInEnabled[i])
                    {
                        DX11InstancedVertexDrawer d = new DX11InstancedVertexDrawer();
                        d.InstanceCount         = this.FInCnt[i];
                        d.StartInstanceLocation = this.FInSL[0];
                        geom.AssignDrawer(d);
                    }
                    this.FOutGeom[i][context] = geom;
                    done = true;
                }


                if (!done)
                {
                    this.FOutGeom[i][context] = g;
                }
            }
        }
Esempio n. 20
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        private DX11IndexedGeometry QuadTextured()
        {
            DX11IndexedGeometry geom = new DX11IndexedGeometry(this.device);
            float sx = 1.0f;
            float sy = 1.0f;

            Pos4Tex2Vertex[] vertices = new Pos4Tex2Vertex[]
            {
                new Pos4Tex2Vertex()
                {
                    Position  = new Vector4(-sx, sy, 0.0f, 1.0f),
                    TexCoords = new Vector2(0, 0)
                },
                new Pos4Tex2Vertex()
                {
                    Position  = new Vector4(sx, sy, 0.0f, 1.0f),
                    TexCoords = new Vector2(1, 0)
                },
                new Pos4Tex2Vertex()
                {
                    Position  = new Vector4(-sx, -sy, 0.0f, 1.0f),
                    TexCoords = new Vector2(0, 1)
                },
                new Pos4Tex2Vertex()
                {
                    Position  = new Vector4(sx, -sy, 0.0f, 1.0f),
                    TexCoords = new Vector2(1, 1)
                },
            };
            int[] indices = new int[] { 0, 1, 3, 3, 2, 0 };

            geom.VertexBuffer             = DX11VertexBuffer.CreateImmutable(device, vertices);;
            geom.IndexBuffer              = DX11IndexBuffer.CreateImmutable(device, indices);
            geom.InputLayout              = Pos4Tex2Vertex.Layout;
            geom.VertexBuffer.InputLayout = geom.InputLayout;
            geom.Topology       = PrimitiveTopology.TriangleList;
            geom.HasBoundingBox = true;
            geom.BoundingBox    = new BoundingBox(new Vector3(-sx, -sy, 0.0f), new Vector3(sx, sy, 0.0f));

            return(geom);
        }
        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            Device device = context.Device;

            for (int i = 0; i < this.FOutGeom.SliceCount; i++)
            {
                if (this.FInEnabled[i] && this.FInGeom[i].Contains(context))
                {
                    DX11IndexedGeometry v = (DX11IndexedGeometry)this.FInGeom[i][context].ShallowCopy();

                    DX11PerVertexIndexedDrawer drawer = new DX11PerVertexIndexedDrawer();
                    v.AssignDrawer(drawer);

                    this.FOutGeom[i][context] = v;
                }
                else
                {
                    this.FOutGeom[i][context] = this.FInGeom[i][context];
                }
            }
        }
Esempio n. 22
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        public DX11IndexedGeometry Box(Box settings)
        {
            DX11IndexedGeometry geom = new DX11IndexedGeometry(device);

            geom.Tag           = settings;
            geom.PrimitiveType = settings.PrimitiveType;

            DataStream vertexstream = new DataStream(24 * Pos4Norm3Tex2Vertex.VertexSize, true, true);

            vertexstream.Position = 0;

            var indexstream = new DataStream(36 * 4, true, true);

            float sx = 0.5f * settings.Size.X;
            float sy = 0.5f * settings.Size.Y;
            float sz = 0.5f * settings.Size.Z;

            Vector3 s3   = new Vector3(sx, sy, sz);
            Vector4 size = new Vector4(sx, sy, sz, 1.0f);

            this.WriteFrontFace(vertexstream, indexstream, size);
            this.WriteBackFace(vertexstream, indexstream, size);
            this.WriteRightFace(vertexstream, indexstream, size);
            this.WriteLeftFace(vertexstream, indexstream, size);
            this.WriteTopFace(vertexstream, indexstream, size);
            this.WriteBottomFace(vertexstream, indexstream, size);

            geom.VertexBuffer             = DX11VertexBuffer.CreateImmutable(device, 24, Pos4Norm3Tex2Vertex.VertexSize, vertexstream);
            geom.IndexBuffer              = DX11IndexBuffer.CreateImmutable(device, 36, indexstream, true);
            geom.InputLayout              = Pos4Norm3Tex2Vertex.Layout;
            geom.VertexBuffer.InputLayout = geom.InputLayout;
            geom.Topology       = PrimitiveTopology.TriangleList;
            geom.HasBoundingBox = true;
            geom.BoundingBox    = new BoundingBox(-s3, s3);

            vertexstream.Dispose();
            indexstream.Dispose();

            return(geom);
        }
Esempio n. 23
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        public DX11IndexedGeometry Box(BoxSettings settings)
        {
            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);

            int vertexcount = 24;

            DataStream vertexstream = new DataStream(24 * Pos4Norm3Tex2Vertex.VertexSize, true, true);
            vertexstream.Position = 0;

            var indexstream = new DataStream(36 * 4, true, true);

            float sx = 0.5f * settings.Size.X;
            float sy = 0.5f * settings.Size.Y;
            float sz = 0.5f * settings.Size.Z;

            Vector3 s3 = new Vector3(sx, sy, sz);
            Vector4 size = new Vector4(sx, sy, sz,1.0f);

            this.WriteFrontFace(vertexstream, indexstream, size);
            this.WriteBackFace(vertexstream, indexstream, size);
            this.WriteRightFace(vertexstream, indexstream, size);
            this.WriteLeftFace(vertexstream, indexstream, size);
            this.WriteTopFace(vertexstream, indexstream, size);
            this.WriteBottomFace(vertexstream, indexstream, size);

            var vertices = BufferHelper.CreateVertexBuffer(context, vertexstream, true);

            geom.VertexBuffer = vertices;
            geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);
            geom.InputLayout = Pos4Norm3Tex2Vertex.Layout;
            geom.Topology = PrimitiveTopology.TriangleList;
            geom.VerticesCount = vertexcount;
            geom.VertexSize = Pos4Norm3Tex2Vertex.VertexSize;

            geom.HasBoundingBox = true;
            geom.BoundingBox = new BoundingBox(-s3, s3);

            return geom;
        }
Esempio n. 24
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 public void Dispose()
 {
     if (this.solidColorShader != null)
     {
         this.solidColorShader.Dispose();
         this.solidColorShader = null;
     }
     if (this.dynamicLine != null)
     {
         this.dynamicLine.Dispose();
         this.dynamicLine = null;
     }
     if (this.dynamicLineTriangle != null)
     {
         this.dynamicLineTriangle.Dispose();
         this.dynamicLineTriangle = null;
     }
     if (this.boxSphereColorLayout != null)
     {
         this.boxSphereColorLayout.Dispose();
         this.boxSphereColorLayout = null;
     }
     if (this.box != null)
     {
         this.box.Dispose();
         this.box = null;
     }
     if (this.sphere != null)
     {
         this.sphere.Dispose();
         this.sphere = null;
     }
     if (this.cylinder != null)
     {
         this.cylinder.Dispose();
         this.cylinder = null;
     }
 }
        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (this.FInvalidate)
            {
                if (this.FOutput[0].Contains(context))
                {
                    this.FOutput[0].Dispose(context);
                }

                DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
                geom.InputLayout = this.inputlayout;
                geom.VertexSize  = this.vertexsize;

                var vertices = new SlimDX.Direct3D11.Buffer(context.Device, this.FVertexStream, new BufferDescription()
                {
                    BindFlags      = BindFlags.VertexBuffer,
                    CpuAccessFlags = CpuAccessFlags.None,
                    OptionFlags    = ResourceOptionFlags.None,
                    SizeInBytes    = (int)this.FVertexStream.Length,
                    Usage          = ResourceUsage.Default
                });

                geom.HasBoundingBox = false;

                geom.IndexBuffer = new DX11IndexBuffer(context, this.FIndexStream, false, false);

                geom.InputLayout = this.inputlayout;
                geom.Topology    = this.FInTopology[0];

                geom.VertexBuffer  = vertices;
                geom.VertexSize    = this.vertexsize;
                geom.VerticesCount = this.FInVerticesCount[0];

                this.FOutput[0][context] = geom;

                this.FInvalidate = false;
            }
        }
Esempio n. 26
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        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (quadshader == null)
            {
                string     basepath = "VVVV.DX11.Nodes.effects.quad.fx";
                DX11Effect effect   = DX11Effect.FromResource(Assembly.GetExecutingAssembly(), basepath);

                quadshader      = new DX11ShaderInstance(context, effect);
                texturevariable = quadshader.Effect.GetVariableBySemantic("INPUTTEXTURE").AsResource();
                samplervariable = quadshader.Effect.GetVariableBySemantic("SAMPLERSTATE").AsSampler();

                Quad quad = new Quad();
                quad.Size = new Vector2(1.0f);

                quadgeometry = context.Primitives.QuadNormals(quad);

                quadlayouts = new List <InputLayout>();
                for (int i = 0; i < 4; i++)
                {
                    InputLayout layout;
                    quadshader.SelectTechnique(i);

                    bool res = quadgeometry.ValidateLayout(quadshader.GetPass(0), out layout);
                    quadlayouts.Add(layout);
                }
            }

            if (this.spmax > 0)
            {
                if (!this.FOutLayer[0].Contains(context))
                {
                    this.FOutLayer[0][context]        = new DX11Layer();
                    this.FOutLayer[0][context].Render = this.Render;
                }
            }
        }
        public override IDxGeometry Convolute(IDxGeometry input)
        {
            IDxGeometry result = input.ShallowCopy();

            if (result is DX11IndexedGeometry)
            {
                DX11IndexedGeometry        indexed = (DX11IndexedGeometry)result;
                DX11InstancedIndexedDrawer d       = new DX11InstancedIndexedDrawer();
                indexed.AssignDrawer(d);
                d.InstanceCount = this.InstanceCount;
                indexed.AssignDrawer(d);
            }

            if (result is DX11VertexGeometry)
            {
                DX11VertexGeometry        vertex = (DX11VertexGeometry)result;
                DX11InstancedVertexDrawer d      = new DX11InstancedVertexDrawer();
                vertex.AssignDrawer(d);
                d.InstanceCount = this.InstanceCount;
                vertex.AssignDrawer(d);
            }

            return(result);
        }
Esempio n. 28
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        private int GetVertexCount(IDxGeometry geometry)
        {
            if (this.UseMaxElements)
            {
                return(this.MaxElements);
            }

            if (geometry is DX11VertexGeometry)
            {
                DX11VertexGeometry vd = (DX11VertexGeometry)geometry;
                return(vd.VerticesCount);
            }
            if (geometry is DX11IndexedGeometry)
            {
                DX11IndexedGeometry id = (DX11IndexedGeometry)geometry;
                return(id.VertexBuffer.VerticesCount);
            }
            if (geometry is DX11NullGeometry)
            {
                return(this.MaxElements);
            }

            throw new NotSupportedException("Can't set Vertices count from provided geometry");
        }
Esempio n. 29
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        public DX11IndexedGeometry Segment(Segment settings)
        {
            SegmentBuilder       builder  = new SegmentBuilder();
            ListGeometryAppender appender = new ListGeometryAppender();
            PrimitiveInfo        info     = builder.GetPrimitiveInfo(settings);

            Vector3 max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
            Vector3 min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);

            builder.Construct(settings, (v, n, u) =>
                              { appender.AppendVertex(v, n, u); min = Vector3.Min(min, v); max = Vector3.Max(max, v); }, appender.AppendIndex);

            DX11IndexedGeometry geom = new DX11IndexedGeometry(device);

            geom.Tag            = settings;
            geom.PrimitiveType  = settings.PrimitiveType;
            geom.VertexBuffer   = DX11VertexBuffer.CreateImmutable(device, appender.Vertices.ToArray());
            geom.IndexBuffer    = DX11IndexBuffer.CreateImmutable(device, appender.Indices.ToArray());
            geom.InputLayout    = Pos4Norm3Tex2Vertex.Layout;
            geom.Topology       = PrimitiveTopology.TriangleList;
            geom.HasBoundingBox = true;
            geom.BoundingBox    = new BoundingBox(min, max);
            return(geom);
        }
        public DX11IndexedGeometry Isocahedron(Vector3 size)
        {
            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
            geom.VerticesCount = 12;
            geom.InputLayout = Pos3Norm3Tex2Vertex.Layout;
            geom.VertexSize = Pos3Norm3Tex2Vertex.VertexSize;
            geom.Topology = PrimitiveTopology.TriangleList;

            float t = (1.0f + (float)Math.Sqrt(5.0f)) / 2.0f;

            DataStream ds = new DataStream(12 * Pos3Norm3Tex2Vertex.VertexSize, false, true);

