Esempio n. 1
0
        public override void Render(ID3D11Device device, ID3D11DeviceContext deviceContext, Camera camera)
        {
            if (!DoRender)
            {
                return;
            }

            //if (!camera.CheckBBoxFrustum(Transform.TranslationVector, BoundingBox))
            //     return;

            VertexBufferView VertexBufferView = new VertexBufferView(vertexBuffer, Unsafe.SizeOf <VertexLayouts.NormalLayout.Vertex>(), 0);

            deviceContext.IASetVertexBuffers(0, VertexBufferView);
            deviceContext.IASetIndexBuffer(indexBuffer, Vortice.DXGI.Format.R32_UInt, 0);
            deviceContext.IASetPrimitiveTopology(PrimitiveTopology.TriangleList);
            deviceContext.PSSetShaderResource(2, AOTexture);

            for (int i = 0; i != LODs[0].ModelParts.Length; i++)
            {
                ModelPart Segment = LODs[0].ModelParts[i];
                Segment.Shader.SetShaderParameters(device, deviceContext, new MaterialParameters(Segment.Material, SelectionColour.Normalize()));
                Segment.Shader.SetSceneVariables(deviceContext, Transform, camera);
                Segment.Shader.Render(deviceContext, PrimitiveTopology.TriangleList, (int)(Segment.NumFaces * 3), Segment.StartIndex);
            }
        }
Esempio n. 2
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        void SetupRenderState(ImDrawDataPtr drawData, ID3D11DeviceContext ctx)
        {
            var viewport = new Viewport
            {
                Width    = drawData.DisplaySize.X,
                Height   = drawData.DisplaySize.Y,
                MinDepth = 0.0f,
                MaxDepth = 1.0f,
            };

            ctx.RSSetViewports(viewport);

            int stride = sizeof(ImDrawVert);
            int offset = 0;

            ctx.IASetInputLayout(inputLayout);
            ctx.IASetVertexBuffers(0, 1, new[] { vertexBuffer }, new[] { stride }, new[] { offset });
            ctx.IASetIndexBuffer(indexBuffer, sizeof(ImDrawIdx) == 2 ? Format.R16_UInt : Format.R32_UInt, 0);
            ctx.IASetPrimitiveTopology(PrimitiveTopology.TriangleList);
            ctx.VSSetShader(vertexShader);
            ctx.VSSetConstantBuffers(0, constantBuffer);
            ctx.PSSetShader(pixelShader);
            ctx.PSSetSamplers(0, fontSampler);
            ctx.GSSetShader(null);
            ctx.HSSetShader(null);
            ctx.DSSetShader(null);
            ctx.CSSetShader(null);

            ctx.OMSetBlendState(blendState);
            ctx.OMSetDepthStencilState(depthStencilState);
            ctx.RSSetState(rasterizerState);
        }
        public static void IASetPrimitiveTopology(this ID3D11DeviceContext context, D3D_PRIMITIVE_TOPOLOGY topology)
        {
            if (context == null)
            {
                throw new ArgumentNullException(nameof(context));
            }

            context.IASetPrimitiveTopology(topology);
        }
Esempio n. 4
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        public void Draw(ID3D11Device device, ID3D11DeviceContext context, Span <D3D11_INPUT_ELEMENT_DESC> _layout)
        {
            if (!m_vertexBuffer)
            {
                using (var pin = PinPtr.Create(m_vertices))
                {
                    var desc = new D3D11_BUFFER_DESC
                    {
                        ByteWidth = (uint)m_vertices.Length,
                        Usage     = D3D11_USAGE._DEFAULT,
                        BindFlags = (uint)D3D11_BIND_FLAG._VERTEX_BUFFER,
                    };
                    var data = new D3D11_SUBRESOURCE_DATA
                    {
                        pSysMem = pin.Ptr
                    };
                    device.CreateBuffer(ref desc, ref data,
                                        out m_vertexBuffer).ThrowIfFailed();
                }
            }
            Span <IntPtr> pBufferTbl = stackalloc IntPtr[] { m_vertexBuffer.Ptr };
            Span <uint>   SizeTbl    = stackalloc uint[] { (uint)m_vertexSize };
            Span <uint>   OffsetTbl  = stackalloc uint[] { 0 };

