Esempio n. 1
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        public BlendState(bool blendEnabled,
            BlendOperation blendOperation, BlendOperation alphaBlendOperation,
            BlendOption sourceBlend, BlendOption destinationBlend,
            BlendOption sourceAlphhaBlend, BlendOption destinationAlphaBlend)
        {
            RenderTargetBlendDescription targetDesc = new RenderTargetBlendDescription()
            {
                AlphaBlendOperation = alphaBlendOperation,
                BlendOperation = blendOperation,
                DestinationAlphaBlend = destinationAlphaBlend,
                SourceAlphaBlend = sourceAlphhaBlend,
                SourceBlend = sourceBlend,
                DestinationBlend = destinationBlend,
                IsBlendEnabled = blendEnabled,
                RenderTargetWriteMask = ColorWriteMaskFlags.All
            };

            BlendStateDescription desc = new BlendStateDescription()
            {
                IndependentBlendEnable = false,
            };

            desc.RenderTarget[0] = targetDesc;

            NativeBlendState = new SharpDX.Direct3D11.BlendState(GraphicManager.Device, desc);

        }
Esempio n. 2
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        /// <summary>
        /// Function to convert this render target blend state to a D3D blend description.
        /// </summary>
        /// <returns>The D3D render target blend description.</returns>
        internal D3D.RenderTargetBlendDescription Convert()
        {
            var desc = new D3D.RenderTargetBlendDescription
            {
                AlphaBlendOperation   = (D3D.BlendOperation)AlphaOperation,
                BlendOperation        = (D3D.BlendOperation)BlendingOperation,
                IsBlendEnabled        = IsBlendingEnabled,
                DestinationAlphaBlend = (D3D.BlendOption)DestinationAlphaBlend,
                DestinationBlend      = (D3D.BlendOption)DestinationBlend,
                RenderTargetWriteMask = (D3D.ColorWriteMaskFlags)WriteMask,
                SourceAlphaBlend      = (D3D.BlendOption)SourceAlphaBlend,
                SourceBlend           = (D3D.BlendOption)SourceBlend
            };

            return(desc);
        }
Esempio n. 3
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        static BlendStateDescriptions()
        {
            AlphaBlendDescription = new RenderTargetBlendDescription()
            {
                IsBlendEnabled = true,

                RenderTargetWriteMask = ColorWriteMaskFlags.All,

                AlphaBlendOperation = BlendOperation.Add,
                BlendOperation = BlendOperation.Add,

                SourceAlphaBlend = BlendOption.SourceAlpha,
                SourceBlend = BlendOption.SourceAlpha,

                DestinationAlphaBlend = BlendOption.Zero,
                DestinationBlend = BlendOption.InverseSourceAlpha
            };

            OverwriteBlendDescription = new RenderTargetBlendDescription()
            {

                IsBlendEnabled = true,

                RenderTargetWriteMask = ColorWriteMaskFlags.All,

                AlphaBlendOperation = BlendOperation.Add,
                BlendOperation = BlendOperation.Add,

                SourceAlphaBlend = BlendOption.One,
                SourceBlend = BlendOption.One,

                DestinationAlphaBlend = BlendOption.Zero,
                DestinationBlend = BlendOption.Zero

            };

            DisabledBlendDescription = new RenderTargetBlendDescription()
            {
                IsBlendEnabled = false

            };
        }
Esempio n. 4
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        /// <summary>
        /// <p>Create a blend-state object that encapsulates blend state for the output-merger stage.</p>
        /// </summary>
        /// <param name="device">The <see cref="GraphicsDevice"/>.</param>
        /// <param name="renderTargetBlend0">The render target blend description for the first render target.</param>
        /// <param name="blendFactor">The blend factor.</param>
        /// <param name="mask">The mask.</param>
        /// <returns>A new <see cref="BlendState" /> instance.</returns>
        /// <msdn-id>ff476500</msdn-id>
        ///   <unmanaged>HRESULT ID3D11Device::CreateBlendState([In] const D3D11_BLEND_DESC* pBlendStateDesc,[Out, Fast] ID3D11BlendState** ppBlendState)</unmanaged>
        ///   <unmanaged-short>ID3D11Device::CreateBlendState</unmanaged-short>
        /// <remarks><p>An application can create up to 4096 unique blend-state objects. For each object created, the runtime checks to see if a previous object  has the same state. If such a previous object exists, the runtime will return a reference to previous instance instead of creating a duplicate object.</p></remarks>
        public static BlendState New(GraphicsDevice device, RenderTargetBlendDescription renderTargetBlend0, Color4 blendFactor, int mask = -1)
        {
            var description = BlendStateDescription.Default();
            description.RenderTarget[0] = renderTargetBlend0;