            Pos3Norm3Tex2Vertex v = new Pos3Norm3Tex2Vertex();

            v.Position = Vector3.Normalize(new Vector3(-1, t, 0))*0.5f; v.Normals = v.Position*2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            v.Position = Vector3.Normalize(new Vector3(1, t, 0)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            v.Position = Vector3.Normalize(new Vector3(-1, -t, 0)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            v.Position = Vector3.Normalize(new Vector3(1, -t, 0)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);

            v.Position = Vector3.Normalize(new Vector3(0, -1, t)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            v.Position = Vector3.Normalize(new Vector3(0, 1, t)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            v.Position = Vector3.Normalize(new Vector3(0, -1, -t)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            v.Position = Vector3.Normalize(new Vector3(0, 1, -t)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);

            v.Position = Vector3.Normalize(new Vector3(t, 0, -1)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            v.Position = Vector3.Normalize(new Vector3(t, 0, 1)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            v.Position = Vector3.Normalize(new Vector3(-t, 0, -1)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);
            v.Position = Vector3.Normalize(new Vector3(-t, 0, 1)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0); ds.Write<Pos3Norm3Tex2Vertex>(v);

            geom.VertexBuffer = BufferHelper.CreateVertexBuffer(context, ds, true);

            var indexstream = new DataStream(60 * 4, true, true);

            int[] inds = new int[] {
                0,11,5,
                0,5,1,
                0,1,7,
                0,7,10,
                0,10,11,
                1,5,9,
                5,11,4,
                11,10,2,
                10,7,6,
                7,1,8,
                3,9,4,
                3,4,2,
                3,2,6,
                3,6,8,
                3,8,9,
                4,9,5,
                2,4,11,
                6,2,10,
                8,6,7,
                9,8,1 };

            indexstream.WriteRange(inds);

            geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);

            geom.HasBoundingBox = true;
            geom.BoundingBox = new BoundingBox(new Vector3(-1, -1, -1), new Vector3(1, 1, 1));
            return geom;
        }
        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (this.FInvalidate || this.FEmpty)
            {
                for (int i = 0; i < this.scenes.Count; i++)
                {
                    if (scenes[i] != null)
                    {
                        AssimpScene scene = scenes[i];

                        for (int j = 0; j < scene.MeshCount; j++)
                        {
                            AssimpMesh assimpmesh = scene.Meshes[j];

                            DataStream vS = assimpmesh.Vertices;
                            vS.Position = 0;

                            List<int> inds = assimpmesh.Indices;

                            if (inds.Count > 0 && assimpmesh.VerticesCount > 0)
                            {

                                var vertices = new SlimDX.Direct3D11.Buffer(context.Device, vS, new BufferDescription()
                                {
                                    BindFlags = BindFlags.VertexBuffer,
                                    CpuAccessFlags = CpuAccessFlags.None,
                                    OptionFlags = ResourceOptionFlags.None,
                                    SizeInBytes = (int)vS.Length,
                                    Usage = ResourceUsage.Default
                                });

                                var indexstream = new DataStream(inds.Count * 4, true, true);
                                indexstream.WriteRange(inds.ToArray());
                                indexstream.Position = 0;

                                DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
                                geom.VertexBuffer = vertices;
                                geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);
                                geom.InputLayout = assimpmesh.GetInputElements().ToArray();
                                geom.Topology = PrimitiveTopology.TriangleList;
                                geom.VerticesCount = assimpmesh.VerticesCount;
                                geom.VertexSize = assimpmesh.CalculateVertexSize();
                                geom.HasBoundingBox = true;
                                geom.BoundingBox = assimpmesh.BoundingBox;

                                this.FOutGeom[i][j][context] = geom;
                            }

                        }
                    }
                }
                this.FEmpty = false;
                this.FInvalidate = false;
            }
        }
Esempio n. 32
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        public void Update(DX11RenderContext context)
        {
            if (!this.FTextureOutput[0].Contains(context))
            {
                this.FTextureOutput[0][context] = new DX11DynamicTexture2D(context, this.width, this.height, SlimDX.DXGI.Format.R8G8B8A8_UNorm);
                this.FPCOut[0][context]         = new DX11DynamicStructuredBuffer <float>(context, 640 * 480 * 6);
            }

            if (this.FInvalidate)
            {
                fixed(int *f = &this.pic[0])
                {
                    IntPtr ptr = new IntPtr(f);

                    this.FTextureOutput[0][context].WriteData(ptr, this.width * this.height * 4);
                }

                /*fixed (float* f = &this.piccloud[0])
                 * {*
                 *  IntPtr ptr = new IntPtr(f);*/

                DX11DynamicStructuredBuffer <float> db = (DX11DynamicStructuredBuffer <float>) this.FPCOut[0][context];

                db.WriteData(this.piccloud);
                //}

                this.FInvalidate = false;
            }

            if (this.FInVoxels[0])
            {
                if (this.FOutVoxels[0].Contains(context))
                {
                    this.FOutVoxels[0].Dispose(context);
                }

                short[] data = new short[this.VoxelResolutionX * this.VoxelResolutionY * this.VoxelResolutionZ];

                this.volume.ExportVolumeBlock(0, 0, 0, this.VoxelResolutionX, this.VoxelResolutionY, this.VoxelResolutionZ, 1, data);

                DX11DynamicStructuredBuffer <int> b = new DX11DynamicStructuredBuffer <int>(context, this.VoxelResolutionX * this.VoxelResolutionY * this.VoxelResolutionZ);

                int[] idata = new int[this.VoxelResolutionX * this.VoxelResolutionY * this.VoxelResolutionZ];

                for (int i = 0; i < this.VoxelResolutionX * this.VoxelResolutionY * this.VoxelResolutionZ; i++)
                {
                    idata[i] = data[i];
                }

                b.WriteData(idata);

                this.FOutVoxels[0][context] = b;
            }

            if (this.FInExport[0])
            {
                if (this.FGeomOut[0].Contains(context))
                {
                    this.FGeomOut[0].Dispose(context);
                }

                if (this.volume != null)
                {
                    Mesh m = this.volume.CalculateMesh(this.FInGeomVoxelStep[0]);

                    DX11IndexedGeometry geom = new DX11IndexedGeometry(context);

                    ReadOnlyCollection <int> inds = m.GetTriangleIndexes();

                    DataStream ds = new DataStream(inds.Count * 4, true, true);
                    ds.WriteRange <int>(inds.ToArray());
                    ds.Position = 0;

                    DX11IndexBuffer ibo = new DX11IndexBuffer(context, ds, false, true);

                    ReadOnlyCollection <Microsoft.Kinect.Fusion.Vector3> pos  = m.GetVertices();
                    ReadOnlyCollection <Microsoft.Kinect.Fusion.Vector3> norm = m.GetNormals();
                    //ReadOnlyCollection<int> col = m.GetColors();

                    DataStream dsv = new DataStream(Pos3Norm3Vertex.VertexSize * pos.Count, true, true);

                    SlimDX.Vector3 bmin = new SlimDX.Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
                    SlimDX.Vector3 bmax = new SlimDX.Vector3(float.MinValue, float.MinValue, float.MinValue);

                    for (int i = 0; i < pos.Count; i++)
                    {
                        Microsoft.Kinect.Fusion.Vector3 p = pos[i];
                        Microsoft.Kinect.Fusion.Vector3 n = norm[i];

                        dsv.Write <Microsoft.Kinect.Fusion.Vector3>(p);
                        dsv.Write <Microsoft.Kinect.Fusion.Vector3>(n);
                        //dsv.Write<int>(col[i]);

                        if (p.X < bmin.X)
                        {
                            bmin.X = p.X;
                        }
                        if (p.Y < bmin.Y)
                        {
                            bmin.Y = p.Y;
                        }
                        if (p.Z < bmin.Z)
                        {
                            bmin.Z = p.Z;
                        }

                        if (p.X > bmax.X)
                        {
                            bmax.X = p.X;
                        }
                        if (p.Y > bmax.Y)
                        {
                            bmax.Y = p.Y;
                        }
                        if (p.Z > bmax.Z)
                        {
                            bmax.Z = p.Z;
                        }
                    }

                    geom.IndexBuffer    = ibo;
                    geom.HasBoundingBox = true;
                    geom.InputLayout    = Pos3Norm3Vertex.Layout;     // FusionColoredVertex.Layout;
                    geom.Topology       = SlimDX.Direct3D11.PrimitiveTopology.TriangleList;
                    geom.VertexSize     = Pos3Norm3Vertex.VertexSize; // FusionColoredVertex.VertexSize;
                    geom.VertexBuffer   = BufferHelper.CreateVertexBuffer(context, dsv, false, true);
                    geom.VerticesCount  = pos.Count;
                    geom.BoundingBox    = new BoundingBox(bmin, bmax);


                    this.FGeomOut[0][context] = geom;

                    m.Dispose();
                }
            }
        }
Esempio n. 33
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        private DX11IndexedGeometry QuadTextured()
        {
            DX11IndexedGeometry geom = new DX11IndexedGeometry(this.context);

            DataStream ds = new DataStream(4 * Pos4Tex2Vertex.VertexSize, true, true);
            ds.Position = 0;

            float sx = 1.0f;
            float sy = 1.0f;

            Pos4Tex2Vertex v = new Pos4Tex2Vertex();
            v.Position = new Vector4(-sx, sy, 0.0f, 1.0f);
            v.TexCoords = new Vector2(0, 0);
            ds.Write<Pos4Tex2Vertex>(v);

            v.Position = new Vector4(sx, sy, 0.0f, 1.0f);
            v.TexCoords = new Vector2(1, 0);
            ds.Write<Pos4Tex2Vertex>(v);

            v.Position = new Vector4(-sx, -sy, 0.0f, 1.0f);
            v.TexCoords = new Vector2(0, 1);
            ds.Write<Pos4Tex2Vertex>(v);

            v.Position = new Vector4(sx, -sy, 0.0f, 1.0f);
            v.TexCoords = new Vector2(1, 1);
            ds.Write<Pos4Tex2Vertex>(v);

            ds.Position = 0;

            var vertices = new SlimDX.Direct3D11.Buffer(context.Device, ds, new BufferDescription()
            {
                BindFlags = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None,
                SizeInBytes = (int)ds.Length,
                Usage = ResourceUsage.Default
            });

            ds.Dispose();

            var indexstream = new DataStream(24, true, true);
            indexstream.WriteRange(new int[] { 0, 1, 3, 3, 2, 0 });
            indexstream.Position = 0;

            geom.VertexBuffer = vertices;
            geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);


            geom.InputLayout = Pos4Tex2Vertex.Layout;
            geom.Topology = PrimitiveTopology.TriangleList;
            geom.VerticesCount = 4;
            geom.VertexSize = Pos4Tex2Vertex.VertexSize;

            geom.HasBoundingBox = true;
            geom.BoundingBox = new BoundingBox(new Vector3(-sx, -sy, 0.0f), new Vector3(sx, sy, 0.0f));

            return geom;
        }
        public DX11IndexedGeometry RoundRect(Vector2 inner, float outer, int ires)
        {
            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
            List<Pos4Norm3Tex2Vertex> vl = new List<Pos4Norm3Tex2Vertex>();
            List<int> il = new List<int>();

            int idx = 0;

            float ucy = Convert.ToSingle(inner.Y + outer);
            float ucx = Convert.ToSingle(inner.X + outer);

            float mx = ucx * 2.0f;
            float my = ucy * 2.0f;

            //Need 1 quad for center
            idx = SetQuad(vl, il, 0.0f, 0.0f, inner.X, inner.Y, idx, mx, my);

            //Need 2 quads up/down
            idx = SetQuad(vl, il, 0.0f, ucy, inner.X, (float)outer, idx, mx, my);
            idx = SetQuad(vl, il, 0.0f, -ucy, inner.X, (float)outer, idx, mx, my);

            //Need 2 quads left/right
            idx = SetQuad(vl, il, -ucx, 0.0f, (float)outer, inner.Y, idx, mx, my);
            idx = SetQuad(vl, il, ucx, 0.0f, (float)outer, inner.Y, idx, mx, my);

            float radius = (float)outer * 2.0f;

            //Add the 4 corners
            idx = SetSegment(vl, il, inner.X, inner.Y, 0.0f, radius, ires, idx, mx, my);
            idx = SetSegment(vl, il, -inner.X, inner.Y, 0.25f, radius, ires, idx, mx, my);
            idx = SetSegment(vl, il, -inner.X, -inner.Y, 0.5f, radius, ires, idx, mx, my);
            idx = SetSegment(vl, il, inner.X, -inner.Y, 0.75f, radius, ires, idx, mx, my);

            DataStream ds = new DataStream(vl.Count * Pos4Norm3Tex2Vertex.VertexSize, true, true);
            ds.Position = 0;
            ds.WriteRange(vl.ToArray());
            ds.Position = 0;

            var vbuffer = new SlimDX.Direct3D11.Buffer(context.Device, ds, new BufferDescription()
            {
                BindFlags = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None,
                SizeInBytes = (int)ds.Length,
                Usage = ResourceUsage.Default
            });

            ds.Dispose();

            var indexstream = new DataStream(il.Count * 4, true, true);
            indexstream.WriteRange(il.ToArray());
            indexstream.Position = 0;

            geom.VertexBuffer = vbuffer;
            geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);
            geom.InputLayout = Pos4Norm3Tex2Vertex.Layout;
            geom.Topology = PrimitiveTopology.TriangleList;
            geom.VerticesCount = vl.Count;
            geom.VertexSize = Pos4Norm3Tex2Vertex.VertexSize;

            geom.HasBoundingBox = false;

            return geom;
        }
Esempio n. 35
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        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            for (int i = 0; i < this.FOutput.SliceCount; i++)
            {
                if (this.FOutput[i].Contains(context)) { this.FOutput[i].Dispose(context); }
            }

            if (this.FBodies.SliceCount > 0)
            {
                int cnt = this.FBodies.SliceCount;

                for (int i = 0; i < cnt; i++)
                {
                    SoftBody body = this.FBodies[i];