            context.IASetVertexBuffers(0, 1,
                                       ref MemoryMarshal.GetReference(pBufferTbl),
                                       ref MemoryMarshal.GetReference(SizeTbl),
                                       ref MemoryMarshal.GetReference(OffsetTbl));

            if (!m_indexBuffer)
            {
                using (var pin = PinPtr.Create(m_indices))
                {
                    var desc = new D3D11_BUFFER_DESC
                    {
                        ByteWidth = (uint)m_indices.Length,
                        Usage     = D3D11_USAGE._DEFAULT,
                        BindFlags = (uint)D3D11_BIND_FLAG._INDEX_BUFFER,
                    };
                    var data = new D3D11_SUBRESOURCE_DATA
                    {
                        pSysMem = pin.Ptr
                    };
                    device.CreateBuffer(ref desc, ref data,
                                        out m_indexBuffer).ThrowIfFailed();
                }
            }
            context.IASetIndexBuffer(m_indexBuffer, m_indexFormat, 0);

            context.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY._TRIANGLELIST);
            context.DrawIndexed((uint)m_indexCount, 0, 0);
        }
    }
}
Esempio n. 5
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        private void RenderLines(ID3D11DeviceContext InDeviceContext, Camera InCamera)
        {
            VertexBufferView BufferView = new VertexBufferView(VertexBuffer, Unsafe.SizeOf <VertexLayouts.BasicLayout.Vertex>(), 0);

            InDeviceContext.IASetVertexBuffers(0, BufferView);
            InDeviceContext.IASetIndexBuffer(IndexBuffer, Vortice.DXGI.Format.R16_UInt, 0);
            InDeviceContext.IASetPrimitiveTopology(PrimitiveTopology.LineStrip);

            BaseShader Shader = RenderStorageSingleton.Instance.ShaderManager.shaders[1];

            Shader.SetSceneVariables(InDeviceContext, Matrix4x4.Identity, InCamera);
            Shader.Render(InDeviceContext, PrimitiveTopology.LineList, SizeToRender, 0);
        }
Esempio n. 6
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        public override void Render(ID3D11Device device, ID3D11DeviceContext deviceContext, Camera camera)
        {
            if (!DoRender)
            {
                return;
            }

            VertexBufferView VertexBufferView = new VertexBufferView(vertexBuffer, Unsafe.SizeOf <VertexLayouts.BasicLayout.Vertex>(), 0);

            deviceContext.IASetVertexBuffers(0, VertexBufferView);
            deviceContext.IASetPrimitiveTopology(PrimitiveTopology.LineStrip);

            shader.SetSceneVariables(deviceContext, Transform, camera);
            shader.Render(deviceContext, PrimitiveTopology.LineStrip, vertices.Length, 0);
        }
        public override void Render(ID3D11Device device, ID3D11DeviceContext deviceContext, Camera camera)
        {
            if (!DoRender)
            {
                return;
            }

            VertexBufferView VertexBufferView = new VertexBufferView(vertexBuffer, Unsafe.SizeOf <VertexLayouts.BasicLayout.Vertex>(), 0);

            deviceContext.IASetVertexBuffers(0, VertexBufferView);
            deviceContext.IASetIndexBuffer(indexBuffer, Vortice.DXGI.Format.R32_UInt, 0);
            deviceContext.IASetPrimitiveTopology(PrimitiveTopology.LineList);

            shader.SetSceneVariables(deviceContext, Transform, camera);
            shader.Render(deviceContext, PrimitiveTopology.LineList, ReadOnlyIndices.Length, 0);
        }
        public override void Render(ID3D11Device device, ID3D11DeviceContext deviceContext, Camera camera)
        {
            if (!DoRender)
            {
                return;
            }

