Esempio n. 1
0
        unsafe void InitializeInner(AntiAliasingMode antiAliasingMode)
        {
            worldMatrix = Matrix.Identity;
            textMatrix = Matrix.Identity;

            device = new D3D11.Device(DriverType.Hardware,
                D3D11.DeviceCreationFlags.None,
                new[] { FeatureLevel.Level_11_1, FeatureLevel.Level_11_0, FeatureLevel.Level_10_1, FeatureLevel.Level_10_0 });
            tkDevice = TK.GraphicsDevice.New(device);
            deviceContext = device.ImmediateContext;
            deviceContext.Rasterizer.State = device.CreateRasterizerState();

            //TODO: replace with precompiled bytecode
            const string shaderFile = @"..\..\..\GameUtils\Graphics\shaders.fx";
            ShaderBytecode vertexShaderBytecode = ShaderBytecode.CompileFromFile(shaderFile, "VS", "vs_4_0", ShaderFlags.Debug);
            ShaderBytecode pixelShaderBytecode = ShaderBytecode.CompileFromFile(shaderFile, "PS", "ps_4_0", ShaderFlags.Debug);
            InitializeShaders(vertexShaderBytecode, pixelShaderBytecode);

            indexBuffers = new D3D11.Buffer[BufferCount];
            vertexBuffers = new D3D11.Buffer[BufferCount];
            for (int i = 0, indexBufferSize = IndexBufferStartSize, vertexBufferSize = VertexBufferStartSize;
                i < BufferCount;
                i++, indexBufferSize <<= BufferSizeStep, vertexBufferSize <<= BufferSizeStep)
            {
                indexBuffers[i] = device.CreateDynamicBuffer(sizeof(int) * indexBufferSize, D3D11.BindFlags.IndexBuffer);
                vertexBuffers[i] = device.CreateDynamicBuffer(sizeof(Vertex) * vertexBufferSize, D3D11.BindFlags.VertexBuffer);
            }
            currentBufferIndex = 0;
            indexBuffer = indexBuffers[0];
            vertexBuffer = vertexBuffers[0];

            //indexBuffer = device.CreateDynamicBuffer(sizeof(int) * IndexBufferSize, D3D11.BindFlags.IndexBuffer);
            //vertexBuffer = device.CreateDynamicBuffer(sizeof(Vertex) * VertexBufferSize, D3D11.BindFlags.VertexBuffer);
            matrixBuffer = device.CreateConstantBuffer(sizeof(MatrixBuffer));
            brushBuffer = device.CreateConstantBuffer(sizeof(Brush.BrushBuffer));

            deviceContext.InputAssembler.SetIndexBuffer(indexBuffer, DXGI.Format.R32_UInt, 0);
            deviceContext.InputAssembler.SetVertexBuffers(0, new D3D11.VertexBufferBinding(vertexBuffer, sizeof(Vertex), 0));
            deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;

            blendState = device.CreateBlendState();
            deviceContext.OutputMerger.SetBlendState(blendState);

            currentWrapMode = WrapMode.Clamp;
            currentInterpolationMode = InterpolationMode.Linear;
            samplerState = device.CreateSamplerState(WrapMode.Clamp, InterpolationMode.Linear);
            deviceContext.PixelShader.SetSampler(0, samplerState);

            sampleDescription = device.GetMultisamplingLevel(antiAliasingMode);

            defaultDepthStencilState = device.CreateDepthStencilState(D3D11.Comparison.Always,
                D3D11.StencilOperation.Keep,
                D3D11.StencilOperation.Keep);
            clipDepthStencilState = device.CreateDepthStencilState(D3D11.Comparison.Never,
                D3D11.StencilOperation.Replace,
                D3D11.StencilOperation.Keep);
            clippingDepthStencilState = device.CreateDepthStencilState(D3D11.Comparison.Equal,
                D3D11.StencilOperation.Keep,
                D3D11.StencilOperation.Keep);
            deviceContext.OutputMerger.SetDepthStencilState(defaultDepthStencilState);
        }
Esempio n. 2
0
        unsafe void InitializeInner(AntiAliasingMode antiAliasingMode)
        {
            worldMatrix = Matrix.Identity;
            textMatrix  = Matrix.Identity;

            device = new D3D11.Device(DriverType.Hardware,
                                      D3D11.DeviceCreationFlags.None,
                                      new[] { FeatureLevel.Level_11_1, FeatureLevel.Level_11_0, FeatureLevel.Level_10_1, FeatureLevel.Level_10_0 });
            tkDevice      = TK.GraphicsDevice.New(device);
            deviceContext = device.ImmediateContext;
            deviceContext.Rasterizer.State = device.CreateRasterizerState();

            //TODO: replace with precompiled bytecode
            const string   shaderFile           = @"..\..\..\GameUtils\Graphics\shaders.fx";
            ShaderBytecode vertexShaderBytecode = ShaderBytecode.CompileFromFile(shaderFile, "VS", "vs_4_0", ShaderFlags.Debug);
            ShaderBytecode pixelShaderBytecode  = ShaderBytecode.CompileFromFile(shaderFile, "PS", "ps_4_0", ShaderFlags.Debug);

            InitializeShaders(vertexShaderBytecode, pixelShaderBytecode);

            indexBuffers  = new D3D11.Buffer[BufferCount];
            vertexBuffers = new D3D11.Buffer[BufferCount];
            for (int i = 0, indexBufferSize = IndexBufferStartSize, vertexBufferSize = VertexBufferStartSize;
                 i < BufferCount;
                 i++, indexBufferSize <<= BufferSizeStep, vertexBufferSize <<= BufferSizeStep)
            {
                indexBuffers[i]  = device.CreateDynamicBuffer(sizeof(int) * indexBufferSize, D3D11.BindFlags.IndexBuffer);
                vertexBuffers[i] = device.CreateDynamicBuffer(sizeof(Vertex) * vertexBufferSize, D3D11.BindFlags.VertexBuffer);
            }
            currentBufferIndex = 0;
            indexBuffer        = indexBuffers[0];
            vertexBuffer       = vertexBuffers[0];

