Esempio n. 1
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        /////////////////////////////////////////////////////////////////////////////////
        // Ctor & Dtor

        public Entity(EntityDescription desc)
        {
            Device                = desc.Device;
            Context               = desc.Context;
            PrimitiveTopology     = desc.PrimitiveTopology;
            VertexShader          = desc.VertexShader;
            VertexShaderSignature = desc.VSInputSignature;
            PixelShader           = desc.PixelShader;
            ResourceProviders     = desc.PSResourceProviders;
        }
Esempio n. 2
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        public void Prepare()
        {
            var context = _device.ImmediateContext;


            // setup resources
            _providers.Add("at1", new TestTextureProvider(_device, "res/alphatest.png"));
            _providers.Add("bg1", new TestTextureProvider(_device, "res/xLayer.png"));
            _providers.Add("wb1", new WebTexture(_device, "http://www.libpng.org/pub/png/pngintro.html".ToUri()));
            _providers.Add("yt1", new WebTexture(_device, "http://www.youtube.com/watch?v=KxWBv4y3m4w".ToUri()));
            _providers.Add("yt2", new WebTexture(_device, "http://www.youtube.com/watch?v=0EurfDnlD5A".ToUri()));
            _providers.Add("yt3", new WebTexture(_device, "http://www.youtube.com/watch?v=qdwUkYrHosk".ToUri()));
            _providers.Add("yt4", new WebTexture(_device, "http://www.youtube.com/watch?v=9w5RHGBvf9A".ToUri()));

            // descriptor easifies the creation of entities, e.g. rectangles.
            EntityDescription entityDescription = new EntityDescription
            {
                Device            = _device,
                Context           = _device.ImmediateContext,
                VertexShader      = _vertexShader,
                VSInputSignature  = _vsInputSignature,
                PrimitiveTopology = PrimitiveTopology.TriangleStrip
            };


            entityDescription.PixelShader         = _pixelShaders["Simple"];
            entityDescription.PSResourceProviders = new ResourceProvider[] { _providers["bg1"] };
            var rect1 = new Rectangle(new Vector2(0f, 0f), new Vector2(1f, 1f), entityDescription);


            entityDescription.PSResourceProviders = new ResourceProvider[] { _providers["yt1"] };
            var rect2 = new Rectangle(new Vector2(0f, 0f), new Vector2(.5f, .5f), entityDescription);


            entityDescription.PixelShader         = _pixelShaders["AlphaMap"];
            entityDescription.PSResourceProviders = new ResourceProvider[] { _providers["yt2"], _providers["at1"] };
            var rect3 = new Rectangle(new Vector2(0, .5f), new Vector2(.5f, .5f), entityDescription);


            entityDescription.PSResourceProviders = new ResourceProvider[] { _providers["yt3"], _providers["wb1"] };
            var rect4 = new Rectangle(new Vector2(.5f, 0), new Vector2(.5f, .5f), entityDescription);


            entityDescription.PixelShader         = _pixelShaders["GrayscaleAlphaMap"];
            entityDescription.PSResourceProviders = new ResourceProvider[] { _providers["yt4"], _providers["yt2"] };
            var rect5 = new Rectangle(new Vector2(.5f, .5f), new Vector2(.5f, .5f), entityDescription);


            _rectangles.Add(rect1);
            _rectangles.Add(rect2);
            _rectangles.Add(rect3);
            _rectangles.Add(rect4);
            _rectangles.Add(rect5);
        }
Esempio n. 3
0
        /////////////////////////////////////////////////////////////////////////////////
        // CONSTRUCTOR & DESTRUCTOR

        /// <summary>
        /// TODO doc
        /// </summary>
        /// <param name="origin"></param>
        /// <param name="span"></param>
        /// <param name="device"></param>
        /// <param name="context"></param>
        /// <param name="vertexShader"></param>
        /// <param name="vsSignature"></param>
        /// <param name="pixelShader"></param>
        /// <param name="resourceProviders"></param>
        public Rectangle(
            Vector2 origin,
            Vector2 span,
            EntityDescription desc)
            : base(desc)
        {
            // create rect vertices
            int vertexLength  = Vector3.SizeInBytes;    // should be 12:    3 * 4 bytes
            int uvCoordLength = Vector2.SizeInBytes;    // should be 8:     2 * 4 bytes

            DataStream data = new DataStream((vertexLength + uvCoordLength) * 4, true, true);

            origin.X = origin.X * 2 - 1;
            origin.Y = 1 - origin.Y * 2;

            float originPlusSpanX = origin.X + span.X * 2;
            float originPlusSpanY = origin.Y - span.Y * 2;

            // write 4 times: position vector & uv-coord vector ...
            data.Write(new Vector3(origin.X, origin.Y, 0));                             // vertex
            data.Write(new Vector2(0, 0));                                              // UV coord
            data.Write(new Vector3(originPlusSpanX, origin.Y, 0));                      // vertex
            data.Write(new Vector2(1, 0));                                              // UV coord
            data.Write(new Vector3(origin.X, originPlusSpanY, 0));                      // ...
            data.Write(new Vector2(0, 1));
            data.Write(new Vector3(originPlusSpanX, originPlusSpanY, 0));
            data.Write(new Vector2(1, 1));
            data.Position = 0;


            // create the vertex layout and buffer
            var elements = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                                   new InputElement("TEXTCOORD", 0, Format.R32G32_Float, vertexLength, 0) };

            InputLayout = new InputLayout(Device, VertexShaderSignature, elements);


            VertexBuffer = new D3DBuffer(Device,
                                         data,
                                         (int)data.Length,
                                         ResourceUsage.Default,
                                         BindFlags.VertexBuffer,
                                         CpuAccessFlags.None,
                                         ResourceOptionFlags.None,
                                         0);

            VertexBufferBinding = new VertexBufferBinding(VertexBuffer, vertexLength + uvCoordLength, 0);

            data.Close();
            data.Dispose();
        }