            VertexBufferView VertexBufferView = new VertexBufferView(vertexBuffer, Unsafe.SizeOf <VertexLayouts.CollisionLayout.Vertex>(), 0);

            deviceContext.IASetVertexBuffers(0, VertexBufferView);
            deviceContext.IASetIndexBuffer(indexBuffer, Vortice.DXGI.Format.R32_UInt, 0);
            deviceContext.IASetPrimitiveTopology(PrimitiveTopology.TriangleList);

            Shader.SetSceneVariables(deviceContext, Transform, camera);
            Shader.SetShaderParameters(device, deviceContext, new BaseShader.MaterialParameters(null, SelectionColour.Normalize()));

            Shader.Render(deviceContext, PrimitiveTopology.TriangleList, Indices.Length, 0);
        }
Esempio n. 9
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        public void Draw(ID3D11Device device, ID3D11DeviceContext context, Span <VertexAttribute> layout)
        {
            Span <IntPtr> buffers = stackalloc IntPtr[layout.Length];
            Span <uint>   strides = stackalloc uint[layout.Length];
            Span <uint>   offsets = stackalloc uint[layout.Length];

            for (int i = 0; i < layout.Length; ++i)
            {
                var va = layout[i];
                if (m_vertexBufferMap.TryGetValue(va.Semantic, out VertexBuffer vb))
                {
                    buffers[i] = vb.GetPtr(device);
                    strides[i] = (uint)vb.Stride;
                }
            }
            context.IASetVertexBuffers(0, (uint)layout.Length,
                                       ref MemoryMarshal.GetReference(buffers),
                                       ref MemoryMarshal.GetReference(strides),
                                       ref MemoryMarshal.GetReference(offsets));

            context.IASetIndexBuffer(m_indexBuffer.Buffer, m_indexFormat, 0);
            context.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY._TRIANGLELIST);
            context.DrawIndexed((uint)m_indexCount, 0, 0);
        }
Esempio n. 10
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        protected override void SetPipelineStateImpl(PipelineState pipelineState)
        {
            var pipelineStateD3D11 = (PipelineStateD3D11)pipelineState;

            if (pipelineState.IsCompute)
            {
                var computeShader = pipelineStateD3D11.ComputeShader;
                D3D11Context.CSSetShader(computeShader);
            }
            else
            {
                var blendState = pipelineStateD3D11.BlendState;
                if (_boundBlendState != blendState)
                {
                    _boundBlendState = blendState;
                    D3D11Context.OMSetBlendState(blendState, _boundBlendColor);
                }

                var depthStencilState = pipelineStateD3D11.DepthStencilState;
                if (_boundDepthStencilState != depthStencilState)
                {
                    _boundDepthStencilState = depthStencilState;
                    D3D11Context.OMSetDepthStencilState(depthStencilState, _boundStencilReference);
                }

                var rasterizerState = pipelineStateD3D11.RasterizerState;
                if (_boundRasterizerState != rasterizerState)
                {
                    _boundRasterizerState = rasterizerState;
                    D3D11Context.RSSetState(rasterizerState);
                }

                var primitiveTopology = pipelineStateD3D11.PrimitiveTopology;
                if (_boundPrimitiveTopology != primitiveTopology)
                {
                    _boundPrimitiveTopology = primitiveTopology;
                    D3D11Context.IASetPrimitiveTopology(primitiveTopology);
                }

                var inputLayout = pipelineStateD3D11.InputLayout;
                if (_boundInputLayout != inputLayout)
                {
                    _boundInputLayout = inputLayout;
                    D3D11Context.IASetInputLayout(_boundInputLayout);
                }

                var vertexShader = pipelineStateD3D11.VertexShader;
                if (_boundVertexShader != vertexShader)
                {
                    _boundVertexShader = vertexShader;
                    D3D11Context.VSSetShader(vertexShader);
                }

                var geometryShader = pipelineStateD3D11.GeometryShader;
                if (_boundGeometryShader != geometryShader)
                {
                    _boundGeometryShader = geometryShader;
                    D3D11Context.GSSetShader(geometryShader);
                }