            //indexBuffer = device.CreateDynamicBuffer(sizeof(int) * IndexBufferSize, D3D11.BindFlags.IndexBuffer);
            //vertexBuffer = device.CreateDynamicBuffer(sizeof(Vertex) * VertexBufferSize, D3D11.BindFlags.VertexBuffer);
            matrixBuffer = device.CreateConstantBuffer(sizeof(MatrixBuffer));
            brushBuffer  = device.CreateConstantBuffer(sizeof(Brush.BrushBuffer));

            deviceContext.InputAssembler.SetIndexBuffer(indexBuffer, DXGI.Format.R32_UInt, 0);
            deviceContext.InputAssembler.SetVertexBuffers(0, new D3D11.VertexBufferBinding(vertexBuffer, sizeof(Vertex), 0));
            deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;

            blendState = device.CreateBlendState();
            deviceContext.OutputMerger.SetBlendState(blendState);

            currentWrapMode          = WrapMode.Clamp;
            currentInterpolationMode = InterpolationMode.Linear;
            samplerState             = device.CreateSamplerState(WrapMode.Clamp, InterpolationMode.Linear);
            deviceContext.PixelShader.SetSampler(0, samplerState);

            sampleDescription = device.GetMultisamplingLevel(antiAliasingMode);

            defaultDepthStencilState = device.CreateDepthStencilState(D3D11.Comparison.Always,
                                                                      D3D11.StencilOperation.Keep,
                                                                      D3D11.StencilOperation.Keep);
            clipDepthStencilState = device.CreateDepthStencilState(D3D11.Comparison.Never,
                                                                   D3D11.StencilOperation.Replace,
                                                                   D3D11.StencilOperation.Keep);
            clippingDepthStencilState = device.CreateDepthStencilState(D3D11.Comparison.Equal,
                                                                       D3D11.StencilOperation.Keep,
                                                                       D3D11.StencilOperation.Keep);
            deviceContext.OutputMerger.SetDepthStencilState(defaultDepthStencilState);
        }
Esempio n. 3
0
        public void Hook()
        {
            try
            {
                DeviceContext deviceContext = null;

                if (!InitializeSwapChain(out var swapChain))
                {
                    _server.Message("Failed to create swap chain");
                }
                else
                {
                    _server.Message("Swap chain created successfully!");
                }

                _server.Message("Hooking Present()...");
                using (var presentHook = new PresentHook(swapChain))
                {
                    presentHook.OnInitialized += (eDevice, eDeviceContext) =>
                    {
                        _device       = eDevice;
                        deviceContext = eDeviceContext;
                    };
                    while (!presentHook.Initialized)
                    {
                    }
                }

                lock (_lock)
                {
                    _shaders = new Shaders(_device);
                }

                using (_drawIndexedHook = new DrawIndexedHook(deviceContext, _device.CreateDepthStencilState(false, false), _shaders))
                {
                    _server.NotifyHookStarted();
                    _server.Message("Ready for input...");

                    while (true)
                    {
                        if (_drawIndexedHook.IsLoggerEnabled)
                        {
                            if (Input.GetKey(Keys.NumPad2))
                            {
                                _drawIndexedHook.ChangeModel(-1);
                            }
                            else if (Input.GetKey(Keys.NumPad5))
                            {
                                _drawIndexedHook.ChangeModel(1);
                            }

                            if (Input.GetKey(Keys.NumPad1))
                            {
                                _drawIndexedHook.ChangeSelectedByteWidth(-1);
                            }
                            else if (Input.GetKey(Keys.NumPad3))
                            {
                                _drawIndexedHook.ChangeSelectedByteWidth(1);
                            }

                            Thread.Sleep(100);
                        }

                        if (Input.GetKey(Keys.End))
                        {
                            _server.Message($"Logger enabled: {_drawIndexedHook.ToggleLogger()}");
                            Thread.Sleep(1000);
                        }
                        if (Input.GetKey(Keys.Insert))
                        {
                            var selectedModel = _drawIndexedHook.GetSelectedModel();

                            _server.RequestSaveModel(selectedModel);
                            Thread.Sleep(1000);
                        }

                        // Only render saved models - Immediate
                        _drawIndexedHook.RenderSavedModelsOnly(Input.GetKey(Keys.NumPad0));

                        _server.Ping();
                    }
                }
            }
            catch (RemotingException)
            {
                // Host application has exited
            }
            catch (Exception e)
            {
                _server.Message(e.ToString());
            }
        }
Esempio n. 4
0
 /// <summary>
 ///   Constructs a new <see cref = "T:SharpDX.Direct3D11.DepthStencilState" /> based on the specified description.
 /// </summary>
 /// <param name = "device">The device with which to associate the state object.</param>
 /// <param name = "description">The state description.</param>
 /// <returns>The newly created object.</returns>
 /// <msdn-id>ff476506</msdn-id>
 /// <unmanaged>HRESULT ID3D11Device::CreateDepthStencilState([In] const D3D11_DEPTH_STENCIL_DESC* pDepthStencilDesc,[Out, Fast] ID3D11DepthStencilState** ppDepthStencilState)</unmanaged>
 /// <unmanaged-short>ID3D11Device::CreateDepthStencilState</unmanaged-short>
 public DepthStencilState(Device device, DepthStencilStateDescription description)
     : base(IntPtr.Zero)
 {
     device.CreateDepthStencilState(ref description, this);
 }