                    SoftBodyCustomData sc = (SoftBodyCustomData)body.UserObject;

                    AlignedFaceArray faces = body.Faces;

                    if (FValid[i])
                    {
                        if (body.Faces.Count > 0)
                        {
                            #region Build from Faces
                            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);

                            geom.VerticesCount = faces.Count*3;

                            if (sc.HasUV)
                            {
                                geom.InputLayout = Pos3Norm3Tex2Vertex.Layout;
                                geom.VertexSize = Pos3Norm3Tex2Vertex.VertexSize;
                            }
                            else
                            {
                                geom.InputLayout = Pos3Norm3Vertex.Layout;
                                geom.VertexSize = Pos3Norm3Vertex.VertexSize;
                            }

                            //Mesh mesh = new Mesh(OnDevice, faces.Count, faces.Count * 3, MeshFlags.SystemMemory | MeshFlags.Use32Bit, decl);

                            SlimDX.DataStream verts = new SlimDX.DataStream(geom.VerticesCount * geom.VertexSize*3, false, true);
                            SlimDX.DataStream indices = new SlimDX.DataStream(faces.Count * sizeof(int)*3, false, true);

                            int j;
                            int uvcnt = 0;
                            for (j = 0; j < faces.Count; j++)
                            {
                                NodePtrArray nodes = faces[j].N;
                                verts.Write(nodes[0].X);
                                verts.Write(nodes[0].Normal);
                                //verts.Position += 12;

                                if (sc.HasUV)
                                {
                                    verts.Write(sc.UV[uvcnt]);
                                    uvcnt++;
                                    verts.Write(sc.UV[uvcnt]);
                                    uvcnt++;
                                }

                                verts.Write(nodes[1].X);
                                verts.Write(nodes[1].Normal);

                                //verts.Position += 12;

                                if (sc.HasUV)
                                {
                                    verts.Write(sc.UV[uvcnt]);
                                    uvcnt++;
                                    verts.Write(sc.UV[uvcnt]);
                                    uvcnt++;
                                }

                                verts.Write(nodes[2].X);
                                verts.Write(nodes[2].Normal);
                                //verts.Position += 12;

                                if (sc.HasUV)
                                {
                                    verts.Write(sc.UV[uvcnt]);
                                    uvcnt++;
                                    verts.Write(sc.UV[uvcnt]);
                                    uvcnt++;
                                }

                                indices.Write(j * 3);
                                indices.Write(j * 3 + 1);
                                indices.Write(j * 3 + 2);

                            }

                            geom.VertexBuffer = BufferHelper.CreateVertexBuffer(context, verts, false, true);

                            geom.HasBoundingBox = false;

                            DX11IndexBuffer ibo = new DX11IndexBuffer(context, indices,false,true);
                            geom.IndexBuffer = ibo;
                            this.FOutput[i][context] = geom;
                            #endregion
                        }
                    }
                }
            }
        }
Esempio n. 36
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        public DX11IndexedGeometry Torus(Torus settings)
        {
            int   resX   = settings.ResolutionX;
            int   resY   = settings.ResolutionY;
            float radius = settings.Radius;
            float thick  = settings.Thickness;
            float phasey = settings.PhaseY;
            float phasex = settings.PhaseX;
            float rot    = settings.Rotation;
            float cy     = settings.CY;

            List <Pos4Norm3Tex2Vertex> vertices = new List <Pos4Norm3Tex2Vertex>();
            List <int> indices = new List <int>();

            float pi     = (float)Math.PI;
            float pidiv2 = pi * 0.5f;
            float twopi  = pi * 2.0f;

            int stride = resY + 1;

            for (int i = 0; i <= resY; i++)
            {
                float u = (float)i / (float)resY;
                //u *= cy;

                float outerAngle = (float)i * twopi / (float)resY - pidiv2;

                Matrix transform = Matrix.Translation(radius, 0, 0) * Matrix.RotationY(outerAngle * rot);


                for (int j = 0; j <= resX; j++)
                {
                    float fj = (float)j * cy;

                    float v = 1 - (float)j / resX;

                    float innerAngle = fj * twopi / (float)resX + pi;
                    float dy         = (float)Math.Sin(innerAngle) * phasey;
                    float dx         = (float)Math.Cos(innerAngle) * phasex;

                    Pos4Norm3Tex2Vertex vertex = new Pos4Norm3Tex2Vertex();

                    Vector3 normal   = new Vector3(dx, dy, 0);
                    Vector3 position = normal * thick / 2;
                    vertex.TexCoords = new Vector2(u, v);
                    vertex.Normals   = Vector3.TransformNormal(normal, transform);

                    position        = Vector3.TransformCoordinate(position, transform);
                    vertex.Position = new Vector4(position.X, position.Y, position.Z, 1.0f);

                    vertices.Add(vertex);

                    int nextI = (i + 1) % stride;
                    int nextJ = (j + 1) % stride;

                    indices.Add(j * stride + i);
                    indices.Add(nextJ * stride + i);
                    indices.Add(j * stride + nextI);

                    indices.Add(j * stride + nextI);
                    indices.Add(nextJ * stride + i);
                    indices.Add(nextJ * stride + nextI);
                }
            }

            DX11IndexedGeometry geom = DX11IndexedGeometry.CreateFrom <Pos4Norm3Tex2Vertex>(context, vertices.ToArray(), indices.ToArray(), Pos4Norm3Tex2Vertex.Layout);

            geom.Tag            = settings;
            geom.PrimitiveType  = settings.PrimitiveType;
            geom.HasBoundingBox = false;
            geom.BoundingBox    = new BoundingBox(new Vector3(-radius), new Vector3(radius));

            return(geom);
        }
Esempio n. 37
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        public DX11IndexedGeometry Segment(float phase, float cycles, float inner, int res, bool flat)
        {
            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
            int vcount = res * 2;
            int icount = (res - 1) * 6;

            DataStream ds = new DataStream(vcount * Pos4Norm3Tex2Vertex.VertexSize, true, true);
            ds.Position = 0;

            float inc = Convert.ToSingle((Math.PI * 2.0 * cycles) / (res - 1.0));
            float phi = Convert.ToSingle(phase * (Math.PI * 2.0));

            Pos4Norm3Tex2Vertex innerv = new Pos4Norm3Tex2Vertex();
            innerv.Normals = new Vector3(0.0f, 0.0f, 1.0f);

            Pos4Norm3Tex2Vertex outerv = new Pos4Norm3Tex2Vertex();
            outerv.Normals = new Vector3(0.0f, 0.0f, 1.0f);

            Pos4Norm3Tex2Vertex[] vertices = new Pos4Norm3Tex2Vertex[res * 2];

            for (int i = 0; i < res; i++)
            {
                float x = Convert.ToSingle(0.5 * inner * Math.Cos(phi));
                float y = Convert.ToSingle(0.5 * inner * Math.Sin(phi));

                innerv.Position = new Vector4(x, y, 0.0f, 1.0f);

                if (flat)
                {
                    innerv.TexCoords = new Vector2(0.5f - x, 0.5f - y);
                }
                else
                {
                    innerv.TexCoords = new Vector2((1.0f * (float)i) / ((float)res - 1.0f), 0.0f);
                }

                x = Convert.ToSingle(0.5 * Math.Cos(phi));
                y = Convert.ToSingle(0.5 * Math.Sin(phi));

                outerv.Position = new Vector4(x, y, 0.0f, 1.0f);

                if (flat)
                {
                    outerv.TexCoords = new Vector2(0.5f - x, 0.5f - y);
                }
                else
                {
                    outerv.TexCoords = new Vector2((1.0f * (float)i) / ((float)res - 1.0f), 1.0f);
                }

                vertices[i] = innerv;
                vertices[i + res] = outerv;
                phi += inc;
            }

            ds.WriteRange(vertices);

            ds.Position = 0;

            var vbuffer = new SlimDX.Direct3D11.Buffer(context.Device, ds, new BufferDescription()
            {
                BindFlags = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None,
                SizeInBytes = (int)ds.Length,
                Usage = ResourceUsage.Default
            });

            ds.Dispose();

            int indstep = 0;
            int[] indices = new int[icount];
            for (int i = 0; i < res - 1; i++)
            {
                //Triangle from low to high
                indices[indstep] = i;
                indices[indstep + 2] = res + i;
                indices[indstep + 1] = i + 1;

                //Triangle from high to low
                indices[indstep + 3] = i + 1;
                indices[indstep + 5] = res + i;
                indices[indstep + 4] = res + i + 1;

                indstep += 6;
            }

            var indexstream = new DataStream(icount * 4, true, true);
            indexstream.WriteRange(indices);
            indexstream.Position = 0;

            geom.VertexBuffer = vbuffer;
            geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);
            geom.InputLayout = Pos4Norm3Tex2Vertex.Layout;
            geom.Topology = PrimitiveTopology.TriangleList;
            geom.VerticesCount = vcount;
            geom.VertexSize = Pos4Norm3Tex2Vertex.VertexSize;

            geom.HasBoundingBox = false;

            return geom;
        }
Esempio n. 38
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        public DX11IndexedGeometry Cylinder(Cylinder settings)
        {
            float radius1 = settings.Radius1;
            float radius2 = settings.Radius2;
            float cycles = settings.Cycles;
            float length = settings.Length;
            int resX = settings.ResolutionX;
            int resY = settings.ResolutionY;
            bool caps = settings.Caps;

            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
            geom.Tag = settings;
            geom.PrimitiveType = settings.PrimitiveType;

            int vcount = resX * (resY + 1);
            int icount = vcount * 6;

            if (caps)
            {
                //Add vertices (+1 for center)
                vcount += (resX + 1 * 2);

                //Add Triangles (on each side
                icount += (resX * 6);
            }

            float lenstart = -length * 0.5f; //Start at half bottom
            float lenstep = (float)length / (float)resY;

            float y = lenstart;

            List<Pos4Norm3Tex2Vertex> verts = new List<Pos4Norm3Tex2Vertex>();
            List<int> inds = new List<int>();

            float phi = 0.0f;
            float inc = Convert.ToSingle((Math.PI * 2.0 * cycles) / (double)resX);

            float fres = Convert.ToSingle(resY);

            #region Add Vertices tube
            for (int i = 0; i < resY + 1; i++)
            {

                float ystep = (float)i / fres;

                float radius = Map(ystep, 0, 1, radius1, radius2);

                for (int j = 0; j < resX; j++)
                {
                    float x = Convert.ToSingle(radius1 * Math.Cos(phi)) * radius;
                    float z = Convert.ToSingle(radius1 * Math.Sin(phi)) * radius;

                    Pos4Norm3Tex2Vertex v = new Pos4Norm3Tex2Vertex();
                    v.Position = new Vector4(x, y, z, 1.0f);
                    v.Normals = new Vector3(x, 0.0f, z);
                    v.Normals.Normalize();

                    verts.Add(v);

                    phi += inc;
                }
                y += lenstep;
                phi = 0.0f;
            }
            #endregion

            #region Add Indices Tube
            int indstart;
            for (int i = 0; i < resY; i++)
            {
                indstart = resX * i;
                int j;
                for (j = 0; j < resX - 1; j++)
                {
                    inds.Add(indstart + j);
                    inds.Add(indstart + resX + j);
                    inds.Add(indstart + j + 1);


                    inds.Add(indstart + j + 1);
                    inds.Add(indstart + j + resX);
                    inds.Add(indstart + j + resX + 1);

                }

                inds.Add(indstart + j);
                inds.Add(indstart + resX + j);
                inds.Add(indstart);

                inds.Add(indstart + j + resX);
                inds.Add(indstart + resX);
                inds.Add(indstart);
            }

            if (caps)
            {
                indstart = verts.Count;
                y = -length * 0.5f;

                Pos4Norm3Tex2Vertex v = new Pos4Norm3Tex2Vertex();
                v.Position = new Vector4(0, y, 0, 1.0f);
                v.Normals = new Vector3(0.0f, -1.0f, 0.0f);
                v.Normals.Normalize();
                verts.Add(v);

                phi = 0.0f;

                for (int j = 0; j < resX; j++)
                {
                    float x = Convert.ToSingle(radius1 * Math.Cos(phi)) * radius1;
                    float z = Convert.ToSingle(radius1 * Math.Sin(phi)) * radius1;

                    v.Position = new Vector4(x, y, z, 1.0f);
                    verts.Add(v);

                    phi += inc;
                }

                for (int j = 1; j < resX + 1; j++)
                {
                    inds.Add(indstart);
                    inds.Add(indstart + j);

                    if (j == resX)
                    {
                        inds.Add(indstart + 1);
                    }
                    else
                    {
                        inds.Add(indstart + j + 1);
                    }
                }

                indstart += (resX + 1);
                y = length * 0.5f;

                v = new Pos4Norm3Tex2Vertex();
                v.Position = new Vector4(0, y, 0, 1.0f);
                v.Normals = new Vector3(0.0f, 1.0f, 0.0f);
                v.Normals.Normalize();
                verts.Add(v);

                phi = 0.0f;

                for (int j = 0; j < resX; j++)
                {
                    float x = Convert.ToSingle(radius1 * Math.Cos(phi)) * radius2;
                    float z = Convert.ToSingle(radius1 * Math.Sin(phi)) * radius2;

                    v.Position = new Vector4(x, y, z, 1.0f);
                    verts.Add(v);

                    phi += inc;
                }

                for (int j = 1; j < resX + 1; j++)
                {
                    inds.Add(indstart + j);
                    inds.Add(indstart);


                    if (j == resX)
                    {
                        inds.Add(indstart + 1);
                    }
                    else
                    {
                        inds.Add(indstart + j + 1);
                    }
                }
            }
            #endregion