            return new BlendState(device, description, blendFactor, mask);
        }
Esempio n. 5
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 /// <summary>
 /// <p>Create a blend-state object that encapsulates blend state for the output-merger stage.</p>
 /// </summary>
 /// <param name="device">The  <see cref="GraphicsDevice"/>.</param>
 /// <param name="renderTargetBlend0">The render target blend description for the first render target.</param>
 /// <param name="mask">The mask.</param>
 /// <returns>A new <see cref="BlendState" /> instance.</returns>
 /// <msdn-id>ff476500</msdn-id>
 ///   <unmanaged>HRESULT ID3D11Device::CreateBlendState([In] const D3D11_BLEND_DESC* pBlendStateDesc,[Out, Fast] ID3D11BlendState** ppBlendState)</unmanaged>
 ///   <unmanaged-short>ID3D11Device::CreateBlendState</unmanaged-short>
 /// <remarks><p>An application can create up to 4096 unique blend-state objects. For each object created, the runtime checks to see if a previous object  has the same state. If such a previous object exists, the runtime will return a reference to previous instance instead of creating a duplicate object.</p></remarks>
 public static BlendState New(GraphicsDevice device, RenderTargetBlendDescription renderTargetBlend0, int mask = -1)
 {
     return New(device, renderTargetBlend0, Color.White, mask);
 }
Esempio n. 6
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		/// <summary>
		/// SetupBlendState
		/// </summary>
		void SetupBlendState ()
		{
			var	rtbd	=	new RenderTargetBlendDescription();

			bool enabled	=	true;

			if ( BlendState.DstAlpha==Blend.Zero && BlendState.SrcAlpha==Blend.One &&
				 BlendState.DstColor==Blend.Zero && BlendState.SrcColor==Blend.One ) {

				 enabled = false;
			}

			rtbd.IsBlendEnabled			=	enabled	;
			rtbd.BlendOperation			=	Converter.Convert( BlendState.ColorOp );
			rtbd.AlphaBlendOperation	=	Converter.Convert( BlendState.AlphaOp );
			rtbd.RenderTargetWriteMask	=	(ColorWriteMaskFlags)(int)BlendState.WriteMask;
			rtbd.DestinationBlend		=	Converter.Convert( BlendState.DstColor );
			rtbd.SourceBlend			=	Converter.Convert( BlendState.SrcColor );
			rtbd.DestinationAlphaBlend	=	Converter.Convert( BlendState.DstAlpha );
			rtbd.SourceAlphaBlend		=	Converter.Convert( BlendState.SrcAlpha );
				
			var	bsd		=	new BlendStateDescription();
			bsd.AlphaToCoverageEnable	=	false;
			bsd.IndependentBlendEnable	=	false;
			bsd.RenderTarget[0]			=	rtbd;

			blendFactor	=	SharpDXHelper.Convert( BlendState.BlendFactor );
			blendMsaaMask	=	BlendState.MultiSampleMask;

			blendState	=	new D3DBlendState( device.Device, bsd );
		}
Esempio n. 7
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        /// <summary>
        /// Initializes a new engine, sets view , tex manager
        /// camera , mesh manager , texture manager , line manager
        /// volume manager
        /// </summary>
        /// <param name="width">The width of the Render target</param>
        /// <param name="height">The height of the Render target</param>
        public Engine(int Width, int Height, Form form)
        {
            // pass the settings of resolution
            Settings.Resolution = new System.Drawing.Size(Width, Height);

            /// set the handles for full screen or windows
            this.form = form;
            this.FormHandle = form.Handle;

            /// Create the factory which manages general graphics resources
            g_factory = new Factory();
            g_factory.MakeWindowAssociation(this.FormHandle, WindowAssociationFlags.IgnoreAll);

            // find correct adapter
            int adapterCount = g_factory.GetAdapterCount();
            //MessageBox.Show(adapterCount.ToString());

            // we try to select the PerfHUD adapter
            for (int i = 0; i < adapterCount; i++)
            {
                Adapter adapt = g_factory.GetAdapter(i);
                //MessageBox.Show(adapt.Description.Description);

                if (adapt.Description.Description == "NVIDIA PerfHUD")
                {
                    g_device = new Device(
                        adapt,
                        DeviceCreationFlags.Debug);
                }

