Esempio n. 1
0
        /// <summary>
        /// Function used to initialize the application.
        /// </summary>
        private static void Initialize()
        {
            GorgonExample.ResourceBaseDirectory = new DirectoryInfo(Settings.Default.ResourceLocation);

            // Build the form so we can actually show something.
            _mainForm = GorgonExample.Initialize(new DX.Size2(1280, 800), "Geometry Shaders");

            try
            {
                // Now we create and enumerate the list of video devices installed in the computer.
                // We must do this in order to tell Gorgon which video device we intend to use. Note that this method may be quite slow (particularly when running DEBUG versions of
                // Direct 3D). To counter this, this object and its Enumerate method are thread safe so this can be run in the background while keeping the main UI responsive.
                //
                // If no suitable device was found (no Direct 3D 11.4 support) in the computer, this method will return an empty list. However, if it succeeds, then the devices list
                // will be populated with an IGorgonVideoDeviceInfo for each suitable video device in the system.
                //
                // Using this method, we could also enumerate the WARP software rasterizer, and/of the D3D Reference device (only if the DEBUG functionality provided by the Windows
                // SDK is installed). These devices are typically used to determine if there's a driver error, and can be terribly slow to render (reference moreso than WARP). It is
                // recommended that these only be used in diagnostic scenarios only.
                IReadOnlyList <IGorgonVideoAdapterInfo> devices = GorgonGraphics.EnumerateAdapters(log: GorgonApplication.Log);

                if (devices.Count == 0)
                {
                    GorgonDialogs.ErrorBox(_mainForm, "This example requires a video adapter that supports Direct3D 11.4 or better.");
                    GorgonApplication.Quit();
                    return;
                }

                // Now we create the main graphics interface with the first applicable video device.
                _graphics = new GorgonGraphics(devices[0], log: GorgonApplication.Log);

                // Check to ensure that we can support the format required for our swap chain.
                // If a video device can't support this format, then the odds are good it won't render anything. Since we're asking for a very common display format, this will
                // succeed nearly 100% of the time. Regardless, it's good form to the check for a working display format prior to setting up the swap chain.
                //
                // This is also used to determine if a format can be used for other objects (e.g. a texture, render target, etc...) And like the swap chain format, it is also best
                // practice to check if the object you're creating supports the desired format.
                if (!_graphics.FormatSupport[BufferFormat.R8G8B8A8_UNorm].IsDisplayFormat)
                {
                    // We should never see this unless you've got some very esoteric hardware.
                    GorgonDialogs.ErrorBox(_mainForm, "We should not see this error.");
                    return;
                }

                // Finally, create a swap chain to display our output.
                // In this case we're setting up our swap chain to bind with our main window, and we use its client size to determine the width/height of the swap chain back buffers.
                // This width/height does not need to be the same size as the window, but, except for some scenarios, that would produce undesirable image quality.
                _swap = new GorgonSwapChain(_graphics,
                                            _mainForm,
                                            new GorgonSwapChainInfo("Main Swap Chain")
                {
                    Format = BufferFormat.R8G8B8A8_UNorm, Width = _mainForm.ClientSize.Width, Height = _mainForm.ClientSize.Height
                });

                // Assign events so we can update our projection with our window size.
                _swap.BeforeSwapChainResized += Swap_BeforeSwapChainResized;
                _swap.AfterSwapChainResized  += Swap_AfterSwapChainResized;

                // We'll need a depth buffer for this example, or else our pyramid will look weird when rotating as back faces will appear through front faces.
                // So, first we should check for support of a proper depth/stencil format.  That said, if we don't have this format, then we're likely not running hardware from the last decade or more.
                if (!_graphics.FormatSupport[BufferFormat.D24_UNorm_S8_UInt].IsDepthBufferFormat)
                {
                    GorgonDialogs.ErrorBox(_mainForm, "A 24 bit depth buffer is required for this example.");
                    return;
                }

                _depthStencil = GorgonDepthStencil2DView.CreateDepthStencil(_graphics,
                                                                            new GorgonTexture2DInfo
                {
                    Format  = BufferFormat.D24_UNorm_S8_UInt,
                    Binding = TextureBinding.DepthStencil,
                    Usage   = ResourceUsage.Default,
                    Width   = _swap.Width,
                    Height  = _swap.Height
                });

                // Load the shaders from a file on disc.
                LoadShaders();

                // Load the texture.
                _texture = GorgonTexture2DView.FromFile(_graphics,
                                                        Path.Combine(GorgonExample.GetResourcePath(@"Textures\GeometryShader\").FullName, "GSTexture.png"),
                                                        new GorgonCodecPng());

