Esempio n. 1
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        public SkySphere(float radius, int rings, int sectors, GxContext context)
        {
            mSampler = new Sampler(context);
            mMesh = new Mesh(context);
            mMesh.AddElement("POSITION", 0, 3);
            mMesh.AddElement("TEXCOORD", 0, 2);
            mMesh.BlendState.BlendEnabled = false;
            mMesh.DepthState.DepthEnabled = true;
            mMesh.Stride = IO.SizeCache<SphereVertex>.Size;

            InitVertices(radius, rings, sectors);

            mMesh.VertexBuffer.UpdateData(mVertices);

            mMatrixBuffer = new ConstantBuffer(context);
            mMatrixBuffer.UpdateData(Matrix.Identity);

            var program = new ShaderProgram(context);
            program.SetVertexShader(Resources.Shaders.SkyVertex);
            program.SetPixelShader(Resources.Shaders.SkyPixel);

            mMesh.Program = program;
        }
Esempio n. 2
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 public void SetPixelSampler(int slot, Sampler sampler)
 {
     mContext.Context.PixelShader.SetSampler(slot, sampler.Native);
 }
Esempio n. 3
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 public void SetVertexSampler(int slot, Sampler sampler)
 {
     mContext.Context.VertexShader.SetSampler(slot, sampler.Native);
 }
Esempio n. 4
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        public static void Initialize(GxContext context)
        {
            Mesh = new Mesh(context)
            {
                Stride = IO.SizeCache<M2Vertex>.Size,
                DepthState = { DepthEnabled = true }
            };

            Mesh.BlendState.Dispose();
            Mesh.IndexBuffer.Dispose();
            Mesh.VertexBuffer.Dispose();

            Mesh.AddElement("POSITION", 0, 3);
            Mesh.AddElement("BLENDWEIGHT", 0, 4, DataType.Byte, true);
            Mesh.AddElement("BLENDINDEX", 0, 4, DataType.Byte);
            Mesh.AddElement("NORMAL", 0, 3);
            Mesh.AddElement("TEXCOORD", 0, 2);
            Mesh.AddElement("TEXCOORD", 1, 2);

            var program = new ShaderProgram(context);
            program.SetVertexShader(Resources.Shaders.M2VertexPortrait);
            program.SetPixelShader(Resources.Shaders.M2PixelPortrait);

            Mesh.Program = program;

            Sampler = new Sampler(context)
            {
                AddressMode = SharpDX.Direct3D11.TextureAddressMode.Wrap,
                Filter = SharpDX.Direct3D11.Filter.MinMagMipLinear
            };

            for (var i = 0; i < BlendStates.Length; ++i)
                BlendStates[i] = new BlendState(context);

            BlendStates[0] = new BlendState(context)
            {
                BlendEnabled = false
            };

            BlendStates[1] = new BlendState(context)
            {
                BlendEnabled = true,
                SourceBlend = SharpDX.Direct3D11.BlendOption.One,
                DestinationBlend = SharpDX.Direct3D11.BlendOption.Zero,
                SourceAlphaBlend = SharpDX.Direct3D11.BlendOption.One,
                DestinationAlphaBlend = SharpDX.Direct3D11.BlendOption.Zero
            };

            BlendStates[2] = new BlendState(context)
            {
                BlendEnabled = true,
                SourceBlend = SharpDX.Direct3D11.BlendOption.SourceAlpha,
                DestinationBlend = SharpDX.Direct3D11.BlendOption.InverseSourceAlpha,
                SourceAlphaBlend = SharpDX.Direct3D11.BlendOption.SourceAlpha,
                DestinationAlphaBlend = SharpDX.Direct3D11.BlendOption.InverseSourceAlpha
            };

            BlendStates[3] = new BlendState(context)
            {
                BlendEnabled = true,
                SourceBlend = SharpDX.Direct3D11.BlendOption.SourceColor,
                DestinationBlend = SharpDX.Direct3D11.BlendOption.DestinationColor,
                SourceAlphaBlend = SharpDX.Direct3D11.BlendOption.SourceAlpha,
                DestinationAlphaBlend = SharpDX.Direct3D11.BlendOption.DestinationAlpha
            };

            BlendStates[4] = new BlendState(context)
            {
                BlendEnabled = true,
                SourceBlend = SharpDX.Direct3D11.BlendOption.SourceAlpha,
                DestinationBlend = SharpDX.Direct3D11.BlendOption.One,
                SourceAlphaBlend = SharpDX.Direct3D11.BlendOption.SourceAlpha,
                DestinationAlphaBlend = SharpDX.Direct3D11.BlendOption.One
            };

            BlendStates[5] = new BlendState(context)
            {
                BlendEnabled = true,
                SourceBlend = SharpDX.Direct3D11.BlendOption.SourceAlpha,
                DestinationBlend = SharpDX.Direct3D11.BlendOption.InverseSourceAlpha,
                SourceAlphaBlend = SharpDX.Direct3D11.BlendOption.SourceAlpha,
                DestinationAlphaBlend = SharpDX.Direct3D11.BlendOption.InverseSourceAlpha
            };