            DataStream ds = new DataStream(verts.Count * Pos4Norm3Tex2Vertex.VertexSize, true, true);
            ds.Position = 0;
            ds.WriteRange(verts.ToArray());
            ds.Position = 0;


            var vbuffer = new SlimDX.Direct3D11.Buffer(context.Device, ds, new BufferDescription()
            {
                BindFlags = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None,
                SizeInBytes = (int)ds.Length,
                Usage = ResourceUsage.Default
            });

            ds.Dispose();

            var indexstream = new DataStream(inds.Count * 4, true, true);
            indexstream.WriteRange(inds.ToArray());
            indexstream.Position = 0;

            geom.VertexBuffer = vbuffer;
            geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);
            geom.InputLayout = Pos4Norm3Tex2Vertex.Layout;
            geom.Topology = PrimitiveTopology.TriangleList;
            geom.VerticesCount = vcount;
            geom.VertexSize = Pos4Norm3Tex2Vertex.VertexSize;

            //Since cylinder can be a cone, max box is max of radius
            float maxrad = radius1 > radius2 ? radius1 : radius2;

            geom.HasBoundingBox = true;
            geom.BoundingBox = new BoundingBox(new Vector3(-maxrad, -lenstart, -maxrad), new Vector3(maxrad, lenstart, maxrad));

            return geom;
        }
Esempio n. 39
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        public DX11IndexedGeometry Isocahedron(Isocahedron settings)
        {
            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);

            geom.PrimitiveType = settings.PrimitiveType;
            geom.Tag           = settings;
            geom.VerticesCount = 12;
            geom.InputLayout   = Pos3Norm3Tex2Vertex.Layout;
            geom.VertexSize    = Pos3Norm3Tex2Vertex.VertexSize;
            geom.Topology      = PrimitiveTopology.TriangleList;

            // This is the golden ratio
            float t = (1.0f + (float)Math.Sqrt(5.0f)) / 2.0f;

            DataStream ds = new DataStream(12 * Pos3Norm3Tex2Vertex.VertexSize, false, true);

            Pos3Norm3Tex2Vertex v = new Pos3Norm3Tex2Vertex();

            v.Position  = Vector3.Normalize(new Vector3(-1, t, 0)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0);
            v.Position *= settings.Radius;
            ds.Write <Pos3Norm3Tex2Vertex>(v);

            v.Position  = Vector3.Normalize(new Vector3(1, t, 0)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0);
            v.Position *= settings.Radius;
            ds.Write <Pos3Norm3Tex2Vertex>(v);

            v.Position  = Vector3.Normalize(new Vector3(-1, -t, 0)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0);
            v.Position *= settings.Radius;
            ds.Write <Pos3Norm3Tex2Vertex>(v);

            v.Position  = Vector3.Normalize(new Vector3(1, -t, 0)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0);
            v.Position *= settings.Radius;
            ds.Write <Pos3Norm3Tex2Vertex>(v);

            v.Position  = Vector3.Normalize(new Vector3(0, -1, t)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0);
            v.Position *= settings.Radius;
            ds.Write <Pos3Norm3Tex2Vertex>(v);

            v.Position  = Vector3.Normalize(new Vector3(0, 1, t)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0);
            v.Position *= settings.Radius;
            ds.Write <Pos3Norm3Tex2Vertex>(v);

            v.Position  = Vector3.Normalize(new Vector3(0, -1, -t)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0);
            v.Position *= settings.Radius;
            ds.Write <Pos3Norm3Tex2Vertex>(v);

            v.Position  = Vector3.Normalize(new Vector3(0, 1, -t)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0);
            v.Position *= settings.Radius;
            ds.Write <Pos3Norm3Tex2Vertex>(v);

            v.Position  = Vector3.Normalize(new Vector3(t, 0, -1)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0);
            v.Position *= settings.Radius;
            ds.Write <Pos3Norm3Tex2Vertex>(v);

            v.Position  = Vector3.Normalize(new Vector3(t, 0, 1)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0);
            v.Position *= settings.Radius;
            ds.Write <Pos3Norm3Tex2Vertex>(v);

            v.Position  = Vector3.Normalize(new Vector3(-t, 0, -1)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0);
            v.Position *= settings.Radius;
            ds.Write <Pos3Norm3Tex2Vertex>(v);

            v.Position  = Vector3.Normalize(new Vector3(-t, 0, 1)) * 0.5f; v.Normals = v.Position * 2.0f; v.TexCoords = new Vector2(0, 0);
            v.Position *= settings.Radius;
            ds.Write <Pos3Norm3Tex2Vertex>(v);



            geom.VertexBuffer = BufferHelper.CreateVertexBuffer(context, ds, true);

            var indexstream = new DataStream(60 * 4, true, true);

            int[] inds = new int[] {
                0, 11, 5,
                0, 5, 1,
                0, 1, 7,
                0, 7, 10,
                0, 10, 11,
                1, 5, 9,
                5, 11, 4,
                11, 10, 2,
                10, 7, 6,
                7, 1, 8,
                3, 9, 4,
                3, 4, 2,
                3, 2, 6,
                3, 6, 8,
                3, 8, 9,
                4, 9, 5,
                2, 4, 11,
                6, 2, 10,
                8, 6, 7,
                9, 8, 1
            };

            indexstream.WriteRange(inds);

            geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);

            geom.HasBoundingBox = true;
            geom.BoundingBox    = new BoundingBox(new Vector3(-1, -1, -1), new Vector3(1, 1, 1));
            return(geom);
        }
        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (this.FInvalidate || !this.FOutput[0].Data.ContainsKey(context))
            {
                for (int i = 0; i < this.FOutput.SliceCount; i++)
                {
                    if (this.FOutput[i].Contains(context))
                    {
                        this.FOutput[i].Dispose(context);
                    }
                }

                for (int i = 0; i < this.FOutput.SliceCount; i++)
                {
                    Pos4Norm3Tex2Vertex[] vertices = this.FVertex[i];
                    int[] indices = this.FIndices[i];

                    DataStream ds = new DataStream(vertices.Length * Pos4Norm3Tex2Vertex.VertexSize, true, true);
                    ds.Position = 0;

                    ds.WriteRange(vertices);

                    ds.Position = 0;

                    var vbuffer = new SlimDX.Direct3D11.Buffer(context.Device, ds, new BufferDescription()
                    {
                        BindFlags = BindFlags.VertexBuffer,
                        CpuAccessFlags = CpuAccessFlags.None,
                        OptionFlags = ResourceOptionFlags.None,
                        SizeInBytes = (int)ds.Length,
                        Usage = ResourceUsage.Default
                    });

                    ds.Dispose();

                    var indexstream = new DataStream(indices.Length * 4, true, true);
                    indexstream.WriteRange(indices);
                    indexstream.Position = 0;

                    DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
                    geom.VertexBuffer = vbuffer;
                    geom.IndexBuffer = new DX11IndexBuffer(context, indexstream,false, true);
                    geom.InputLayout = Pos4Norm3Tex2Vertex.Layout;
                    geom.Topology = PrimitiveTopology.TriangleList;
                    geom.VerticesCount = vertices.Length ;
                    geom.VertexSize = Pos4Norm3Tex2Vertex.VertexSize;

                    geom.HasBoundingBox = false;

                    this.FOutput[i][context] = geom;
                }
            }
            this.FInvalidate = false;
        }
Esempio n. 41
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        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (!this.FGeom[0].Contains(context)) { update = true; }
            if (update)
            {
                this.FGeom[0].Dispose(context);

                if (update)
                {
                    try
                    {
                        DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
                        geom.VerticesCount = NumVertices;
                        geom.VertexSize = Pos3Norm3Vertex.VertexSize;
                        geom.InputLayout = Pos3Norm3Vertex.Layout;
                        geom.Topology = SlimDX.Direct3D11.PrimitiveTopology.TriangleList;

                        // lock buffers

                        geom.VertexBuffer = BufferHelper.CreateDynamicVertexBuffer(context, Pos3Norm3Vertex.VertexSize * NumVertices);

                        sVx = context.CurrentDeviceContext.MapSubresource(geom.VertexBuffer, SlimDX.Direct3D11.MapMode.WriteDiscard, SlimDX.Direct3D11.MapFlags.None).Data;
                        //sIx = context.CurrentDeviceContext.MapSubresource(geom.IndexBuffer.Buffer, SlimDX.Direct3D11.MapMode.WriteDiscard, SlimDX.Direct3D11.MapFlags.DoNotWait).Data;

                        // write buffers
                        unsafe
                        {
                            fixed (sVxBuffer* FixTemp = &VxBuffer[0])
                            {
                                IntPtr VxPointer = new IntPtr(FixTemp);
                                sVx.WriteRange(VxPointer, sizeof(sVxBuffer) * NumVertices);

                            }
                            /*fixed (int* FixTemp = &IxBuffer[0])
                            {
                                IntPtr IxPointer = new IntPtr(FixTemp);
                                sIx.WriteRange(IxPointer, sizeof(int) * NumIndices);
                            }*/
                        }

                        context.CurrentDeviceContext.UnmapSubresource(geom.VertexBuffer, 0);

                        unsafe
                        {
                            fixed (int* FixTemp = &IxBuffer[0])
                            {
                                IntPtr IxPointer = new IntPtr(FixTemp);
                                DataStream ds = new DataStream(IxPointer, sizeof(int) * NumIndices, true, true);
                                geom.IndexBuffer = new DX11IndexBuffer(context, ds, true, false);
                            }
                        }

                        this.FGeom[0][context] = geom;
                    }
                    finally
                    {
                        update = false;
                    }
                }
            }
        }
Esempio n. 42
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        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (quadshader == null)
            {
                string basepath = "VVVV.DX11.Nodes.effects.quad.fx";
                DX11Effect effect = DX11Effect.FromResource(Assembly.GetExecutingAssembly(), basepath);

                quadshader = new DX11ShaderInstance(context, effect);
                texturevariable = quadshader.Effect.GetVariableBySemantic("INPUTTEXTURE").AsResource();
                samplervariable = quadshader.Effect.GetVariableBySemantic("SAMPLERSTATE").AsSampler();

                Quad quad = new Quad();
                quad.Size = new Vector2(1.0f);

                quadgeometry = context.Primitives.QuadNormals(quad);

                quadlayouts = new List<InputLayout>();
                for (int i = 0; i < 4; i++)
                {
                    InputLayout layout;
                    quadshader.SelectTechnique(i);

                    bool res = quadgeometry.ValidateLayout(quadshader.GetPass(0), out layout);
                    quadlayouts.Add(layout);
                }
            }

            if (this.spmax > 0)
            {
                if (!this.FOutLayer[0].Contains(context))
                {
                    this.FOutLayer[0][context] = new DX11Layer();
                    this.FOutLayer[0][context].Render = this.Render;
                }
            }
        }
        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (this.FInvalidate)
            {
                if (this.FOutput[0].Contains(context)) { this.FOutput[0].Dispose(context); }

                DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
                geom.InputLayout = this.inputlayout;
                geom.VertexSize = this.vertexsize;

                var vertices = new SlimDX.Direct3D11.Buffer(context.Device, this.FVertexStream, new BufferDescription()
                {
                    BindFlags = BindFlags.VertexBuffer,
                    CpuAccessFlags = CpuAccessFlags.None,
                    OptionFlags = ResourceOptionFlags.None,
                    SizeInBytes = (int)this.FVertexStream.Length,
                    Usage = ResourceUsage.Default
                });

                geom.HasBoundingBox = false;

                geom.IndexBuffer = new DX11IndexBuffer(context, this.FIndexStream, false, false);

                geom.InputLayout = this.inputlayout;
                geom.Topology = this.FInTopology[0];

                geom.VertexBuffer = vertices;
                geom.VertexSize = this.vertexsize;
                geom.VerticesCount = this.FInVerticesCount[0];

                this.FOutput[0][context] = geom;

                this.FInvalidate = false;
            }
        }
        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (this.CalculateSpreadMax() == 0)
            {
                return;
            }

            Device        device = context.Device;
            DeviceContext ctx    = context.CurrentDeviceContext;

            if (!this.deviceshaderdata.ContainsKey(context))
            {
                this.deviceshaderdata.Add(context, new DX11ShaderData(context));
                this.deviceshaderdata[context].SetEffect(this.FShader);
            }