                var hullShader = pipelineStateD3D11.HullShader;
                if (_boundHullShader != hullShader)
                {
                    _boundHullShader = hullShader;
                    D3D11Context.HSSetShader(hullShader);
                }

                var domainShader = pipelineStateD3D11.DomainShader;
                if (_boundDomainShader != domainShader)
                {
                    _boundDomainShader = domainShader;
                    D3D11Context.DSSetShader(domainShader);
                }

                var pixelShader = pipelineStateD3D11.PixelShader;
                if (_boundPixelShader != pixelShader)
                {
                    _boundPixelShader = pixelShader;
                    D3D11Context.PSSetShader(pixelShader);
                }
            }
        }
Esempio n. 11
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        static void Main()
        {
            ReferenceTracker.TrackReferences = true;
            Form form = new Form();

            IDXGIFactory factory = DXGI.CreateFactory();
            IDXGIAdapter adapter = null;

            factory.EnumAdapters(0, out adapter);

            DXGI_SWAP_CHAIN_DESC swapChainDescription = new DXGI_SWAP_CHAIN_DESC
            {
                BufferCount = 1,
                BufferDesc  = new DXGI_MODE_DESC
                {
                    Format      = DXGI_FORMAT.DXGI_FORMAT_R8G8B8A8_UNORM,
                    Height      = form.ClientSize.Height,
                    RefreshRate = new DXGI_RATIONAL
                    {
                        Denominator = 1,
                        Numerator   = 60
                    },

                    Scaling          = DXGI_MODE_SCALING.DXGI_MODE_SCALING_UNSPECIFIED,
                    ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER.DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED,
                    Width            = form.ClientSize.Width
                },
                BufferUsage  = (int)DXGI_USAGE.DXGI_USAGE_RENDER_TARGET_OUTPUT,
                Flags        = 0,
                OutputWindow = form.Handle,
                SampleDesc   = new DXGI_SAMPLE_DESC
                {
                    Count   = 1,
                    Quality = 0
                },
                SwapEffect = DXGI_SWAP_EFFECT.DXGI_SWAP_EFFECT_DISCARD,
                Windowed   = true
            };

            ID3D11Device   device    = SlimDX.Direct3D11.Direct3D11.CreateDevice(adapter);
            IDXGISwapChain swapChain = null;

            factory.CreateSwapChain(device, swapChainDescription, out swapChain);

            ID3D11Texture2D        backbuffer = swapChain.GetBuffer <ID3D11Texture2D>(0);
            ID3D11RenderTargetView view       = null;

            device.CreateRenderTargetView(backbuffer, null, out view);

            ID3DBlob vertexShaderBytecode = ShaderCompiler.CompileFromString(File.ReadAllText("MiniTri11.fx"), "MiniTri11.fx", "VS", "vs_4_0");
            ID3DBlob pixelShaderBytecode  = ShaderCompiler.CompileFromString(File.ReadAllText("MiniTri11.fx"), "MiniTri11.fx", "PS", "ps_4_0");

            D3D11_INPUT_ELEMENT_DESC[] inputElements = new[] {
                new D3D11_INPUT_ELEMENT_DESC {
                    SemanticName = "POSITION", AlignedByteOffset = 0, SemanticIndex = 0, Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT, InstanceDataStepRate = 0, InputSlot = 0, InputSlotClass = D3D11_INPUT_CLASSIFICATION.D3D11_INPUT_PER_VERTEX_DATA
                },
                new D3D11_INPUT_ELEMENT_DESC {
                    SemanticName = "COLOR", AlignedByteOffset = 16, SemanticIndex = 0, Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT, InstanceDataStepRate = 0, InputSlot = 0, InputSlotClass = D3D11_INPUT_CLASSIFICATION.D3D11_INPUT_PER_VERTEX_DATA
                }
            };

            ID3DBlob inputSignature;