            BlendStates[6] = new BlendState(context)
            {
                BlendEnabled = true,
                SourceBlend = SharpDX.Direct3D11.BlendOption.DestinationColor,
                DestinationBlend = SharpDX.Direct3D11.BlendOption.SourceColor,
                SourceAlphaBlend = SharpDX.Direct3D11.BlendOption.DestinationAlpha,
                DestinationAlphaBlend = SharpDX.Direct3D11.BlendOption.SourceAlpha
            };

            gNoBlendProgram = program;

            gBlendProgram = new ShaderProgram(context);
            gBlendProgram.SetPixelShader(Resources.Shaders.M2PixelPortraitBlend);
            gBlendProgram.SetVertexShader(Resources.Shaders.M2VertexPortrait);

            gNoCullState = new RasterState(context) {CullEnabled = false};
            gCullState = new RasterState(context) {CullEnabled = true};
        }
Esempio n. 5
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        public static void Initialize(GxContext context)
        {
            gNoBlendState = new BlendState(context) { BlendEnabled = false };
            gAlphaBlendState = new BlendState(context) { BlendEnabled = true };

            gNoCullState = new RasterState(context) {CullEnabled = false};
            gCullState = new RasterState(context) {CullEnabled = true};

            Sampler = new Sampler(context);

            InstanceBuffer = new ConstantBuffer(context);
            InstanceBuffer.UpdateData(Matrix.Identity); // preallocate space so the underlying buffer wont change anymore

            Mesh = new Mesh(context)
            {
                DepthState = { DepthEnabled = true },
                Stride = IO.SizeCache<IO.Files.Models.WmoVertex>.Size
            };

            Mesh.AddElement("POSITION", 0, 3);
            Mesh.AddElement("NORMAL", 0, 3);
            Mesh.AddElement("TEXCOORD", 0, 2);
            Mesh.AddElement("COLOR", 0, 4, DataType.Byte, true);

            gNoBlendProgram = new ShaderProgram(context);
            gNoBlendProgram.SetVertexShader(Resources.Shaders.WmoVertex);
            gNoBlendProgram.SetPixelShader(Resources.Shaders.WmoPixel);

            gBlendProgram = new ShaderProgram(context);
            gBlendProgram.SetVertexShader(Resources.Shaders.WmoVertex);
            gBlendProgram.SetPixelShader(Resources.Shaders.WmoPixelBlend);

            gIndoorNoBlendProgram = new ShaderProgram(context);
            gIndoorNoBlendProgram.SetVertexShader(Resources.Shaders.WmoVertex);
            gIndoorNoBlendProgram.SetPixelShader(Resources.Shaders.WmoPixelIndoor);

            gIndoorBlendProgram = new ShaderProgram(context);
            gIndoorBlendProgram.SetVertexShader(Resources.Shaders.WmoVertex);
            gIndoorBlendProgram.SetPixelShader(Resources.Shaders.WmoPixelBlendIndoor);

            Mesh.Program = gNoBlendProgram;
        }
Esempio n. 6
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 public void SetPixelSampler(int slot, Sampler sampler)
 {
     mContext.Context.PixelShader.SetSampler(slot, sampler.Native);
 }
Esempio n. 7
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 public void SetVertexSampler(int slot, Sampler sampler)
 {
     mContext.Context.VertexShader.SetSampler(slot, sampler.Native);
 }
Esempio n. 8
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        private static void InitMesh(GxContext context)
        {
            // all tiles will supply their own vertex buffer
            ChunkMesh.VertexBuffer.Dispose();

            ChunkMesh.AddElement("POSITION", 0, 3);
            ChunkMesh.AddElement("NORMAL", 0, 3);
            ChunkMesh.AddElement("TEXCOORD", 0, 2);
            ChunkMesh.AddElement("TEXCOORD", 1, 2);
            ChunkMesh.AddElement("COLOR", 0, 4, DataType.Byte, true);
            ChunkMesh.AddElement("COLOR", 1, 4, DataType.Byte, true);

            ChunkMesh.IndexCount = 768;
            ChunkMesh.Stride = IO.SizeCache<IO.Files.Terrain.AdtVertex>.Size;
            ChunkMesh.BlendState.BlendEnabled = false;
            ChunkMesh.DepthState.DepthEnabled = true;
            ChunkMesh.RasterizerState.CullEnabled = true;

            BlendNew = new ShaderProgram(context);
            BlendNew.SetVertexShader(Resources.Shaders.TerrainVertex);
            BlendNew.SetPixelShader(Resources.Shaders.TerrainPixelNew);

            ChunkMesh.Program = BlendNew;

            BlendOld = new ShaderProgram(context);
            BlendOld.SetVertexShader(Resources.Shaders.TerrainVertex);
            BlendOld.SetPixelShader(Resources.Shaders.TerrainPixel);

            ColorSampler = new Sampler(context)
            {
                AddressMode = SharpDX.Direct3D11.TextureAddressMode.Wrap,
                Filter = SharpDX.Direct3D11.Filter.Anisotropic,
                MaximumAnisotropy = 16,
            };
            AlphaSampler = new Sampler(context)
            {
                AddressMode = SharpDX.Direct3D11.TextureAddressMode.Clamp,
                Filter = SharpDX.Direct3D11.Filter.Anisotropic,
                MaximumAnisotropy = 16,
            };
        }