            DX11ShaderData shaderdata = this.deviceshaderdata[context];

            if (this.shaderupdated)
            {
                shaderdata.SetEffect(this.FShader);
                shaderdata.Update(this.FInTechnique[0].Index, 0, this.FIn);
                this.shaderupdated = false;
            }

            if (this.FInEnabled[0] && this.FIn.PluginIO.IsConnected)
            {
                //Clear shader stages (important here)
                shaderdata.ResetShaderStages(ctx);


                if (this.FIn.IsChanged || this.FInTechnique.IsChanged || shaderdata.LayoutValid.Count == 0)
                {
                    shaderdata.Update(this.FInTechnique[0].Index, 0, this.FIn);
                }

                if (shaderdata.IsLayoutValid(0) && this.varmanager.SetGlobalSettings(shaderdata.ShaderInstance, this.settings))
                {
                    this.OnBeginQuery(context);

                    this.settings                = new DX11RenderSettings();
                    this.settings.RenderWidth    = 1;
                    this.settings.RenderHeight   = 1;
                    this.settings.View           = this.FInView[0];
                    this.settings.Projection     = this.FInProjection[0];
                    this.settings.ViewProjection = this.settings.View * this.settings.Projection;
                    this.settings.RenderDepth    = 1;
                    this.settings.BackBuffer     = null;

                    if (this.FInSemantics.PluginIO.IsConnected)
                    {
                        this.settings.CustomSemantics.AddRange(this.FInSemantics.ToArray());
                    }
                    if (this.FInResSemantics.PluginIO.IsConnected)
                    {
                        this.settings.ResourceSemantics.AddRange(this.FInResSemantics.ToArray());
                    }

                    this.varmanager.ApplyGlobal(shaderdata.ShaderInstance);

                    if (this.clone == null || this.FIn.IsChanged || this.FInAsAuto.IsChanged || this.FInMaxElements.IsChanged || this.FInLayout.IsChanged || this.FInAutoLayout.IsChanged)
                    {
                        if (this.buffer != null)
                        {
                            this.buffer.Dispose();
                        }

                        bool           customlayout = this.FInLayout.PluginIO.IsConnected || this.FInAutoLayout[0];
                        InputElement[] elems        = null;
                        int            size         = 0;

                        if (this.FInAutoLayout[0])
                        {
                            elems = this.FShader.DefaultEffect.GetTechniqueByIndex(tid).GetPassByIndex(0).GetStreamOutputLayout(out size);
                        }
                        else
                        {
                            if (customlayout)
                            {
                                elems = this.BindInputLayout(out size);
                            }
                        }

                        #region Vertex Geom
                        if (this.FIn[0][context] is DX11VertexGeometry)
                        {
                            if (!this.FInAsAuto[0])
                            {
                                DX11VertexGeometry vg = (DX11VertexGeometry)this.FIn[0][context].ShallowCopy();

                                int    vsize = customlayout ? size : vg.VertexSize;
                                Buffer vbo   = BufferHelper.CreateStreamOutBuffer(context, vsize, vg.VerticesCount);
                                if (customlayout)
                                {
                                    vg.VertexSize = vsize;
                                }
                                vg.VertexBuffer = vbo;

                                this.clone  = vg;
                                this.buffer = vbo;
                            }
                            else
                            {
                                DX11VertexGeometry vg = (DX11VertexGeometry)this.FIn[0][context].ShallowCopy();

                                int maxv = vg.VerticesCount;
                                if (this.FInMaxElements[0] > 0)
                                {
                                    maxv = this.FInMaxElements[0];
                                }

                                int    vsize = customlayout ? size : vg.VertexSize;
                                Buffer vbo   = BufferHelper.CreateStreamOutBuffer(context, vsize, maxv);
                                vg.VertexBuffer = vbo;
                                vg.AssignDrawer(new DX11VertexAutoDrawer());
                                if (customlayout)
                                {
                                    vg.VertexSize = vsize;
                                }

                                this.clone  = vg;
                                this.buffer = vbo;
                            }
                        }
                        #endregion

                        #region Inxexed geom
                        if (this.FIn[0][context] is DX11IndexedGeometry)
                        {
                            if (!this.FInAsAuto[0])
                            {
                                DX11IndexedGeometry ig = (DX11IndexedGeometry)this.FIn[0][context].ShallowCopy();

                                int    vsize = customlayout ? size : ig.VertexSize;
                                Buffer vbo   = BufferHelper.CreateStreamOutBuffer(context, vsize, ig.VerticesCount);
                                ig.VertexBuffer = vbo;
                                if (customlayout)
                                {
                                    ig.VertexSize = vsize;
                                }
                                this.clone  = ig;
                                this.buffer = vbo;
                            }
                            else
                            {
                                //Need to rebind indexed geom as vertex
                                DX11IndexedGeometry ig = (DX11IndexedGeometry)this.FIn[0][context];

                                int maxv = ig.VerticesCount;
                                if (this.FInMaxElements[0] > 0)
                                {
                                    maxv = this.FInMaxElements[0];
                                }

                                int    vsize = customlayout ? size : ig.VertexSize;
                                Buffer vbo   = BufferHelper.CreateStreamOutBuffer(context, vsize, maxv);

                                //Copy a new Vertex buffer with stream out
                                DX11VertexGeometry vg = new DX11VertexGeometry(context);
                                vg.AssignDrawer(new DX11VertexAutoDrawer());
                                vg.BoundingBox    = ig.BoundingBox;
                                vg.HasBoundingBox = ig.HasBoundingBox;
                                vg.InputLayout    = ig.InputLayout;
                                vg.Topology       = ig.Topology;
                                vg.VertexBuffer   = vbo;
                                vg.VertexSize     = ig.VertexSize;
                                vg.VerticesCount  = ig.VerticesCount;

                                if (customlayout)
                                {
                                    vg.VertexSize = vsize;
                                }

                                this.clone  = vg;
                                this.buffer = vbo;
                            }
                        }
                        #endregion

                        #region Null geom
                        if (this.FIn[0][context] is DX11NullGeometry)
                        {
                            DX11NullGeometry ng = (DX11NullGeometry)this.FIn[0][context];

                            Buffer vbo = BufferHelper.CreateStreamOutBuffer(context, size, this.FInMaxElements[0]);

                            //Copy a new Vertex buffer with stream out
                            DX11VertexGeometry vg = new DX11VertexGeometry(context);
                            vg.AssignDrawer(new DX11VertexAutoDrawer());
                            vg.BoundingBox    = ng.BoundingBox;
                            vg.HasBoundingBox = ng.HasBoundingBox;
                            vg.InputLayout    = ng.InputLayout;
                            vg.Topology       = ng.Topology;
                            vg.VertexBuffer   = vbo;
                            vg.VertexSize     = size;
                            vg.VerticesCount  = this.FInMaxElements[0];

                            this.clone  = vg;
                            this.buffer = vbo;
                        }
                        #endregion


                        #region Index Only geom
                        if (this.FIn[0][context] is DX11IndexOnlyGeometry)
                        {
                            DX11IndexOnlyGeometry ng = (DX11IndexOnlyGeometry)this.FIn[0][context];

                            Buffer vbo = BufferHelper.CreateStreamOutBuffer(context, size, this.FInMaxElements[0]);

                            //Copy a new Vertex buffer with stream out
                            DX11VertexGeometry vg = new DX11VertexGeometry(context);
                            vg.AssignDrawer(new DX11VertexAutoDrawer());
                            vg.BoundingBox    = ng.BoundingBox;
                            vg.HasBoundingBox = ng.HasBoundingBox;
                            vg.InputLayout    = ng.InputLayout;
                            vg.Topology       = ng.Topology;
                            vg.VertexBuffer   = vbo;
                            vg.VertexSize     = size;
                            vg.VerticesCount  = this.FInMaxElements[0];

                            this.clone  = vg;
                            this.buffer = vbo;
                        }
                        #endregion

                        if (customlayout)
                        {
                            this.clone.InputLayout = elems;
                        }

                        if (this.FOutBuffer[0][context] != null)
                        {
                            this.FOutBuffer[0][context].SRV.Dispose();
                        }

                        if (context.ComputeShaderSupport)
                        {
                            this.FOutBuffer[0][context] = new DX11RawBuffer(context, this.buffer);
                        }
                        else
                        {
                            this.FOutBuffer[0][context] = null;
                        }
                    }

                    ctx.StreamOutput.SetTargets(new StreamOutputBufferBinding(this.buffer, 0));
                    shaderdata.SetInputAssembler(ctx, this.FIn[0][context], 0);

                    DX11ObjectRenderSettings ors = new DX11ObjectRenderSettings();
                    ors.DrawCallIndex  = 0;
                    ors.Geometry       = this.FIn[0][context];
                    ors.WorldTransform = Matrix.Identity;

                    this.varmanager.ApplyPerObject(context, shaderdata.ShaderInstance, ors, 0);


                    shaderdata.ApplyPass(ctx);

                    this.FIn[0][context].Draw();

                    ctx.StreamOutput.SetTargets(null);

                    this.FOut[0][context] = this.clone;

                    this.OnEndQuery(context);
                }
                else
                {
                    this.FOut[0][context] = this.FIn[0][context];
                }
            }
            else
            {
                this.FOut[0][context] = this.FIn[0][context];
            }
        }
        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (this.FInvalidate)
            {
                if (this.FOutput[0].Contains(context)) { this.FOutput[0].Dispose(context); }

                DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
                geom.InputLayout = this.inputlayout;
                geom.VertexSize = this.vertexsize;

                var vertices = new SlimDX.Direct3D11.Buffer(context.Device, this.FVertexStream, new BufferDescription()
                {
                    BindFlags = BindFlags.VertexBuffer,
                    CpuAccessFlags = CpuAccessFlags.None,
                    OptionFlags = ResourceOptionFlags.None,
                    SizeInBytes = (int)this.FVertexStream.Length,
                    Usage = ResourceUsage.Default
                });

                geom.HasBoundingBox = false;

                geom.IndexBuffer = new DX11IndexBuffer(context, this.FIndexStream, false, false);

                geom.InputLayout = this.inputlayout;

                var topo = this.FInTopology[0];
                if (topo == PrimitiveTopology.Undefined)
                {
                    topo = PrimitiveTopology.TriangleList;
                    this.FHost.Log(TLogType.Warning, "Undefined topology is not valid for indexed geometry join, defaulting to TriangleList");
                }
                geom.Topology = topo;

                geom.VertexBuffer = vertices;
                geom.VertexSize = this.vertexsize;
                geom.VerticesCount = this.FInVerticesCount[0];

                this.FOutput[0][context] = geom;

                this.FInvalidate = false;
            }
        }
Esempio n. 46
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        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (this.FInvalidate || !this.FOutGeom[0].Contains(context))
            {
                int vertexoffset = 0;

                List<Pos3Norm3Tex2InstanceVertex> vertices = new List<Pos3Norm3Tex2InstanceVertex>();
                List<int> indices = new List<int>();
                List<Vector2> uvs = new List<Vector2>();

                int cnt = this.FinUseName[0] ? idsort.Count : this.FInScene[0].MeshCount;

                for (int i = 0; i < cnt; i++)
                {
                    AssimpMesh assimpmesh = this.FinUseName[0] == false ? this.FInScene[0].Meshes[i] : this.FInScene[0].Meshes[idsort[i]];

                    List<int> inds = assimpmesh.Indices;

                    if (inds.Count > 0 && assimpmesh.VerticesCount > 0)
                    {
                        var texcd = assimpmesh.GetInputElements().Where( ie => ie.SemanticName == "TEXCOORD").FirstOrDefault();
                        bool zuv = false;
                        if (texcd != null)
                        {
                            zuv = texcd.Format == SlimDX.DXGI.Format.R32G32B32_Float;
                        }
                        for (int j = 0; j < inds.Count; j++)
                        {
                            indices.Add(inds[j] + vertexoffset);
                        }

                        DataStream posbuffer = new DataStream(assimpmesh.PositionPointer, assimpmesh.VerticesCount * 12, true, true);
                        DataStream normbuffer = new DataStream(assimpmesh.NormalsPointer, assimpmesh.VerticesCount * 12, true, true);
                        DataStream uvbuffer = null;

                        List<DataStream> uvbuffers = new List<DataStream>();
                        List<int> uvcounters = new List<int>();

                        for (int uvc = 0; uvc < assimpmesh.UvChannelCount;uvc++ )
                        {
                            uvbuffers.Add(new DataStream(assimpmesh.GetUvPointer(uvc), assimpmesh.VerticesCount * 12, true, true));
                            uvcounters.Add(this.GetUVChannelCount(assimpmesh, uvc));
                        }

                        if (assimpmesh.UvChannelCount > 0)
                        {
                            uvbuffer = new DataStream(assimpmesh.GetUvPointer(0), assimpmesh.VerticesCount * 12, true, true);
                        }

                        Vector3* pos = (Vector3*)posbuffer.DataPointer.ToPointer();
                        Vector3 accum = Vector3.Zero;
                        for (int j = 0; j < assimpmesh.VerticesCount; j++)
                        {
                            accum += pos[j];
                        }
                        Vector3 center = accum / assimpmesh.VerticesCount;

                        for (int j = 0; j < assimpmesh.VerticesCount; j++)
                        {
                            Pos3Norm3Tex2InstanceVertex vert = new Pos3Norm3Tex2InstanceVertex()
                            {
                                InstanceID = i,
                                Normals = normbuffer.Read<Vector3>(),
                                Position = posbuffer.Read<Vector3>(),
                                Center = center,
                                TexCoords = uvbuffer != null ? uvbuffer.Read<Vector2>() : Vector2.Zero
                            };
                            vertices.Add(vert);