            ShaderCompiler.D3DGetInputSignatureBlob(vertexShaderBytecode.GetBufferPointer(), vertexShaderBytecode.GetBufferSize(), out inputSignature);
            ID3D11InputLayout inputLayout;

            device.CreateInputLayout(inputElements, inputElements.Length, inputSignature.GetBufferPointer(), inputSignature.GetBufferSize(), out inputLayout);

            ByteBuffer vertexData = new ByteBuffer(3 * 32);

            vertexData.Write(0 * Vector4.SizeInBytes, new Vector4(0.0f, 0.5f, 0.5f, 1.0f));
            vertexData.Write(1 * Vector4.SizeInBytes, new Vector4(1.0f, 0.0f, 0.0f, 1.0f));
            vertexData.Write(2 * Vector4.SizeInBytes, new Vector4(0.5f, -0.5f, 0.5f, 1.0f));
            vertexData.Write(3 * Vector4.SizeInBytes, new Vector4(0.0f, 1.0f, 0.0f, 1.0f));
            vertexData.Write(4 * Vector4.SizeInBytes, new Vector4(-0.5f, -0.5f, 0.5f, 1.0f));
            vertexData.Write(5 * Vector4.SizeInBytes, new Vector4(0.0f, 0.0f, 1.0f, 1.0f));

            D3D11_BUFFER_DESC vertexBufferDescription = new D3D11_BUFFER_DESC
            {
                BindFlags           = 1,      //vertex buffer
                ByteWidth           = 3 * 32,
                CPUAccessFlags      = 0,
                MiscFlags           = 0,
                Usage               = D3D11_USAGE.D3D11_USAGE_DEFAULT,
                StructureByteStride = 0
            };
            ID3D11Buffer           vertexBuffer;
            D3D11_SUBRESOURCE_DATA srd = new D3D11_SUBRESOURCE_DATA
            {
                pSysMem          = vertexData.Pin(),
                SysMemPitch      = 0,
                SysMemSlicePitch = 0
            };

            device.CreateBuffer(vertexBufferDescription, srd, out vertexBuffer);
            vertexData.Unpin();

            RenderLoop          loop    = new RenderLoop();
            ID3D11DeviceContext context = null;

            device.GetImmediateContext(out context);

            ID3D11VertexShader vertexShader;
            ID3D11PixelShader  pixelShader;

            device.CreateVertexShader(vertexShaderBytecode.GetBufferPointer(), vertexShaderBytecode.GetBufferSize(), null, out vertexShader);
            device.CreatePixelShader(pixelShaderBytecode.GetBufferPointer(), pixelShaderBytecode.GetBufferSize(), null, out pixelShader);
            context.IASetInputLayout(inputLayout);
            context.VSSetShader(vertexShader, null, 0);
            context.PSSetShader(pixelShader, null, 0);
            context.IASetPrimitiveTopology(4);            //triangle list
            context.IASetVertexBuffers(0, 1, new ID3D11Buffer[] { vertexBuffer }, new int[] { 32 }, new int[] { 0 });
            context.OMSetRenderTargets(1, new ID3D11RenderTargetView[] { view }, IntPtr.Zero);

            D3D11_VIEWPORT vp = new D3D11_VIEWPORT {
                Height   = form.ClientSize.Height,
                Width    = form.ClientSize.Width,
                TopLeftX = 0,
                TopLeftY = 0,
                MinDepth = 0.0f,
                MaxDepth = 1.0f
            };

            context.RSSetViewports(1, new D3D11_VIEWPORT [] { vp });

            loop.Run(form, () =>
            {
                var clearColor = new SlimDX.Color4 {
                    R = 0.0f, G = 0.0f, B = 0.0f, A = 1.0f
                };
                context.ClearRenderTargetView(view, clearColor);
                context.Draw(3, 0);
                swapChain.Present(0, 0);
            });

            view.ReleaseReference();
            backbuffer.ReleaseReference();
            swapChain.ReleaseReference();
            device.ReleaseReference();
            adapter.ReleaseReference();
            factory.ReleaseReference();
        }