Esempio n. 1
0
        void render(Color4 background, int width, int height)
        {
            _device.Rasterizer.SetViewports(new Viewport(0, 0, width, height, 0.0f, 1.0f));

            //通常のイメージを描画Distortion用のテクスチャに描画
            _device.OutputMerger.SetTargets(_depthStencilView, _distortionView);
            _device.ClearRenderTargetView(_distortionView, background);
            _device.ClearDepthStencilView(_depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0);
            drawBackground();
            _device.ClearDepthStencilView(_depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0);
            drawHand();

            //Offset用のテクスチャに最終画面を描画
            _device.OutputMerger.SetTargets(_depthStencilView, _offsetView);
            _device.ClearRenderTargetView(_offsetView, background);
            _device.ClearDepthStencilView(_depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0);
            drawBarrelDistortion();

            //最終画面をオフセットして描画
            _device.OutputMerger.SetTargets(_depthStencilView, _renderTargetView);
            _device.ClearRenderTargetView(_renderTargetView, background);
            _device.ClearDepthStencilView(_depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0);
            drawOffset();

            //WPFの画像を更新
            _device.Flush();
            ImageSource.InvalidateD3DImage();
        }
Esempio n. 2
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        void Render()
        {
            frameAccumulator += _frameDelta;
            ++frameCount;
            if (frameAccumulator >= 1.0f)
            {
                FramesPerSecond = frameCount / frameAccumulator;

                frameAccumulator = 0.0f;
                frameCount       = 0;
            }

            // Clear targets
            _device.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0);
            _device.ClearRenderTargetView(renderView, ambient);
            _device.ClearRenderTargetView(gBufferLightView, ambient);
            _device.ClearRenderTargetView(gBufferNormalView, ambient);
            _device.ClearRenderTargetView(gBufferDiffuseView, ambient);

            meshFactory.InitInstancedRender();

            // Depth map pass
            if (shadowsEnabled)
            {
                _device.ClearDepthStencilView(lightDepthView, DepthStencilClearFlags.Depth, 1.0f, 0);
                outputMerger.SetDepthStencilState(lightDepthStencilState, 0);
                outputMerger.SetRenderTargets(0, new RenderTargetView[0], lightDepthView);
                shadowGenPass.Apply();
                OnRender();
                effect2.GetVariableByName("lightDepthMap").AsShaderResource().SetResource(lightDepthRes);
            }

            // Render pass
            outputMerger.SetDepthStencilState(depthStencilState, 0);
            outputMerger.SetRenderTargets(3, gBufferViews, depthView);
            gBufferGenPass.Apply();
            OnRender();


            // G-buffer render pass
            outputMerger.SetDepthStencilState(null, 0);
            outputMerger.SetRenderTargets(1, renderViews, null);
            gBufferRenderPass.Apply();

            inputAssembler.SetVertexBuffers(0, quadBinding);
            inputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip;
            inputAssembler.InputLayout       = quadBufferLayout;
            _device.Draw(4, 0);

            Info.OnRender(FramesPerSecond);

            _swapChain.Present(0, PresentFlags.None);
        }
Esempio n. 3
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        public override void Draw(IntPtr handle)
        {
            if (drawHandle != handle)
            {
                if (drawForm != null)
                {
                    drawForm.SizeChanged -= initD3DEventWrapper;
                }

                drawHandle = handle;
                initD3D();
                drawForm.SizeChanged += initD3DEventWrapper;
            }

            if (drawForm != null && drawForm.Visible)
            {
                d3d10Device.ClearRenderTargetView(this.renderTargetView, (Color4)SharpDX.Color.CornflowerBlue);
                d3d10Device.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth, 1f, 0);

                foreach (IRender renderCom in _components)
                {
                    if (!renderCom.Active)
                    {
                        continue;
                    }

                    IPosition posCom = renderCom.Entity.GetComponent <IPosition>();

                    var inputAssembler = d3d10Device.InputAssembler;

                    // ToDo: Set this up for each individual component
                    inputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;

                    //inputAssembler.SetVertexBuffers(0, renderCom.GetShader())
                }

                swapChain.Present(1, PresentFlags.None);
            }
        }
Esempio n. 4
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        void Render()
        {
            // Clear targets
            _device.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0);
            _device.ClearRenderTargetView(renderView, ambient);
            _device.ClearRenderTargetView(gBufferLightView, ambient);
            _device.ClearRenderTargetView(gBufferNormalView, ambient);
            _device.ClearRenderTargetView(gBufferDiffuseView, ambient);

            _meshFactory.InitInstancedRender(Demo.World.CollisionObjectArray);