                            for (int k = 0; k < assimpmesh.UvChannelCount; k++ )
                            {
                                var b = uvbuffers[k];
                                uvs.Add(b.Read<Vector2>());

                                if (uvcounters[k] == 3)
                                {
                                    b.Read<float>();
                                }

                            }

                            if (uvbuffer != null && zuv) { uvbuffer.Read<float>(); }
                        }
                        vertexoffset += assimpmesh.VerticesCount;
                    }
                }

                DataStream vS = new DataStream(vertices.ToArray(), true, true);
                vS.Position = 0;

                DataStream iS = new DataStream(indices.ToArray(), true, true);
                iS.Position = 0;

                var vbuffer = new SlimDX.Direct3D11.Buffer(context.Device, vS, new BufferDescription()
                {
                    BindFlags = BindFlags.VertexBuffer,
                    CpuAccessFlags = CpuAccessFlags.None,
                    OptionFlags = ResourceOptionFlags.None,
                    SizeInBytes = (int)vS.Length,
                    Usage = ResourceUsage.Default
                });

                DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
                geom.VertexBuffer = vbuffer;
                geom.IndexBuffer = new DX11IndexBuffer(context, iS, true, false);
                geom.InputLayout = Pos3Norm3Tex2InstanceVertex.Layout;
                geom.Topology = PrimitiveTopology.TriangleList;
                geom.VerticesCount = vertices.Count;
                geom.VertexSize = Pos3Norm3Tex2InstanceVertex.VertexSize;
                geom.HasBoundingBox = false;

                vS.Position = 0;

                DataStream uvS = new DataStream(uvs.ToArray(), true, true);
                uvS.Position = 0;

                this.FOutGeom[0][context] = geom;
                this.FOutBuffer[0][context] = new DX11ImmutableStructuredBuffer(context.Device, geom.VerticesCount, geom.VertexSize, vS);
                this.FOutIndices[0][context] = new DX11RawBuffer(context, geom.IndexBuffer.Buffer);
                this.FOutUVBuffer[0][context] = new DX11ImmutableStructuredBuffer(context.Device,uvs.Count,8,uvS);

                this.FInvalidate = false;

            }
        }
Esempio n. 47
0
        static void Main()
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

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

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

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


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

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

            JointTableIndexBuffer indexBuffer = new JointTableIndexBuffer(device, 6);

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

            cube.AssignDrawer(drawer);

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

            cube.ValidateLayout(bc, out layout);

            KinectSensor sensor = KinectSensor.GetDefault();

            sensor.Open();

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

            cbCamera camera = new cbCamera();

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

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

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

            cameraBuffer.Update(context, ref camera);

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

            bool doQuit   = false;
            bool doUpload = false;


            int bodyCount = 0;

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

            KinectSensorBodyFrameProvider provider = new KinectSensorBodyFrameProvider(sensor);

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

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


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

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

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

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

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

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

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

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

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

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


                cube.Draw(context);

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

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

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

            cameraBuffer.Dispose();

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

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

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

            sensor.Close();
        }
Esempio n. 48
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        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            for (int i = 0; i < this.FOutput.SliceCount; i++)
            {
                bool update = this.FInvalidate;
                DX11IndexedGeometry geom;
                if (!this.FOutput[i].Contains(context))
                {
                    geom = new DX11IndexedGeometry(context);
                    geom.InputLayout = Pos3Norm3Tex2Vertex.Layout;
                    geom.VertexSize = Pos3Norm3Tex2Vertex.VertexSize;
                    geom.HasBoundingBox = false;
                    geom.Topology = PrimitiveTopology.TriangleList;

                    var indexstream = new DataStream(KinectRuntime.FACE_INDICES.Length * 4, true, true);
                    indexstream.WriteRange(KinectRuntime.FACE_INDICES);
                    indexstream.Position = 0;

                    geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);

                    geom.VerticesCount = this.FInFrame[i].GetProjected3DShape().Count;

                    var vbuffer = new SlimDX.Direct3D11.Buffer(context.Device, new BufferDescription()
                    {
                        BindFlags = BindFlags.VertexBuffer,
                        CpuAccessFlags = CpuAccessFlags.Write,
                        OptionFlags = ResourceOptionFlags.None,
                        SizeInBytes = geom.VerticesCount * geom.VertexSize,
                        Usage = ResourceUsage.Dynamic
                    });
                    geom.VertexBuffer = vbuffer;

                    this.FOutput[i][context] = geom;
                    update = true;
                }
                else
                {
                    geom = this.FOutput[i][context];
                }

                if (update)
                {
                    DataStream ds = geom.LockVertexBuffer();
                    ds.Position = 0;

                    EnumIndexableCollection<FeaturePoint, PointF> pp = this.FInFrame[i].GetProjected3DShape();
                    EnumIndexableCollection<FeaturePoint, Vector3DF> p = this.FInFrame[i].Get3DShape();

                    Vector3[] norms = new Vector3[p.Count];

                    int[] inds = KinectRuntime.FACE_INDICES;
                    int tricount = inds.Length / 3;
                    //Compute smoothed normals
                    for (int j = 0; j < tricount; j++)
                    {
                        int i1 = inds[j * 3];
                        int i2 = inds[j * 3 + 1];
                        int i3 = inds[j * 3 + 2];

                        Vector3 v1 = p[i1].SlimVector();
                        Vector3 v2 = p[i2].SlimVector();
                        Vector3 v3 = p[i3].SlimVector();

                        Vector3 faceEdgeA = v2 - v1;
                        Vector3 faceEdgeB = v1 - v3;
                        Vector3 norm = Vector3.Cross(faceEdgeB, faceEdgeA);

                        norms[i1] += norm; norms[i2] += norm; norms[i3] += norm;

                    }

                    for (int j = 0; j < geom.VerticesCount; j++)
                    {
                        Pos3Norm3Tex2Vertex vertex = new Pos3Norm3Tex2Vertex();
                        Vector3DF v = p[j];
                        vertex.Position = new Vector3(v.X, v.Y, v.Z);
                        vertex.Normals = Vector3.Normalize(norms[j]);
                        vertex.TexCoords = new Vector2(0, 0);
                        ds.Write<Pos3Norm3Tex2Vertex>(vertex);
                    }

                    geom.UnlockVertexBuffer();
                }
            }
        }
Esempio n. 49
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        public DX11IndexedGeometry IcoGrid(IcoGrid grid)
        {
            Vector2 size = grid.Size;
            int resX = grid.ResolutionX;
            int resY = grid.ResolutionY;

            float fdispx = -0.5f;
            float fdispy = (float)Math.Sqrt(0.75);
            List<Pos4Norm3Tex2Vertex> verts = new List<Pos4Norm3Tex2Vertex>();

            Pos4Norm3Tex2Vertex v = new Pos4Norm3Tex2Vertex();
            v.Normals = new Vector3(0, 0, -1);
            v.TexCoords = new Vector2(0, 0);

            float maxx = float.MinValue;
            float maxy = float.MinValue;

            bool bdisp = true;
            float y = 0.0f;
            for (int i = 0; i < resX; i++)
            {
                bdisp = !bdisp;

                int cnt = resY;

                for (int j = 0; j < cnt; j++)
                {
                    if (bdisp)
                    {
                        v.Position = new Vector4((float)j - 0.5f, y, 0.0f, 1.0f);

                        if (v.Position.X > maxx)
                        {
                            maxx = v.Position.X;
                        }
                        if (v.Position.Y > maxy)
                        {
                            maxy = v.Position.Y;
                        }
                    }
                    else
                    {
                        v.Position = new Vector4((float)j, y, 0.0f, 1.0f);

                        if (v.Position.X > maxx)
                        {
                            maxx = v.Position.X;
                        }
                        if (v.Position.Y > maxy)
                        {
                            maxy = v.Position.Y;
                        }
                    }
                    verts.Add(v);
                }
                y += fdispy;
            }

            float invmx = 1.0f / maxx;
            float invmy = 1.0f / maxy;
            for (int i = 0; i < verts.Count; i++)
            {
                Pos4Norm3Tex2Vertex v2 = verts[i];
                v2.Position.X *= invmx;
                v2.Position.X -= 0.5f;
                v2.Position.Y *= invmy;
                v2.Position.Y -= 0.5f;
                verts[i] = v2;
            }

            List<int> inds = new List<int>();

            bool bflip = true;
            int nextrow = resY;
            int a = 1;
            for (int i = 0; i < resX - 1; i++)
            {
                bflip = !bflip;
                for (int j = 0; j < resY - 1; j++)
                {
                    int linestart = i * resY;
                    int lineup = (i + 1) * resY;
                    if (!bflip)
                    {
                        inds.Add(lineup + j);
                        inds.Add(linestart + j);
                        inds.Add(lineup + j + 1);

                        inds.Add(linestart + j);
                        inds.Add(linestart + j + 1);
                        inds.Add(lineup + j + 1);
                    }
                    else
                    {
                        inds.Add(linestart + j);
                        inds.Add(linestart + j + 1);
                        inds.Add(lineup + j);

                        inds.Add(lineup + j);
                        inds.Add(linestart + j + 1);
                        inds.Add(lineup + j + 1);
                    }
                }
                a += nextrow;
            }

            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
            geom.Tag = grid;
            geom.PrimitiveType = grid.PrimitiveType;

            DataStream vertexstream = new DataStream(verts.Count * Pos4Norm3Tex2Vertex.VertexSize, true, true);
            vertexstream.Position = 0;
            vertexstream.WriteRange(verts.ToArray());
            vertexstream.Position = 0;

            var vertices = BufferHelper.CreateDynamicVertexBuffer(context, vertexstream, true);

            var indexstream = new DataStream(inds.Count * 4, true, true);
            indexstream.WriteRange(inds.ToArray());
            indexstream.Position = 0;

            geom.VertexBuffer = vertices;
            geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);
            geom.InputLayout = Pos4Norm3Tex2Vertex.Layout;
            geom.Topology = PrimitiveTopology.TriangleList;
            geom.VerticesCount = verts.Count;
            geom.VertexSize = Pos4Norm3Tex2Vertex.VertexSize;

            geom.HasBoundingBox = false;

            return geom;
        }
Esempio n. 50
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        public DX11IndexedGeometry Grid(Vector2 size, int resX, int resY)
        {
            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);

            DataStream ds = new DataStream(resX * resY * Pos4Norm3Tex2Vertex.VertexSize, true, true);
            ds.Position = 0;

            float sx = 0.5f * size.X;
            float sy = 0.5f * size.Y;

            float ix = (sx / Convert.ToSingle(resX - 1)) * 2.0f;
            float iy = (sy / Convert.ToSingle(resY - 1)) * 2.0f;

            float y = -sy;

            Pos4Norm3Tex2Vertex v = new Pos4Norm3Tex2Vertex();
            v.Normals = new Vector3(0, 0, -1.0f);

            for (int i = 0; i < resY; i++)
            {
                float x = -sx;
                for (int j = 0; j < resX; j++)
                {
                    v.Position = new Vector4(x, y, 0.0f, 1.0f);
                    v.TexCoords.X = Convert.ToSingle(Map((float)j, 0.0f, resX - 1, 0.0f, 1.0f));
                    v.TexCoords.Y = Convert.ToSingle(Map((float)i, 0.0f, resY - 1, 1.0f, 0.0f));
                    x += ix;

                    ds.Write<Pos4Norm3Tex2Vertex>(v);
                }
                y += iy;
            }

            ds.Position = 0;

            var vertices = new SlimDX.Direct3D11.Buffer(context.Device, ds, new BufferDescription()
            {
                BindFlags = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None,
                SizeInBytes = (int)ds.Length,
                Usage = ResourceUsage.Default
            });

            ds.Dispose();

            List<int> indlist = new List<int>();
            for (int j = 0; j < resY - 1; j++)
            {
                int rowlow = (j * resX);
                int rowup = ((j + 1) * resX);
                for (int i = 0; i < resX - 1; i++)
                {

                    int col = i * (resX - 1);

                    indlist.Add(0 + rowlow + i);
                    indlist.Add(0 + rowup + i);
                    indlist.Add(1 + rowlow + i);

                    indlist.Add(1 + rowlow + i);
                    indlist.Add(0 + rowup + i);
                    indlist.Add(1 + rowup + i);
                }
            }

            var indexstream = new DataStream(indlist.Count * 4, true, true);
            indexstream.WriteRange(indlist.ToArray());
            indexstream.Position = 0;

            geom.VertexBuffer = vertices;
            geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);
            geom.InputLayout = Pos4Norm3Tex2Vertex.Layout;
            geom.Topology = PrimitiveTopology.TriangleList;
            geom.VerticesCount = resX * resY;
            geom.VertexSize = Pos4Norm3Tex2Vertex.VertexSize;

            geom.HasBoundingBox = true;
            geom.BoundingBox = new BoundingBox(new Vector3(-sx, -sy, 0.0f), new Vector3(sx, sy, 0.0f));

            return geom;
        }
Esempio n. 51
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        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (!this.FTextureOutput[0].Contains(context))
            {
                this.FTextureOutput[0][context] = new DX11DynamicTexture2D(context, this.width, this.height, SlimDX.DXGI.Format.R8G8B8A8_UNorm);
                this.FPCOut[0][context] = new DX11DynamicStructuredBuffer<float>(context, 640 * 480 * 6);

