Esempio n. 1
0
        unsafe public void clearJacobianMap()
        {
            if (m_fxJacobian == null)// || mSynthesiser == null)
            {
                return;
            }


            Vector4 tr = new Vector4(0, 0, (float)m_iBuffersWidth, (float)m_iBuffersHeight);


            // save render target
            D3DProtectRenderTarget locktarget = new D3DProtectRenderTarget(true);

            // set new render target
            BRenderDevice.getDevice().SetRenderTarget(0, mJacobianMapSrf);
            BRenderDevice.getDevice().SetRenderTarget(1, mJacobianMapInverseSrf);

            savedDepthSten = BRenderDevice.getDevice().DepthStencilSurface;
            BRenderDevice.getDevice().DepthStencilSurface = m_DepthStencilSurface;


            // render
            BRenderDevice.getDevice().BeginScene();
            {
                BRenderDevice.getDevice().Clear(ClearFlags.Target, Color.Black, 1, 0);


                m_fxJacobian.Technique = m_fxJacobianClearTech;
                m_fxJacobian.SetValue(m_fxJacobianGlobalScale, mExemplar == null?0:mExemplar.mSynthParams.TextureScale);
                m_fxJacobian.SetValue(m_fxJacobianSelectedJMap, (int)mJMapPattern);
                m_fxJacobian.SetValue(m_fxJacobianViewport, tr);

                m_fxJacobian.CommitChanges();
                m_fxJacobian.Begin(FX.DoNotSaveState | FX.DoNotSaveShaderState | FX.DoNotSaveSamplerState);
                m_fxJacobian.BeginPass(0);
                m_QuadDual.render();
                m_fxJacobian.EndPass();
                m_fxJacobian.End();

                BRenderDevice.getDevice().EndScene();
            }

            m_bNeedUpdate = true;

            BRenderDevice.getDevice().DepthStencilSurface = savedDepthSten;
            savedDepthSten.Dispose();
            savedDepthSten = null;

            BRenderDevice.getDevice().SetRenderTarget(1, null);
            BRenderDevice.getDevice().SetTexture(0, null);
            locktarget.destroy();
            locktarget = null;

            //   BRenderDevice.writeTextureToFile(mJacobianMap, AppDomain.CurrentDomain.BaseDirectory + "screens\\localFrames.bmp");
            //   BRenderDevice.writeTextureToFile(mJacobianMapInverse, AppDomain.CurrentDomain.BaseDirectory + "screens\\localFramesINV.bmp");
        }
Esempio n. 2
0
        public void renderFull(int w, int h)
        {
            Vector4 v = new Vector4(0, 0, (float)w, (float)h);

            mShader.SetValue(m_fxViewport, v);
            Vector4 v2 = new Vector4(0, 0, 0, 0);

            mShader.SetValue(m_fxDestRegionCoord, v2);
            Vector4 v3 = new Vector4((float)w, (float)h, 0, 0);

            mShader.SetValue(m_fxDestRegionSize, v3);
            Vector4 v4 = new Vector4(1.0f / (float)w, 1.0f / (float)h, 0, 0);

            mShader.SetValue(m_fxInvDestRegionSize, v4);

            Viewport vp = new Viewport();

            vp.X      = 0;
            vp.Y      = 0;
            vp.Width  = w;
            vp.Height = h;
            vp.MinZ   = 0;
            vp.MaxZ   = 1;
            BRenderDevice.getDevice().Viewport = vp;

            mShader.CommitChanges();

            BRenderDevice.beginScene();
            mShader.Begin(FX.DoNotSaveState | FX.DoNotSaveShaderState | FX.DoNotSaveSamplerState);
            mShader.BeginPass(0);
            s_Quad.render();
            mShader.EndPass();
            mShader.End();
            BRenderDevice.endScene();
        }
Esempio n. 3
0
        public void paintAt(int mx, int my)
        {
            // save render target
            D3DProtectRenderTarget locktarget = new D3DProtectRenderTarget(true);

            float dx = (float)(mx - m_iAnchorX);
            float dy = (float)(my - m_iAnchorY);
            float l  = (float)Math.Sqrt(dx * dx + dy * dy);

            if (l < 0.01)
            {
                return;
            }
            dx /= l;      dy /= l;
            dx  = dx * 127.0f + 128.0f; dy = dy * 127.0f + 128.0f;
            int r = 0, g = 0, b = 0, a = 0;

            if (mJMapPattern == eJMapPattern.cPaint)
            {
                if (mPaintOrientation && mPaintScale)
                {
                    r = (int)(dx);
                    g = (int)(dy);
                    b = (int)(Math.Max(0.0f, Math.Min(255.0f, 255.0f * (1.0f - m_fInnerRadius))));
                }
                else if (mPaintOrientation)
                {
                    r = (int)(dx);
                    g = (int)(dy);
                    b = 0;
                }
                else if (mPaintScale)
                {
                    r = 0x80;
                    g = 0xFF;
                    b = (int)(Math.Max(0.0f, Math.Min(255.0f, 255.0f * (1.0f - m_fInnerRadius))));
                }
            }

            a = 0xff;

            Matrix mat, mattrl, matscl;
            float  tx = mx / (float)(m_iSynthWidth);  // (m_dwCreationWidth);
            float  ty = my / (float)(m_iSynthHeight); // (m_dwCreationHeight);


            mattrl = Matrix.Translation(tx - m_fInnerRadius / 2.0f,
                                        ty - m_fInnerRadius / 2.0f,
                                        0.0f);
            matscl = Matrix.Scaling(m_fInnerRadius,
                                    m_fInnerRadius,
                                    0.0f);
            mat = Matrix.Multiply(matscl, mattrl);



            BRenderDevice.getDevice().SetTransform(TransformType.View, mat);
            BRenderDevice.getDevice().SetRenderState(RenderStates.AlphaBlendEnable, true);
            BRenderDevice.getDevice().SetRenderState(RenderStates.BlendOperation, (int)BlendOperation.Add);
            BRenderDevice.getDevice().SetRenderState(RenderStates.DestinationBlend, (int)Blend.InvSourceAlpha);
            BRenderDevice.getDevice().SetRenderState(RenderStates.SourceBlend, (int)Blend.SourceAlpha);
            BRenderDevice.getDevice().SetTexture(0, m_d3dSplat.mTexture);

            BRenderDevice.getDevice().SetRenderState(RenderStates.TextureFactor, (a << 24) + (r << 16) + (g << 8) + b);
            BRenderDevice.getDevice().SetTextureStageState(0, TextureStageStates.ColorArgument2, (int)TextureArgument.TFactor);

            // set new render target
            BRenderDevice.getDevice().SetRenderTarget(0, m_d3dPaintLayerSrf);

            // render
            BRenderDevice.getDevice().BeginScene();
            m_Quad.render();
            BRenderDevice.getDevice().EndScene();

            // restore state
            BRenderDevice.getDevice().SetTransform(TransformType.View, Matrix.Identity);

            BRenderDevice.getDevice().SetRenderState(RenderStates.AlphaBlendEnable, false);
            BRenderDevice.getDevice().SetRenderState(RenderStates.BlendOperation, (int)BlendOperation.Add);

            BRenderDevice.getDevice().SetRenderState(RenderStates.TextureFactor, 0xFFFFFFFF);
            BRenderDevice.getDevice().SetTextureStageState(0, TextureStageStates.ColorArgument2, (int)TextureArgument.Current);


            // restore render target
            locktarget.destroy();
            locktarget = null;
        }