                Console.WriteLine(i.ToString() + adapt.Description.Description);
            }

            if (g_device == null)
            {

            #if true
                /// Create the DirectX Device
                g_device = new Device(g_factory.GetAdapter(1),
                                      (Settings.Debug) ? DeviceCreationFlags.Debug : DeviceCreationFlags.None,
                                      new FeatureLevel[] { FeatureLevel.Level_11_0 });

            #else
                g_device = new Device(DriverType.Warp,
                                        (Settings.Debug) ? DeviceCreationFlags.Debug : DeviceCreationFlags.None,
                                        new FeatureLevel[] { FeatureLevel.Level_11_0 });
            #endif

                // check if we have one device to our system
                if (!(((g_device.FeatureLevel & FeatureLevel.Level_10_0) != 0) || ((g_device.FeatureLevel & FeatureLevel.Level_10_1) != 0) || ((g_device.FeatureLevel & FeatureLevel.Level_11_0) != 0)))
                {
                    // if we don't have we just simulate
                    #region Create the device base on swapChain
                    /// Create a description of the display mode
                    g_modeDesc = new ModeDescription();
                    /// Standard 32-bit RGBA
                    g_modeDesc.Format = Format.R8G8B8A8_UNorm;
                    /// Refresh rate of 60Hz (60 / 1 = 60)
                    g_modeDesc.RefreshRate = new Rational(60, 1);
                    /// Default
                    g_modeDesc.Scaling = DisplayModeScaling.Unspecified;
                    g_modeDesc.ScanlineOrdering = DisplayModeScanlineOrder.Progressive;

                    /// ClientSize is the size of the
                    /// form without the title and borders
                    g_modeDesc.Width = Width;
                    g_modeDesc.Height = Height;

                    /// Create a description of the samping
                    /// for multisampling or antialiasing
                    g_sampleDesc = new SampleDescription();
                    /// No multisampling
                    g_sampleDesc.Count = 1;
                    g_sampleDesc.Quality = 0;

                    /// Create a description of the swap
                    /// chain or front and back buffers
                    g_swapDesc = new SwapChainDescription();
                    /// link the ModeDescription
                    g_swapDesc.ModeDescription = g_modeDesc;
                    /// link the SampleDescription
                    g_swapDesc.SampleDescription = g_sampleDesc;
                    /// Number of buffers (including the front buffer)
                    g_swapDesc.BufferCount = 1;
                    g_swapDesc.Flags = SwapChainFlags.AllowModeSwitch;
                    g_swapDesc.IsWindowed = true;
                    /// The output window (the windows being rendered to)
                    g_swapDesc.OutputHandle = this.FormHandle;
                    /// Scrap the contents of the buffer every frame
                    g_swapDesc.SwapEffect = SwapEffect.Discard;
                    /// Indicate that this SwapChain
                    /// is going to be a Render target
                    g_swapDesc.Usage = Usage.RenderTargetOutput;

                    //g_swapChain = new SwapChain(g_factory, g_device, g_swapDesc);

                    try
                    {
                        /// Create the actual swap chain
                        /// Here we set and the device type
                        Device.CreateWithSwapChain(DriverType.Warp, (Settings.Debug) ? DeviceCreationFlags.Debug : DeviceCreationFlags.None, new FeatureLevel[] { Settings.FeatureLevel }, g_swapDesc, out g_device, out g_swapChain);
                    }
                    catch (Exception ex)
                    {
                        /// Create the actual swap chain
                        /// Here we set and the device type
                        Device.CreateWithSwapChain(DriverType.Reference, (Settings.Debug) ? DeviceCreationFlags.Debug : DeviceCreationFlags.None, new FeatureLevel[] { Settings.FeatureLevel }, g_swapDesc, out g_device, out g_swapChain);
                    }

                    /// Create the factory which manages general graphics resources
                    g_factory = g_swapChain.GetParent<Factory>();

                    g_factory.MakeWindowAssociation(this.FormHandle, WindowAssociationFlags.IgnoreAll);
                    #endregion
                }
                else
                {
            #if false

                    #region Create the device base on swapChain
                    /// Create a description of the display mode
                    g_modeDesc = new ModeDescription();
                    /// Standard 32-bit RGBA
                    g_modeDesc.Format = Format.R8G8B8A8_UNorm;
                    /// Refresh rate of 60Hz (60 / 1 = 60)
                    g_modeDesc.RefreshRate = new Rational(60, 1);
                    /// Default
                    g_modeDesc.Scaling = DisplayModeScaling.Unspecified;
                    g_modeDesc.ScanlineOrdering = DisplayModeScanlineOrdering.Progressive;