            }

            if (this.FInvalidate)
            {
                fixed (int* f = &this.pic[0])
                {
                    IntPtr ptr = new IntPtr(f);
                    this.FTextureOutput[0][context].WriteData(ptr, this.width * this.height * 4);
                }

                /*fixed (float* f = &this.piccloud[0])
                {*
                    IntPtr ptr = new IntPtr(f);*/

                    DX11DynamicStructuredBuffer<float> db = (DX11DynamicStructuredBuffer<float>)this.FPCOut[0][context];
                    db.WriteData(this.piccloud);
                //}

                this.FInvalidate = false;
            }

            if (this.FInVoxels[0])
            {
                if (this.FOutVoxels[0].Contains(context))
                {
                    this.FOutVoxels[0].Dispose(context);
                }

                short[] data = new short[this.VoxelResolutionX * this.VoxelResolutionY * this.VoxelResolutionZ];

                this.colorVolume.ExportVolumeBlock(0, 0, 0, this.VoxelResolutionX, this.VoxelResolutionY, this.VoxelResolutionZ, 1, data);

                DX11DynamicStructuredBuffer<int> b = new DX11DynamicStructuredBuffer<int>(context, this.VoxelResolutionX * this.VoxelResolutionY * this.VoxelResolutionZ);

                int[] idata = new int[this.VoxelResolutionX * this.VoxelResolutionY * this.VoxelResolutionZ];

                for (int i = 0; i < this.VoxelResolutionX * this.VoxelResolutionY * this.VoxelResolutionZ; i++)
                {
                    idata[i] = data[i];
                }

                b.WriteData(idata);

                this.FOutVoxels[0][context] = b;
            }

            if (this.FInExport[0])
            {
                if (this.FGeomOut[0].Contains(context))
                {
                    this.FGeomOut[0].Dispose(context);
                }

                if (this.colorVolume != null)
                {
                    ColorMesh m = this.colorVolume.CalculateMesh(this.FInGeomVoxelStep[0]);

                    DX11IndexedGeometry geom = new DX11IndexedGeometry(context);

                    ReadOnlyCollection<int> inds = m.GetTriangleIndexes();

                    DataStream ds = new DataStream(inds.Count*4,true,true);
                    ds.WriteRange<int>(inds.ToArray());
                    ds.Position = 0;

                    DX11IndexBuffer ibo = new DX11IndexBuffer(context, ds, false, true);

                    ReadOnlyCollection<Microsoft.Kinect.Toolkit.Fusion.Vector3> pos = m.GetVertices();
                    ReadOnlyCollection<Microsoft.Kinect.Toolkit.Fusion.Vector3> norm = m.GetNormals();
                    ReadOnlyCollection<int> col = m.GetColors();

                    DataStream dsv = new DataStream(Pos3Norm3Vertex.VertexSize * pos.Count,true,true);

                    SlimDX.Vector3 bmin = new SlimDX.Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
                    SlimDX.Vector3 bmax = new SlimDX.Vector3(float.MinValue, float.MinValue, float.MinValue);

                    for (int i = 0; i < pos.Count; i++)
                    {
                        Microsoft.Kinect.Toolkit.Fusion.Vector3 p = pos[i];
                        Microsoft.Kinect.Toolkit.Fusion.Vector3 n = norm[i];

                        dsv.Write<Microsoft.Kinect.Toolkit.Fusion.Vector3>(p);
                        dsv.Write<Microsoft.Kinect.Toolkit.Fusion.Vector3>(n);
                        dsv.Write<int>(col[i]);

                        if (p.X < bmin.X) { bmin.X = p.X; }
                        if (p.Y < bmin.Y) { bmin.Y = p.Y; }
                        if (p.Z < bmin.Z) { bmin.Z = p.Z; }

                        if (p.X > bmax.X) { bmax.X = p.X; }
                        if (p.Y > bmax.Y) { bmax.Y = p.Y; }
                        if (p.Z > bmax.Z) { bmax.Z = p.Z; }
                    }

                    geom.IndexBuffer = ibo;
                    geom.HasBoundingBox = true;
                    geom.InputLayout = FusionColoredVertex.Layout;
                    geom.Topology = SlimDX.Direct3D11.PrimitiveTopology.TriangleList;
                    geom.VertexSize = FusionColoredVertex.VertexSize;
                    geom.VertexBuffer = BufferHelper.CreateVertexBuffer(context, dsv, false, true);
                    geom.VerticesCount = pos.Count;
                    geom.BoundingBox = new BoundingBox(bmin, bmax);

                    this.FGeomOut[0][context] = geom;

                    m.Dispose();
                }
            }
        }
        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (this.FInvalidate || !this.FOutGeom[0].Contains(context))
            {
                int vertexoffset = 0;

                List <Pos3Norm3Tex2InstanceVertex> vertices = new List <Pos3Norm3Tex2InstanceVertex>();
                List <int>     indices = new List <int>();
                List <Vector2> uvs     = new List <Vector2>();

                int cnt = this.FinUseName[0] ? idsort.Count : this.FInScene[0].MeshCount;

                for (int i = 0; i < cnt; i++)
                {
                    AssimpMesh assimpmesh = this.FinUseName[0] == false ? this.FInScene[0].Meshes[i] : this.FInScene[0].Meshes[idsort[i]];

                    List <int> inds = assimpmesh.Indices;



                    if (inds.Count > 0 && assimpmesh.VerticesCount > 0)
                    {
                        var  texcd = assimpmesh.GetInputElements().Where(ie => ie.SemanticName == "TEXCOORD").FirstOrDefault();
                        bool zuv   = false;
                        if (texcd != null)
                        {
                            zuv = texcd.Format == SlimDX.DXGI.Format.R32G32B32_Float;
                        }
                        for (int j = 0; j < inds.Count; j++)
                        {
                            indices.Add(inds[j] + vertexoffset);
                        }

                        DataStream posbuffer  = new DataStream(assimpmesh.PositionPointer, assimpmesh.VerticesCount * 12, true, true);
                        DataStream normbuffer = new DataStream(assimpmesh.NormalsPointer, assimpmesh.VerticesCount * 12, true, true);
                        DataStream uvbuffer   = null;

                        List <DataStream> uvbuffers  = new List <DataStream>();
                        List <int>        uvcounters = new List <int>();

                        for (int uvc = 0; uvc < assimpmesh.UvChannelCount; uvc++)
                        {
                            uvbuffers.Add(new DataStream(assimpmesh.GetUvPointer(uvc), assimpmesh.VerticesCount * 12, true, true));
                            uvcounters.Add(this.GetUVChannelCount(assimpmesh, uvc));
                        }

                        if (assimpmesh.UvChannelCount > 0)
                        {
                            uvbuffer = new DataStream(assimpmesh.GetUvPointer(0), assimpmesh.VerticesCount * 12, true, true);
                        }

                        Vector3 *pos   = (Vector3 *)posbuffer.DataPointer.ToPointer();
                        Vector3  accum = Vector3.Zero;
                        for (int j = 0; j < assimpmesh.VerticesCount; j++)
                        {
                            accum += pos[j];
                        }
                        Vector3 center = accum / assimpmesh.VerticesCount;

                        for (int j = 0; j < assimpmesh.VerticesCount; j++)
                        {
                            Pos3Norm3Tex2InstanceVertex vert = new Pos3Norm3Tex2InstanceVertex()
                            {
                                InstanceID = i,
                                Normals    = normbuffer.Read <Vector3>(),
                                Position   = posbuffer.Read <Vector3>(),
                                Center     = center,
                                TexCoords  = uvbuffer != null?uvbuffer.Read <Vector2>() : Vector2.Zero
                            };
                            vertices.Add(vert);

                            for (int k = 0; k < assimpmesh.UvChannelCount; k++)
                            {
                                var b = uvbuffers[k];
                                uvs.Add(b.Read <Vector2>());

                                if (uvcounters[k] == 3)
                                {
                                    b.Read <float>();
                                }
                            }

                            if (uvbuffer != null && zuv)
                            {
                                uvbuffer.Read <float>();
                            }
                        }
                        vertexoffset += assimpmesh.VerticesCount;
                    }
                }

                DataStream vS = new DataStream(vertices.ToArray(), true, true);
                vS.Position = 0;

                DataStream iS = new DataStream(indices.ToArray(), true, true);
                iS.Position = 0;

                var vbuffer = new SlimDX.Direct3D11.Buffer(context.Device, vS, new BufferDescription()
                {
                    BindFlags      = BindFlags.VertexBuffer,
                    CpuAccessFlags = CpuAccessFlags.None,
                    OptionFlags    = ResourceOptionFlags.None,
                    SizeInBytes    = (int)vS.Length,
                    Usage          = ResourceUsage.Default
                });


                DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
                geom.VertexBuffer   = vbuffer;
                geom.IndexBuffer    = new DX11IndexBuffer(context, iS, true, false);
                geom.InputLayout    = Pos3Norm3Tex2InstanceVertex.Layout;
                geom.Topology       = PrimitiveTopology.TriangleList;
                geom.VerticesCount  = vertices.Count;
                geom.VertexSize     = Pos3Norm3Tex2InstanceVertex.VertexSize;
                geom.HasBoundingBox = false;

                vS.Position = 0;

                DataStream uvS = new DataStream(uvs.ToArray(), true, true);
                uvS.Position = 0;

                this.FOutGeom[0][context]     = geom;
                this.FOutBuffer[0][context]   = new DX11ImmutableStructuredBuffer(context.Device, geom.VerticesCount, geom.VertexSize, vS);
                this.FOutIndices[0][context]  = new DX11RawBuffer(context, geom.IndexBuffer.Buffer);
                this.FOutUVBuffer[0][context] = new DX11ImmutableStructuredBuffer(context.Device, uvs.Count, 8, uvS);

                this.FInvalidate = false;
            }
        }
Esempio n. 53
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        public DX11IndexedGeometry Segment(Segment settings)
        {
            float phase = settings.Phase;
            float cycles = settings.Cycles; 
            float inner = settings.InnerRadius; 
            int res = settings.Resolution;
            bool flat = settings.Flat;

            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
            geom.Tag = settings;
            geom.PrimitiveType = settings.PrimitiveType;
            int vcount = res * 2;
            int icount = (res - 1) * 6;

            DataStream ds = new DataStream(vcount * Pos4Norm3Tex2Vertex.VertexSize, true, true);
            ds.Position = 0;

            float inc = Convert.ToSingle((Math.PI * 2.0 * cycles) / (res - 1.0));
            float phi = Convert.ToSingle(phase * (Math.PI * 2.0));

            Pos4Norm3Tex2Vertex innerv = new Pos4Norm3Tex2Vertex();
            innerv.Normals = new Vector3(0.0f, 0.0f, 1.0f);

            Pos4Norm3Tex2Vertex outerv = new Pos4Norm3Tex2Vertex();
            outerv.Normals = new Vector3(0.0f, 0.0f, 1.0f);

            Pos4Norm3Tex2Vertex[] vertices = new Pos4Norm3Tex2Vertex[res * 2];

            for (int i = 0; i < res; i++)
            {
                float x = Convert.ToSingle(0.5 * inner * Math.Cos(phi));
                float y = Convert.ToSingle(0.5 * inner * Math.Sin(phi));

                innerv.Position = new Vector4(x, y, 0.0f, 1.0f);

                if (flat)
                {
                    innerv.TexCoords = new Vector2(0.5f - x, 0.5f - y);
                }
                else
                {
                    innerv.TexCoords = new Vector2((1.0f * (float)i) / ((float)res - 1.0f), 0.0f);
                }

                x = Convert.ToSingle(0.5 * Math.Cos(phi));
                y = Convert.ToSingle(0.5 * Math.Sin(phi));

                outerv.Position = new Vector4(x, y, 0.0f, 1.0f);

                if (flat)
                {
                    outerv.TexCoords = new Vector2(0.5f - x, 0.5f - y);
                }
                else
                {
                    outerv.TexCoords = new Vector2((1.0f * (float)i) / ((float)res - 1.0f), 1.0f);
                }

                vertices[i] = innerv;
                vertices[i + res] = outerv;
                phi += inc;
            }

            float minx = float.MaxValue, miny = float.MaxValue, minz = float.MaxValue;
            float maxx = float.MinValue, maxy = float.MinValue, maxz = float.MinValue;

            foreach (Pos4Norm3Tex2Vertex v in vertices)
            {
                minx = v.Position.X < minx ? v.Position.X : minx;
                miny = v.Position.Y < miny ? v.Position.Y : miny;
                minz = v.Position.Z < minz ? v.Position.Z : minz;

                maxx = v.Position.X > maxx ? v.Position.X : maxx;
                maxy = v.Position.Y > maxy ? v.Position.Y : maxy;
                maxz = v.Position.Z > maxz ? v.Position.Z : maxz;
            }

            ds.WriteRange(vertices);

            ds.Position = 0;

            var vbuffer = new SlimDX.Direct3D11.Buffer(context.Device, ds, new BufferDescription()
            {
                BindFlags = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None,
                SizeInBytes = (int)ds.Length,
                Usage = ResourceUsage.Default
            });

            ds.Dispose();

            int indstep = 0;
            int[] indices = new int[icount];
            for (int i = 0; i < res - 1; i++)
            {
                //Triangle from low to high
                indices[indstep] = i;
                indices[indstep + 2] = res + i;
                indices[indstep + 1] = i + 1;
                