            // Light depth map pass
            if (shadowsEnabled)
            {
                _device.ClearDepthStencilView(lightDepthView, DepthStencilClearFlags.Depth, 1.0f, 0);
                outputMerger.SetDepthStencilState(lightDepthStencilState, 0);
                outputMerger.SetRenderTargets(0, new RenderTargetView[0], lightDepthView);
                shadowGenPass.Apply();
                OnRender();
                lightDepthMapVar.SetResource(lightDepthRes);
            }

            // Render pass
            lightBufferVar.SetResource(null);
            normalBufferVar.SetResource(null);
            diffuseBufferVar.SetResource(null);
            depthMapVar.SetResource(null);
            lightDepthMapVar.SetResource(null);

            outputMerger.SetDepthStencilState(depthStencilState, 0);
            outputMerger.SetRenderTargets(3, gBufferViews, depthView);
            gBufferGenPass.Apply();
            OnRender();

            if (Demo.IsDebugDrawEnabled)
            {
                debugDrawPass.Apply();
                (Demo.World.DebugDrawer as PhysicsDebugDraw).DrawDebugWorld(Demo.World);
            }

            outputMerger.SetDepthStencilState(null, 0);
            info.OnRender(Demo.FramesPerSecond);


            // G-buffer render pass
            lightBufferVar.SetResource(lightBufferRes);
            normalBufferVar.SetResource(normalBufferRes);
            diffuseBufferVar.SetResource(diffuseBufferRes);
            depthMapVar.SetResource(depthRes);
            lightDepthMapVar.SetResource(lightDepthRes);

            outputMerger.SetRenderTargets(1, renderViews, null);
            gBufferRenderPass.Apply();

            inputAssembler.SetVertexBuffers(0, quadBinding);
            inputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip;
            inputAssembler.InputLayout       = quadBufferLayout;
            _device.Draw(4, 0);


            // G-buffer overlay pass
            diffuseBufferVar.SetResource(info.OverlayBufferRes);
            gBufferOverlayPass.Apply();
            _device.Draw(4, 0);

            _swapChain.Present(0, PresentFlags.None);
        }
Esempio n. 5
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        private void Render()
        {
            SharpDX.Direct3D10.Device device = _device;
            if (device == null)
            {
                throw new InvalidOperationException("Rendering failed because 3D device is null");
            }

            Texture2D renderTarget = _renderTargetIntermediate;

            if (renderTarget == null)
            {
                throw new InvalidOperationException("Rendering failed because renderTarget is null");
            }

            int targetWidth  = renderTarget.Description.Width;
            int targetHeight = renderTarget.Description.Height;

            if (!(targetWidth > 0 && targetHeight > 0))
            {
                throw new InvalidOperationException("Rendering failed because targetWidth or targetHeight is 0");
            }

            device.OutputMerger.SetTargets(_depthStencilView, _renderTargetIntermediateView);
            device.Rasterizer.SetViewports(new Viewport(0, 0, targetWidth, targetHeight, 0.0f, 1.0f));

            device.ClearDepthStencilView(_depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0);

            if (Scene == null)
            {
                device.ClearRenderTargetView(_renderTargetIntermediateView, _renderTargetClearColor);
            }
            else // if (this.Scene != null)
            {
                if (!_isRenderSceneAttached)
                {
                    _isRenderSceneAttached = true;
                    _renderScene.Attach(_device, new PointD2D(renderTarget.Description.Width, renderTarget.Description.Height));
                }

                // Attention: it is now the Render function of the scene that is responsible for clearing the render target

                var renderTargetClearColor = _renderTargetClearColor;
                var sceneBack = Scene.SceneBackgroundColor;
                if (sceneBack.HasValue)
                {
                    renderTargetClearColor = new Color4(sceneBack.Value.ScR, sceneBack.Value.ScG, sceneBack.Value.ScB, sceneBack.Value.ScA);
                }
                device.ClearRenderTargetView(_renderTargetIntermediateView, renderTargetClearColor);

                Scene.Render();
            }

            device.Flush(); // make intermediate render target valid

            // now start a 2nd stage of rendering, in order to gamma-correct the image
            // we use the RenderTextureIntermediate that was the target in the first stage now as a ShaderResource in this 2nd stage
            device.OutputMerger.SetTargets(_renderTargetView);
            device.Rasterizer.SetViewports(new Viewport(0, 0, targetWidth, targetHeight, 0.0f, 1.0f));
            device.ClearRenderTargetView(_renderTargetView, SharpDX.Color.Black);
            _gammaCorrector.Render(_device, _renderTargetIntermediateShaderResourceView);

            device.Flush(); // make final render target valid
        }