                    /// ClientSize is the size of the
                    /// form without the title and borders
                    g_modeDesc.Width = Width;
                    g_modeDesc.Height = Height;

                    /// Create a description of the samping
                    /// for multisampling or antialiasing
                    g_sampleDesc = new SampleDescription();
                    /// No multisampling
                    g_sampleDesc.Count = 1;
                    g_sampleDesc.Quality = 0;

                    /// Create a description of the swap
                    /// chain or front and back buffers
                    g_swapDesc = new SwapChainDescription();
                    /// link the ModeDescription
                    g_swapDesc.ModeDescription = g_modeDesc;
                    /// link the SampleDescription
                    g_swapDesc.SampleDescription = g_sampleDesc;
                    /// Number of buffers (including the front buffer)
                    g_swapDesc.BufferCount = 1;
                    g_swapDesc.Flags = SwapChainFlags.None;
                    g_swapDesc.IsWindowed = true;
                    /// The output window (the windows being rendered to)
                    g_swapDesc.OutputHandle = FormHandle;
                    /// Scrap the contents of the buffer every frame
                    g_swapDesc.SwapEffect = SwapEffect.Discard;
                    /// Indicate that this SwapChain
                    /// is going to be a Render target
                    g_swapDesc.Usage = Usage.RenderTargetOutput;

                    g_swapChain = new SwapChain(g_factory, g_device, g_swapDesc);

                    #endregion
            #endif
                }

                // set the feature level
                Settings.FeatureLevel = g_device.FeatureLevel;
            }

            /// init mesh manager
            g_MeshManager = new Object3DManager();

            /// init deferred device
            //DeferredDev1 = new DeviceContext( Engine.g_device );
            //DeferredDev2 = new DeviceContext( Engine.g_device );

            // init the image factory...
            g_image_factory = new ImagingFactory();

            /// Set flag to indicate that engine is running
            g_Running = true;

            Logger.WriteLine("The Graphing Engine have be start ");

            // set the event handler
            RenderLoopHandler = new EventHandler(RenderLoop);

            var rtb = new RenderTargetBlendDescription()
            {
                IsBlendEnabled = true,
                BlendOperation = BlendOperation.Add,
                AlphaBlendOperation = BlendOperation.Add,
                DestinationBlend = BlendOption.One,
                DestinationAlphaBlend = BlendOption.Zero,
                SourceBlend = BlendOption.One,
                SourceAlphaBlend = BlendOption.One,
                RenderTargetWriteMask = ColorWriteMaskFlags.All
            };

            BlendStateDescription blendDesc = new BlendStateDescription();
            blendDesc.AlphaToCoverageEnable = false;
            blendDesc.IndependentBlendEnable = false;
            blendDesc.RenderTarget[0] = rtb;

            g_blendState = new BlendState(g_device, blendDesc);

            DepthStencilStateDescription dssd = new DepthStencilStateDescription();
            dssd.DepthComparison = Comparison.Less;
            dssd.IsDepthEnabled = true;
            g_depthStencilState = new DepthStencilState(g_device, new DepthStencilStateDescription());
        }
		private static void SetupRenderTargetBlendDescriptionAccordingToTheMode(BlendMode blendMode,
			ref RenderTargetBlendDescription targetDescription)
		{
			switch (blendMode)
			{
				case BlendMode.Normal:
					targetDescription.DestinationBlend = BlendOption.InverseSourceAlpha;
					break;
				case BlendMode.Additive:
					break;
				case BlendMode.Subtractive:
					targetDescription.BlendOperation = BlendOperation.ReverseSubtract;
					break;
				case BlendMode.LightEffect:
					targetDescription.SourceBlend = BlendOption.DestinationColor;
					targetDescription.BlendOperation = BlendOperation.Add;
					break;
				default:
					targetDescription.IsBlendEnabled = false;
					break;
			}
		}
Esempio n. 9
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        public bool InitializeShader(string shaderName)
        {
            try
            {
                // Set shader flags
                ShaderFlags sFlags = ShaderFlags.EnableStrictness;