                //Triangle from high to low
                indices[indstep + 3] = i + 1;
                indices[indstep + 5] = res + i;
                indices[indstep + 4] = res + i + 1;

                indstep += 6;
            }

            var indexstream = new DataStream(icount * 4, true, true);
            indexstream.WriteRange(indices);
            indexstream.Position = 0;

            geom.VertexBuffer = vbuffer;
            geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);
            geom.InputLayout = Pos4Norm3Tex2Vertex.Layout;
            geom.Topology = PrimitiveTopology.TriangleList;
            geom.VerticesCount = vcount;
            geom.VertexSize = Pos4Norm3Tex2Vertex.VertexSize;

            geom.BoundingBox = new BoundingBox(new Vector3(minx, miny, minz), new Vector3(maxx, maxy, maxz));
            geom.HasBoundingBox = true;

            return geom;
        }
Esempio n. 54
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            public QuadShaderDeviceData(DX11RenderContext context)
            {
                string basepath = "VVVV.DX11.Nodes.effects.quad.fx";
                DX11Effect effect = DX11Effect.FromResource(Assembly.GetExecutingAssembly(), basepath);

                quadshader = new DX11ShaderInstance(context, effect);
                texturevariable = quadshader.Effect.GetVariableBySemantic("INPUTTEXTURE").AsResource();
                samplervariable = quadshader.Effect.GetVariableBySemantic("SAMPLERSTATE").AsSampler();

                Quad quad = new Quad();
                quad.Size = new Vector2(1.0f);

                quadgeometry = context.Primitives.QuadNormals(quad);

                quadlayouts = new List<InputLayout>();
                for (int i = 0; i < 4; i++)
                {
                    InputLayout layout;
                    quadshader.SelectTechnique(i);

                    bool res = quadgeometry.ValidateLayout(quadshader.GetPass(0), out layout);
                    quadlayouts.Add(layout);
                }
            }
Esempio n. 55
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        public DX11IndexedGeometry SegmentZ(SegmentZ settings)
        {
            int res = settings.Resolution;
            float cycles = settings.Cycles;
            float phase = settings.Phase;
            float inner = settings.InnerRadius;
            float z = settings.Z;

            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
            geom.Tag = settings;
            geom.PrimitiveType = settings.PrimitiveType;

            int vcount = res * 2;
            int icount = (res - 1) * 6;

            float inc = Convert.ToSingle((Math.PI * 2.0 * cycles) / (res - 1.0));
            float phi = Convert.ToSingle(phase * (Math.PI * 2.0));

            List<Pos4Norm3Tex2Vertex> vlist = new List<Pos4Norm3Tex2Vertex>();
            List<int> ilist = new List<int>();

            Pos4Norm3Tex2Vertex innerv = new Pos4Norm3Tex2Vertex();
            innerv.Normals = new Vector3(0.0f, 0.0f, 1.0f);

            Pos4Norm3Tex2Vertex outerv = new Pos4Norm3Tex2Vertex();
            outerv.Normals = new Vector3(0.0f, 0.0f, 1.0f);

            Pos4Norm3Tex2Vertex[] vertices = new Pos4Norm3Tex2Vertex[res * 2];

            #region Append front face
            for (int i = 0; i < res; i++)
            {
                float x = Convert.ToSingle(0.5 * inner * Math.Cos(phi));
                float y = Convert.ToSingle(0.5 * inner * Math.Sin(phi));

                innerv.Position = new Vector4(x, y, z, 1.0f);

                x = Convert.ToSingle(0.5 * Math.Cos(phi));
                y = Convert.ToSingle(0.5 * Math.Sin(phi));

                outerv.Position = new Vector4(x, y, z, 1.0f);

                vertices[i] = innerv;
                vertices[i + res] = outerv;
                phi += inc;
            }

            int indstep = 0;
            int[] indices = new int[icount];
            for (int i = 0; i < res - 1; i++)
            {
                //Triangle from low to high
                indices[indstep] = i;
                indices[indstep + 1] = res + i;
                indices[indstep + 2] = i + 1;


                //Triangle from high to low
                indices[indstep + 3] = i + 1;
                indices[indstep + 4] = res + i;
                indices[indstep + 5] = res + i + 1;

                indstep += 6;
            }

            vlist.AddRange(vertices);
            ilist.AddRange(indices);
            #endregion

            #region Append Back Face
            //Second layer just has Z inverted
            for (int i = 0; i < res * 2; i++)
            {
                vertices[i].Position.Z = -vertices[i].Position.Z;
                vertices[i].Normals.Z = -vertices[i].Normals.Z;
                phi += inc;
            }

            //Here we also flip triangles for cull
            indstep = 0;
            int offset = res * 2;
            for (int i = offset; i < offset + res - 1; i++)
            {
                //Triangle from low to high
                indices[indstep] = i;
                indices[indstep + 2] = res + i;
                indices[indstep + 1] = i + 1;


                //Triangle from high to low
                indices[indstep + 3] = i + 1;
                indices[indstep + 5] = res + i;
                indices[indstep + 4] = res + i + 1;

                indstep += 6;
            }

            vlist.AddRange(vertices);
            ilist.AddRange(indices);
            #endregion


            //We need to append new set of indices, as we want nice normals
            #region Append Outer
            phi = Convert.ToSingle(phase * (Math.PI * 2.0));
            for (int i = 0; i < res; i++)
            {
                float x = Convert.ToSingle(0.5 * Math.Cos(phi));
                float y = Convert.ToSingle(0.5 * Math.Sin(phi));

                innerv.Position = new Vector4(x, y, z, 1.0f);
                outerv.Position = new Vector4(x, y, -z, 1.0f);
                innerv.Normals = Vector3.Normalize(new Vector3(innerv.Position.X, innerv.Position.Y, 0.0f));
                outerv.Normals = Vector3.Normalize(new Vector3(innerv.Position.X, innerv.Position.Y, 0.0f));

                vertices[i] = innerv;
                vertices[i + res] = outerv;
                phi += inc;
            }

            indstep = 0;
            offset += (res * 2);
            for (int i = offset; i < offset + res - 1; i++)
            {
                //Triangle from low to high
                indices[indstep] = i;
                indices[indstep + 1] = res + i;
                indices[indstep + 2] = i + 1;


                //Triangle from high to low
                indices[indstep + 3] = i + 1;
                indices[indstep + 4] = res + i;
                indices[indstep + 5] = res + i + 1;

                indstep += 6;
            }

            vlist.AddRange(vertices);
            ilist.AddRange(indices);
            #endregion

            #region Append Inner
            phi = Convert.ToSingle(phase * (Math.PI * 2.0));
            for (int i = 0; i < res; i++)
            {
                float x = Convert.ToSingle(0.5 * inner * Math.Cos(phi));
                float y = Convert.ToSingle(0.5 * inner * Math.Sin(phi));

                innerv.Position = new Vector4(x, y, z, 1.0f);
                outerv.Position = new Vector4(x, y, -z, 1.0f);
                innerv.Normals = -Vector3.Normalize(new Vector3(innerv.Position.X, innerv.Position.Y, 0.0f));
                outerv.Normals = -Vector3.Normalize(new Vector3(innerv.Position.X, innerv.Position.Y, 0.0f));

                vertices[i] = innerv;
                vertices[i + res] = outerv;
                phi += inc;
            }

            indstep = 0;
            offset += (res * 2);
            for (int i = offset; i < offset + res - 1; i++)
            {
                //Triangle from low to high
                indices[indstep] = i;
                indices[indstep + 2] = res + i;
                indices[indstep + 1] = i + 1;


                //Triangle from high to low
                indices[indstep + 3] = i + 1;
                indices[indstep + 5] = res + i;
                indices[indstep + 4] = res + i + 1;

                indstep += 6;
            }

            vlist.AddRange(vertices);
            ilist.AddRange(indices);
            #endregion

            #region Append Border

            //Append border low (quad)
            phi = Convert.ToSingle(phase * (Math.PI * 2.0));
            float x2 = Convert.ToSingle(0.5 * inner * Math.Cos(phi));
            float y2 = Convert.ToSingle(0.5 * inner * Math.Sin(phi));

            float x3 = Convert.ToSingle(0.5 * Math.Cos(phi));
            float y3 = Convert.ToSingle(0.5 * Math.Sin(phi));

            Pos4Norm3Tex2Vertex q1 = new Pos4Norm3Tex2Vertex();
            Pos4Norm3Tex2Vertex q2 = new Pos4Norm3Tex2Vertex();
            Pos4Norm3Tex2Vertex q3 = new Pos4Norm3Tex2Vertex();
            Pos4Norm3Tex2Vertex q4 = new Pos4Norm3Tex2Vertex();

            q1.Position = new Vector4(x2, y2, z, 1.0f);
            q2.Position = new Vector4(x2, y2, -z, 1.0f);
            q3.Position = new Vector4(x3, y3, z, 1.0f);
            q4.Position = new Vector4(x3, y3, -z, 1.0f);

            Vector3 e1 = new Vector3(q2.Position.X - q1.Position.X,
                q2.Position.Y - q1.Position.Y,
                q2.Position.Z - q1.Position.Z);

            Vector3 e2 = new Vector3(q3.Position.X - q2.Position.X,
                q3.Position.Y - q2.Position.Y,
                q3.Position.Z - q2.Position.Z);

            Vector3 n = Vector3.Cross(e1, e2);
            q1.Normals = n;
            q2.Normals = n;
            q3.Normals = n;
            q4.Normals = n;

            vlist.Add(q1); vlist.Add(q2); vlist.Add(q3); vlist.Add(q4);

            offset += (res * 2);
            ilist.Add(offset); ilist.Add(offset + 1); ilist.Add(offset + 2);
            ilist.Add(offset + 2); ilist.Add(offset + 1); ilist.Add(offset + 3);


            offset += 4;

            //Totally crapply unoptimized, but phi can be negative
            phi = Convert.ToSingle(phase * (Math.PI * 2.0));
            for (int i = 0; i < res - 1; i++)
            {
                phi += inc;
            }

            x2 = Convert.ToSingle(0.5 * inner * Math.Cos(phi));
            y2 = Convert.ToSingle(0.5 * inner * Math.Sin(phi));

            x3 = Convert.ToSingle(0.5 * Math.Cos(phi));
            y3 = Convert.ToSingle(0.5 * Math.Sin(phi));

            q1.Position = new Vector4(x2, y2, z, 1.0f);
            q2.Position = new Vector4(x2, y2, -z, 1.0f);
            q3.Position = new Vector4(x3, y3, z, 1.0f);
            q4.Position = new Vector4(x3, y3, -z, 1.0f);

            e1 = new Vector3(q2.Position.X - q1.Position.X,
                q2.Position.Y - q1.Position.Y,
                q2.Position.Z - q1.Position.Z);

            e2 = new Vector3(q3.Position.X - q2.Position.X,
                q3.Position.Y - q2.Position.Y,
                q3.Position.Z - q2.Position.Z);

            n = Vector3.Cross(e2, e1);
            q1.Normals = n;
            q2.Normals = n;
            q3.Normals = n;
            q4.Normals = n;

            vlist.Add(q1); vlist.Add(q2); vlist.Add(q3); vlist.Add(q4);

            ilist.Add(offset); ilist.Add(offset + 2); ilist.Add(offset + 1);
            ilist.Add(offset + 2); ilist.Add(offset + 3); ilist.Add(offset + 1);



            #endregion

            float minx = float.MaxValue, miny = float.MaxValue, minz = float.MaxValue;
            float maxx = float.MinValue, maxy = float.MinValue, maxz = float.MinValue;

            foreach (Pos4Norm3Tex2Vertex v in vlist)
            {
                minx = v.Position.X < minx ? v.Position.X : minx;
                miny = v.Position.Y < miny ? v.Position.Y : miny;
                minz = v.Position.Z < minz ? v.Position.Z : minz;

                maxx = v.Position.X > maxx ? v.Position.X : maxx;
                maxy = v.Position.Y > maxy ? v.Position.Y : maxy;
                maxz = v.Position.Z > maxz ? v.Position.Z : maxz;
            }

            DataStream ds = new DataStream(vlist.Count * Pos4Norm3Tex2Vertex.VertexSize, true, true);
            ds.Position = 0;
            ds.WriteRange(vlist.ToArray());
            ds.Position = 0;

            var vbuffer = new SlimDX.Direct3D11.Buffer(context.Device, ds, new BufferDescription()
            {
                BindFlags = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None,
                SizeInBytes = (int)ds.Length,
                Usage = ResourceUsage.Default
            });

            ds.Dispose();

            var indexstream = new DataStream(ilist.Count * 4, true, true);
            indexstream.WriteRange(ilist.ToArray());
            indexstream.Position = 0;

            geom.VertexBuffer = vbuffer;
            geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);
            geom.InputLayout = Pos4Norm3Tex2Vertex.Layout;
            geom.Topology = PrimitiveTopology.TriangleList;
            geom.VerticesCount = vlist.Count;
            geom.VertexSize = Pos4Norm3Tex2Vertex.VertexSize;

            geom.HasBoundingBox = true;
            geom.BoundingBox = new BoundingBox(new Vector3(minx, miny, minz), new Vector3(maxx, maxy, maxz));

            return geom;
        }