                // Create our builders so we can compose a draw call and pipeline state.
                _drawCallBuilder  = new GorgonDrawCallBuilder();
                _pipeStateBuilder = new GorgonPipelineStateBuilder(_graphics);

                // Create a constant buffer so we can adjust the positioning of the data.
                DX.Matrix.PerspectiveFovLH((65.0f).ToRadians(), (float)_swap.Width / _swap.Height, 0.125f, 1000.0f, out _projection);
                _vsConstants = GorgonConstantBufferView.CreateConstantBuffer(_graphics,
                                                                             new GorgonConstantBufferInfo("WorldProjection CBuffer")
                {
                    SizeInBytes = (DX.Matrix.SizeInBytes * 2) + DX.Vector4.SizeInBytes
                });
                _vsConstants.Buffer.SetData(ref _projection, copyMode: CopyMode.Discard);
                _vsConstants.Buffer.SetData(ref _worldMatrix, 64, CopyMode.NoOverwrite);

                // Create a draw call so we actually have something we can draw.
                _drawCall = _drawCallBuilder.VertexRange(0, 3)
                            .PipelineState(_pipeStateBuilder.PixelShader(_pixelShader)
                                           .VertexShader(_bufferless)
                                           .GeometryShader(_geometryShader)
                                           .DepthStencilState(GorgonDepthStencilState.DepthEnabled))
                            .ShaderResource(ShaderType.Pixel, _texture)
                            .ConstantBuffer(ShaderType.Vertex, _vsConstants)
                            .ConstantBuffer(ShaderType.Geometry, _vsConstants)
                            .Build();
                // Finally set our swap chain as the active rendering target and the depth/stencil buffer.
                _graphics.SetRenderTarget(_swap.RenderTargetView, _depthStencil);

                GorgonExample.LoadResources(_graphics);
            }
            finally
            {
                GorgonExample.EndInit();
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Function to initialize the application.
        /// </summary>
        /// <returns>The application window.</returns>
        private static FormMain Initialize()
        {
            GorgonExample.ResourceBaseDirectory = new DirectoryInfo(Settings.Default.ResourceLocation);

            // Create our form and center on the primary monitor.
            FormMain window = GorgonExample.Initialize(new DX.Size2(1280, 800), "Gorgon MiniTri - Now with 100% more textures.");

            try
            {
                // First we create and enumerate the list of video devices installed in the computer.
                // We must do this in order to tell Gorgon which video device we intend to use. Note that this method may be quite slow (particularly when running DEBUG versions of
                // Direct 3D). To counter this, this object and its Enumerate method are thread safe so this can be run in the background while keeping the main UI responsive.
                // Find out which devices we have installed in the system.

                // If no suitable device was found (no Direct 3D 12.0 support) in the computer, this method will throw an exception. However, if it succeeds, then the devices object
                // will be populated with the IGorgonVideoDeviceInfo for each video device in the system.
                //
                // Using this method, we could also enumerate the software rasterizer. These devices are typically used to determine if there's a driver error, and can be terribly slow to render
                // It is recommended that these only be used in diagnostic scenarios only.
                IReadOnlyList <IGorgonVideoAdapterInfo> deviceList = GorgonGraphics.EnumerateAdapters();

                if (deviceList.Count == 0)
                {
                    throw new
                          NotSupportedException("There are no suitable video adapters available in the system. This example is unable to continue and will now exit.");
                }

                // Now we create the main graphics interface with the first applicable video device.
                _graphics = new GorgonGraphics(deviceList[0]);

                // Check to ensure that we can support the format required for our swap chain.
                // If a video device can't support this format, then the odds are good it won't render anything. Since we're asking for a very common display format, this will
                // succeed nearly 100% of the time (unless you've somehow gotten an ancient video device to work with Direct 3D 11.1). Regardless, it's good form to the check for a
                // working display format prior to setting up the swap chain.
                //
                // This method is also used to determine if a format can be used for other objects (e.g. a texture, render target, etc...) Like the swap chain format, this is also a
                // best practice to check if the object you're creating supports the desired format.
                if ((_graphics.FormatSupport[BufferFormat.R8G8B8A8_UNorm].FormatSupport & BufferFormatSupport.Display) != BufferFormatSupport.Display)
                {
                    // We should never see this unless you've performed some form of black magic.
                    GorgonDialogs.ErrorBox(window, "We should not see this error.");
                    return(window);
                }

                // Finally, create a swap chain to display our output.
                // In this case we're setting up our swap chain to bind with our main window, and we use its client size to determine the width/height of the swap chain back buffers.
                // This width/height does not need to be the same size as the window, but, except for some scenarios, that would produce undesirable image quality.
                _swap = new GorgonSwapChain(_graphics,
                                            window,
                                            new GorgonSwapChainInfo("Main Swap Chain")
                {
                    Format = BufferFormat.R8G8B8A8_UNorm, Width = window.ClientSize.Width, Height = window.ClientSize.Height
                })
                {
                    DoNotAutoResizeBackBuffer = true
                };