                #if DEBUG
                sFlags |= ShaderFlags.Debug;
                #endif

                // Compile shader code
                CompilationResult vertexShaderByteCode = ShaderBytecode.CompileFromFile(shaderName, "VS", "vs_4_0", sFlags, EffectFlags.None);
                CompilationResult pixelShaderByteCode = ShaderBytecode.CompileFromFile(shaderName, "PS", "ps_4_0", sFlags, EffectFlags.None);

                // Create signature
                ShaderSignature inputSignature = ShaderSignature.GetInputSignature(vertexShaderByteCode);

                // Set shaders
                Set(ref m_vertexShader, new VertexShader(Device, vertexShaderByteCode));
                Set(ref m_pixelShader, new PixelShader(Device, pixelShaderByteCode));

                // Define inputs
                m_inputElements = new InputLayout(Device, inputSignature, new[]{
                    new InputElement("POSITION", 0, Format.R32G32B32_Float, 0),
                    new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0),
                });
                Device.ImmediateContext.InputAssembler.InputLayout = (m_inputElements);

                // Release the shader buffers.
                vertexShaderByteCode.Dispose();
                pixelShaderByteCode.Dispose();

                // Vagrant Story meshes are written as TriangleLists
                Device.ImmediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;

                RasterizerStateDescription rasterDesc = new RasterizerStateDescription()
                {
                    CullMode = CullMode.Back,
                    FillMode = FillMode.Solid,
                    IsFrontCounterClockwise = true,
                    DepthBias = 0,
                    DepthBiasClamp = 0,
                    SlopeScaledDepthBias = 0,
                    IsDepthClipEnabled = true,
                    IsMultisampleEnabled = true,
                    IsScissorEnabled = false,
                    IsAntialiasedLineEnabled = true,
                };

                rasterizerState = new RasterizerState(Device, rasterDesc);
                Device.ImmediateContext.Rasterizer.State = rasterizerState;

                RenderTargetBlendDescription RTBDesc = new RenderTargetBlendDescription(true, BlendOption.SourceAlpha, BlendOption.InverseSourceAlpha,
                    BlendOperation.Add, BlendOption.One, BlendOption.Zero, BlendOperation.Add, ColorWriteMaskFlags.All);
                BlendStateDescription bsDesc = new BlendStateDescription();
                bsDesc.RenderTarget[0] = RTBDesc;

                blendState = new BlendState(Device, bsDesc);
                Device.ImmediateContext.OutputMerger.SetBlendState(blendState, null, -1);

                // Create constant matrix buffer
                m_matrixBuffer = new ConstantBuffer<MatrixBuffer>(Device);
                Device.ImmediateContext.VertexShader.SetConstantBuffer(0, m_matrixBuffer.Buffer);

                // Create a texture sampler state description.
                SamplerStateDescription samplerDesc = new SamplerStateDescription
                {
                    Filter = Filter.MinMagMipPoint,
                    AddressU = TextureAddressMode.Wrap,
                    AddressV = TextureAddressMode.Wrap,
                    AddressW = TextureAddressMode.Wrap,
                    ComparisonFunction = Comparison.Never,
                    MinimumLod = 0,
                    MaximumLod = 0,
                };
                m_samplerState = new SamplerState(Device, samplerDesc);

                DepthStencilStateDescription depthStencilStateDesc = new DepthStencilStateDescription
                {
                    IsDepthEnabled = true,
                    DepthWriteMask = DepthWriteMask.All,
                    DepthComparison = Comparison.Less,

                    IsStencilEnabled = true,

                    FrontFace = new DepthStencilOperationDescription
                    {
                        FailOperation = StencilOperation.Keep,
                        DepthFailOperation = StencilOperation.Increment,
                        PassOperation = StencilOperation.Keep,
                        Comparison = Comparison.Always,
                    },

                    BackFace = new DepthStencilOperationDescription
                    {
                        FailOperation = StencilOperation.Keep,
                        DepthFailOperation = StencilOperation.Decrement,
                        PassOperation = StencilOperation.Keep,
                        Comparison = Comparison.Always,
                    },
                };
                depthStencilState = new DepthStencilState(Device, depthStencilStateDesc);

            }
            catch (Exception ex)
            {
                MessageBox.Show("Error initializing shader. Error is " + ex.Message);
                return false;
            };

            Camera = new VSViewerCamera();
            Camera.SetProjParams(65 * VSTools.Deg2Rad, 1.5f, 25.0f, 10000f);
            // vagrant story is -y up. Probably an artifact of the hardware restrictions.
            Camera.SetViewParams(new Vector3(0.0f, 0.0f, -500.0f), new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0, -1, 0));
            return true;
        }