                // Create the shaders used to render the triangle.
                // These shaders provide transformation and coloring for the output pixel data.
                CreateShaders();

                // Set up our input layout.
                //
                // We'll be using this to describe to Direct 3D how the elements of a vertex is laid out in memory.
                // In order to provide synchronization between the layout on the CPU side and the GPU side, we have to pass the vertex shader because it will contain the vertex
                // layout to match with our C# input layout.
                _inputLayout = GorgonInputLayout.CreateUsingType <MiniTriVertex>(_graphics, _vertexShader);

                // Load our texture so that we can apply it to our triangle.
                //
                // We load this first so we can use some functionality present on the texture to calculate the texture space coordinates required to render with the texture.
                _texture = GorgonTexture2DView.FromFile(_graphics,
                                                        Path.Combine(GorgonExample.GetResourcePath(@"Textures\MiniTri\").FullName, "Gorgon.MiniTri.png"),
                                                        new GorgonCodecPng());

                // Set up the triangle vertices.
                CreateVertexBuffer();

                // Set up the constant buffer.
                //
                // This is used (but could be used for more) to transform the vertex data from 3D space into 2D space.
                CreateConstantBuffer(window);

                // This defines where to send the pixel data when rendering. For now, this goes to our swap chain.
                _graphics.SetRenderTarget(_swap.RenderTargetView);

                // Create our draw call.
                //
                // This will pass all the necessary information to the GPU to render the triangle
                //
                // Since draw calls are immutable objects, we use builders to create them (and any pipeline state). Once a draw
                // call is built, it cannot be changed (except for the vertex, and if applicable, index, and instance ranges).
                //
                // Builders work on a fluent interface.  Much like LINQ and can be used to create multiple draw calls from the same
                // builder.
                var drawCallBuilder      = new GorgonDrawCallBuilder();
                var pipelineStateBuilder = new GorgonPipelineStateBuilder(_graphics);

                _drawCall = drawCallBuilder.VertexBuffer(_inputLayout, _vertexBuffer)
                            .VertexRange(0, 3)
                            .ConstantBuffer(ShaderType.Vertex, _constantBuffer)
                            .ShaderResource(ShaderType.Pixel, _texture)
                            .PipelineState(pipelineStateBuilder
                                           .PixelShader(_pixelShader)
                                           .VertexShader(_vertexShader)
                                           .RasterState(GorgonRasterState.NoCulling))
                            .Build();

                GorgonExample.LoadResources(_graphics);

                return(window);
            }
            finally
            {
                GorgonExample.EndInit();
            }
        }
Esempio n. 3
0
        /// <summary>
        /// Function to initialize the GPU resource objects.
        /// </summary>
        private static void InitializeGpuResources()
        {
            _graphics = CreateGraphicsInterface();

            // If we couldn't create the graphics interface, then leave.
            if (_graphics == null)
            {
                return;
            }

            // Create a 1280x800 window with a depth buffer.
            // We can modify the resolution in the config file for the application, but like other Gorgon examples, the default is 1280x800.
            _swap = new GorgonSwapChain(_graphics,
                                        _mainForm,
                                        new GorgonSwapChainInfo("Main")
            {
                // Set up for 32 bit RGBA normalized display.
                Format = BufferFormat.R8G8B8A8_UNorm,
                Width  = Settings.Default.Resolution.Width,
                Height = Settings.Default.Resolution.Height
            });

            // Build the depth buffer for our swap chain.
            BuildDepthBuffer(_swap.Width, _swap.Height);


            if (!Settings.Default.IsWindowed)
            {
                // Get the output for the main window.
                var currentScreen             = Screen.FromControl(_mainForm);
                IGorgonVideoOutputInfo output = _graphics.VideoAdapter.Outputs[currentScreen.DeviceName];

                // If we've asked for full screen mode, then locate the correct video mode and set us up.
                _selectedVideoMode = new GorgonVideoMode(Settings.Default.Resolution.Width, Settings.Default.Resolution.Height, BufferFormat.R8G8B8A8_UNorm);
                _swap.EnterFullScreen(in _selectedVideoMode, output);
            }

            // Handle resizing because the projection matrix and depth buffer needs to be updated to reflect the new view size.
            _swap.BeforeSwapChainResized += Swap_BeforeResized;
            _swap.AfterSwapChainResized  += Swap_AfterResized;

            // Set the current render target output so we can see something.
            _graphics.SetRenderTarget(_swap.RenderTargetView, _depthBuffer);

            // Create our shaders.
            // Our vertex shader.  This is a simple shader, it just processes a vertex by multiplying it against
            // the world/view/projection matrix and spits it back out.
            _vertexShader = GorgonShaderFactory.Compile <GorgonVertexShader>(_graphics, Resources.Shader, "BoingerVS");

            // Our main pixel shader.  This is a very simple shader, it just reads a texture and spits it back out.  Has no
            // diffuse capability.
            _pixelShader = GorgonShaderFactory.Compile <GorgonPixelShader>(_graphics, Resources.Shader, "BoingerPS");

            // Create the vertex input layout.
            // We need to create a layout for our vertex type because the shader won't know how to interpret the data we're sending it otherwise.
            // This is why we need a vertex shader before we even create the layout.
            _inputLayout = GorgonInputLayout.CreateUsingType <BoingerVertex>(_graphics, _vertexShader);

            // Resources are stored as System.Drawing.Bitmap files, so we need to convert into an IGorgonImage so we can upload it to a texture.
            // We also will generate mip-map levels for this image so that scaling the texture will look better.
            using (IGorgonImage image = Resources.Texture.ToGorgonImage())
            {
                _texture = image.ToTexture2D(_graphics,
                                             new GorgonTexture2DLoadOptions
                {
                    Usage = ResourceUsage.Immutable,
                    Name  = "Texture"
                })
                           .GetShaderResourceView();
            }

            // Create our constant buffer.
            // Our constant buffers are how we send data to our shaders.  This one in particular will be responsible for sending our world/view/projection matrix
            // to the vertex shader.
            _wvpBuffer = GorgonConstantBufferView.CreateConstantBuffer(_graphics,
                                                                       new GorgonConstantBufferInfo("WVPBuffer")
            {
                Usage       = ResourceUsage.Dynamic,
                SizeInBytes = DX.Matrix.SizeInBytes
            });
            // This one will hold our material information.
            _materialBuffer = GorgonConstantBufferView.CreateConstantBuffer(_graphics,
                                                                            new GorgonConstantBufferInfo("MaterialBuffer")
            {
                Usage       = ResourceUsage.Dynamic,
                SizeInBytes = Unsafe.SizeOf <GorgonColor>()
            });
            GorgonColor defaultMaterialColor = GorgonColor.White;

            _materialBuffer.Buffer.SetData(ref defaultMaterialColor);

            GorgonExample.LoadResources(_graphics);
        }
Esempio n. 4
0
        /// <summary>
        /// Raises the <see cref="E:System.Windows.Forms.Form.Load" /> event.
        /// </summary>
        /// <param name="e">An <see cref="T:System.EventArgs" /> that contains the event data.</param>
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);

            Cursor.Current = Cursors.WaitCursor;

            try
            {
                GorgonExample.ResourceBaseDirectory = new DirectoryInfo(Settings.Default.ResourceLocation);

                // Load the custom codec.
                if (!LoadCodec())
                {
                    GorgonDialogs.ErrorBox(this, "Unable to load the image codec plug in.");
                    GorgonApplication.Quit();
                    return;
                }


                // Set up the graphics interface.
                // Find out which devices we have installed in the system.
                IReadOnlyList <IGorgonVideoAdapterInfo> deviceList = GorgonGraphics.EnumerateAdapters();

                if (deviceList.Count == 0)
                {
                    GorgonDialogs.ErrorBox(this, "There are no suitable video adapters available in the system. This example is unable to continue and will now exit.");
                    GorgonApplication.Quit();
                    return;
                }

                _graphics = new GorgonGraphics(deviceList[0]);

                _swap = new GorgonSwapChain(_graphics,
                                            this,
                                            new GorgonSwapChainInfo("Codec PlugIn SwapChain")
                {
                    Width  = ClientSize.Width,
                    Height = ClientSize.Height,
                    Format = BufferFormat.R8G8B8A8_UNorm
                });

                _graphics.SetRenderTarget(_swap.RenderTargetView);

                // Load the image to use as a texture.
                IGorgonImageCodec png = new GorgonCodecPng();
                _image = png.LoadFromFile(Path.Combine(GorgonExample.GetResourcePath(@"Textures\CodecPlugIn\").FullName, "SourceTexture.png"));

                GorgonExample.LoadResources(_graphics);

                ConvertImage();

                GorgonApplication.IdleMethod = Idle;
            }
            catch (Exception ex)
            {
                GorgonExample.HandleException(ex);
                GorgonApplication.Quit();
            }
            finally
            {
                Cursor.Current = Cursors.Default;
            }
        }