public IDisplay Create(string title, int width, int height, IAdapter adapter) { const uint defaultRefreshRate = 144; const bool debug = true; var window = _windowCreator.CreateWindow(new CreateWindowArguments(title, width, height)); // Create device var d3D11Device = _d3D11DeviceFactory.Create(new CreateDeviceArguments(window, defaultRefreshRate, adapter?.Handle ?? IntPtr.Zero, debug)); // Created the backbuffer and the RenderTargetView using var backBuffer = d3D11Device.SwapChain.GetBuffer(0, D3D11Resources.D3D11Resource); var renderTarget = d3D11Device.CreateRenderTargetView(backBuffer); D3D11Texture2DDesc sTarget = default; sTarget.Height = (uint)window.Height; sTarget.Width = (uint)window.Width; sTarget.MipLevels = 1u; sTarget.ArraySize = 1u; sTarget.Format = DxgiFormat.R8G8B8A8Unorm; sTarget.SampleDesc.Count = 1; sTarget.SampleDesc.Quality = 0; sTarget.Usage = D3D11Usage.Default; sTarget.BindFlags = D3D11BindFlag.RenderTarget; //var d3D11Texture2D = d3D11Device.CreateTexture2D(sTarget); // TODO: this is getting leaked //var secondRenderTarget = d3D11Device.CreateRenderTargetView(d3D11Texture2D); // TODO: this is getting leaked // Create the DepthStencilView (z-buffering) D3D11DepthStencilDesc depthDesc = default; depthDesc.DepthEnable = true; //depthDesc.DepthWriteMask = D3D11DepthWriteMask.Zero; //depthDesc.DepthFunc = D3D11ComparisonFunc.LessEqual; // this is needed to add alpha-blending to sprites, not sure why. depthDesc.DepthWriteMask = D3D11DepthWriteMask.All; depthDesc.DepthFunc = D3D11ComparisonFunc.LessEqual; // this is needed to add alpha-blending to sprites, not sure why. using var depthStencilState = d3D11Device.CreateDepthStencilState(depthDesc); d3D11Device.Context.OMSetDepthStencilState(depthStencilState, 1u); D3D11Texture2DDesc texture2DDesc = default; texture2DDesc.Height = (uint)window.Height; texture2DDesc.Width = (uint)window.Width; texture2DDesc.MipLevels = 1u; texture2DDesc.ArraySize = 1u; texture2DDesc.Format = DxgiFormat.D32Float; //texture2DDesc.SampleDesc.Count = 4u; // AA texture2DDesc.SampleDesc.Count = 1; texture2DDesc.SampleDesc.Quality = 0; texture2DDesc.Usage = D3D11Usage.Default; texture2DDesc.BindFlags = D3D11BindFlag.DepthStencil; using var depthStencil = d3D11Device.CreateTexture2D(texture2DDesc); D3D11DepthStencilViewDesc viewDesc = default; viewDesc.Format = DxgiFormat.D32Float; viewDesc.ViewDimension = D3D11DsvDimension.Texture2D; //viewDesc.ViewDimension = D3D11DsvDimension.Texture2Dms; // AA viewDesc.Texture2D.MipSlice = 0u; var depthStencilView = d3D11Device.CreateDepthStencilView(depthStencil, viewDesc); // Set the render target view and depthStencil unsafe { var renderTargets = stackalloc IntPtr[1]; renderTargets[0] = renderTarget.Handle; d3D11Device.Context.OMSetRenderTargets(renderTargets, 1, depthStencilView.Handle); } // Set the default viewport D3D11Viewport viewport = default; viewport.Width = window.Width; viewport.Height = window.Height; viewport.MinDepth = 0; viewport.MaxDepth = 1; d3D11Device.Context.SetViewport(viewport); // Create the device abstraction var device = new Device(d3D11Device, renderTarget, depthStencilView, _compiler); return(new Display(device, window)); }
private void CreateWindowSizeDependentResources() { this.d3dContext.OutputMergerSetRenderTargets(new D3D11RenderTargetView[] { null }, null); D3D11Utils.DisposeAndNull(ref this.backBuffer); D3D11Utils.DisposeAndNull(ref this.offscreenBuffer); D3D11Utils.DisposeAndNull(ref this.d3dRenderTargetView); D3D11Utils.DisposeAndNull(ref this.d3dDepthStencilView); D2D1Utils.DisposeAndNull(ref this.d2dRenderTarget); this.d3dContext.Flush(); var createdBackBuffer = this.OnCreateBackBuffer(); if (createdBackBuffer == null) { return; } this.backBuffer = createdBackBuffer; var backBufferDesc = this.backBuffer.Description; this.backBufferWidth = backBufferDesc.Width; this.backBufferHeight = backBufferDesc.Height; if (this.d3dSampleDesc.Count > 1) { D3D11Texture2DDesc desc = new D3D11Texture2DDesc( DxgiFormat.B8G8R8A8UNorm, this.backBufferWidth, this.backBufferHeight, 1, 1, D3D11BindOptions.RenderTarget, D3D11Usage.Default, D3D11CpuAccessOptions.None, this.d3dSampleDesc.Count, this.d3dSampleDesc.Quality, D3D11ResourceMiscOptions.None); this.offscreenBuffer = this.D3DDevice.CreateTexture2D(desc); } if (this.d3dSampleDesc.Count > 1) { D3D11RenderTargetViewDesc renderTargetViewDesc = new D3D11RenderTargetViewDesc(D3D11RtvDimension.Texture2DMs); this.d3dRenderTargetView = this.d3dDevice.CreateRenderTargetView(this.offscreenBuffer, renderTargetViewDesc); } else { D3D11RenderTargetViewDesc renderTargetViewDesc = new D3D11RenderTargetViewDesc(D3D11RtvDimension.Texture2D); this.d3dRenderTargetView = this.d3dDevice.CreateRenderTargetView(this.backBuffer, renderTargetViewDesc); } D3D11Texture2DDesc depthStencilDesc = new D3D11Texture2DDesc { Width = this.backBufferWidth, Height = this.backBufferHeight, MipLevels = 1, ArraySize = 1, Format = DxgiFormat.D24UNormS8UInt, SampleDesc = this.d3dSampleDesc, Usage = D3D11Usage.Default, BindOptions = D3D11BindOptions.DepthStencil, CpuAccessOptions = D3D11CpuAccessOptions.None, MiscOptions = D3D11ResourceMiscOptions.None }; using (var depthStencil = this.d3dDevice.CreateTexture2D(depthStencilDesc)) { D3D11DepthStencilViewDesc depthStencilViewDesc = new D3D11DepthStencilViewDesc(this.d3dSampleDesc.Count > 1 ? D3D11DsvDimension.Texture2DMs : D3D11DsvDimension.Texture2D); this.d3dDepthStencilView = this.d3dDevice.CreateDepthStencilView(depthStencil, depthStencilViewDesc); } this.screenViewport = new D3D11Viewport { TopLeftX = 0, TopLeftY = 0, Width = this.backBufferWidth, Height = this.backBufferHeight, MinDepth = 0.0f, MaxDepth = 1.0f }; this.d3dContext.RasterizerStageSetViewports(new[] { this.screenViewport }); using (var surface = new DxgiSurface2(this.d3dSampleDesc.Count > 1 ? this.offscreenBuffer.Handle : this.backBuffer.Handle)) { float dpiX; float dpiY; this.d2dFactory.GetDesktopDpi(out dpiX, out dpiY); var properties = new D2D1RenderTargetProperties( D2D1RenderTargetType.Default, new D2D1PixelFormat(DxgiFormat.B8G8R8A8UNorm, D2D1AlphaMode.Premultiplied), dpiX, dpiY, D2D1RenderTargetUsages.None, D2D1FeatureLevel.Default); this.d2dRenderTarget = this.d2dFactory.CreateDxgiSurfaceRenderTarget(surface, properties); } this.d2dRenderTarget.AntialiasMode = D2D1AntialiasMode.PerPrimitive; this.d2dRenderTarget.TextAntialiasMode = D2D1TextAntialiasMode.Grayscale; D3D11RasterizerDesc rasterizerStateDesc = new D3D11RasterizerDesc(D3D11FillMode.Solid, D3D11CullMode.Back, false, 0, 0.0f, 0.0f, true, false, true, false); using (var rasterizerState = this.d3dDevice.CreateRasterizerState(rasterizerStateDesc)) { this.d3dContext.RasterizerStageSetState(rasterizerState); } }
public void CreateDeviceDependentResources(DeviceResources resources) { this.deviceResources = resources; byte[] renderSceneVertexShaderBytecode = File.ReadAllBytes("RenderSceneVertexShader.cso"); this.g_pSceneVS = this.deviceResources.D3DDevice.CreateVertexShader(renderSceneVertexShaderBytecode, null); D3D11InputElementDesc[] layoutDesc = new D3D11InputElementDesc[] { new D3D11InputElementDesc { SemanticName = "POSITION", SemanticIndex = 0, Format = DxgiFormat.R32G32B32Float, InputSlot = 0, AlignedByteOffset = 0, InputSlotClass = D3D11InputClassification.PerVertexData, InstanceDataStepRate = 0 }, new D3D11InputElementDesc { SemanticName = "NORMAL", SemanticIndex = 0, Format = DxgiFormat.R32G32B32Float, InputSlot = 0, AlignedByteOffset = 12, InputSlotClass = D3D11InputClassification.PerVertexData, InstanceDataStepRate = 0 }, new D3D11InputElementDesc { SemanticName = "TEXTURE", SemanticIndex = 0, Format = DxgiFormat.R32G32Float, InputSlot = 0, AlignedByteOffset = 24, InputSlotClass = D3D11InputClassification.PerVertexData, InstanceDataStepRate = 0 } }; this.g_pSceneVertexLayout = this.deviceResources.D3DDevice.CreateInputLayout(layoutDesc, renderSceneVertexShaderBytecode); byte[] renderScenePixelShaderBytecode = File.ReadAllBytes("RenderScenePixelShader.cso"); this.g_pScenePS = this.deviceResources.D3DDevice.CreatePixelShader(renderScenePixelShaderBytecode, null); byte[] renderSceneShadowMapVertexShaderBytecode = File.ReadAllBytes("RenderSceneShadowMapVertexShader.cso"); this.g_pShadowMapVS = this.deviceResources.D3DDevice.CreateVertexShader(renderSceneShadowMapVertexShaderBytecode, null); this.g_SceneMesh = SdkMeshFile.FromFile(this.deviceResources.D3DDevice, this.deviceResources.D3DContext, @"ColumnScene\scene.sdkmesh"); this.g_Poles = SdkMeshFile.FromFile(this.deviceResources.D3DDevice, this.deviceResources.D3DContext, @"ColumnScene\poles.sdkmesh"); this.g_pcbConstants = this.deviceResources.D3DDevice.CreateBuffer( new D3D11BufferDesc(ConstantBufferConstants.Size, D3D11BindOptions.ConstantBuffer)); D3D11SamplerDesc samplerDesc = new D3D11SamplerDesc( D3D11Filter.ComparisonMinMagMipPoint, D3D11TextureAddressMode.Border, D3D11TextureAddressMode.Border, D3D11TextureAddressMode.Border, 0.0f, 1, D3D11ComparisonFunction.LessEqual, new float[] { 1.0f, 1.0f, 1.0f, 1.0f }, 0.0f, float.MaxValue); // PointCmp this.g_pSamplePointCmp = this.deviceResources.D3DDevice.CreateSamplerState(samplerDesc); // Point samplerDesc.Filter = D3D11Filter.MinMagMipPoint; samplerDesc.ComparisonFunction = D3D11ComparisonFunction.Always; this.g_pSamplePoint = this.deviceResources.D3DDevice.CreateSamplerState(samplerDesc); // Linear samplerDesc.Filter = D3D11Filter.MinMagMipLinear; samplerDesc.AddressU = D3D11TextureAddressMode.Wrap; samplerDesc.AddressV = D3D11TextureAddressMode.Wrap; samplerDesc.AddressW = D3D11TextureAddressMode.Wrap; this.g_pSampleLinear = this.deviceResources.D3DDevice.CreateSamplerState(samplerDesc); // Create a blend state to disable alpha blending D3D11BlendDesc blendDesc = D3D11BlendDesc.Default; blendDesc.IsIndependentBlendEnabled = false; D3D11RenderTargetBlendDesc[] blendDescRenderTargets = blendDesc.GetRenderTargets(); blendDescRenderTargets[0].IsBlendEnabled = false; blendDescRenderTargets[0].RenderTargetWriteMask = D3D11ColorWriteEnables.All; blendDesc.SetRenderTargets(blendDescRenderTargets); this.g_pBlendStateNoBlend = this.deviceResources.D3DDevice.CreateBlendState(blendDesc); blendDescRenderTargets[0].RenderTargetWriteMask = D3D11ColorWriteEnables.None; blendDesc.SetRenderTargets(blendDescRenderTargets); this.g_pBlendStateColorWritesOff = this.deviceResources.D3DDevice.CreateBlendState(blendDesc); // textures / rts D3D11Texture2DDesc TDesc = new D3D11Texture2DDesc( DxgiFormat.R16Typeless, (uint)g_fShadowMapWidth, (uint)g_fShadowMapHeight, 1, 1, D3D11BindOptions.DepthStencil | D3D11BindOptions.ShaderResource); this.g_pShadowMapDepthStencilTexture = this.deviceResources.D3DDevice.CreateTexture2D(TDesc); D3D11ShaderResourceViewDesc SRVDesc = new D3D11ShaderResourceViewDesc { Format = DxgiFormat.R16UNorm, ViewDimension = D3D11SrvDimension.Texture2D, Texture2D = new D3D11Texture2DSrv { MipLevels = 1, MostDetailedMip = 0 } }; this.g_pDepthTextureSRV = this.deviceResources.D3DDevice.CreateShaderResourceView(this.g_pShadowMapDepthStencilTexture, SRVDesc); D3D11DepthStencilViewDesc DSVDesc = new D3D11DepthStencilViewDesc { Format = DxgiFormat.D16UNorm, ViewDimension = D3D11DsvDimension.Texture2D, Options = D3D11DepthStencilViewOptions.None, Texture2D = new D3D11Texture2DDsv { MipSlice = 0 } }; this.g_pDepthStencilTextureDSV = this.deviceResources.D3DDevice.CreateDepthStencilView(this.g_pShadowMapDepthStencilTexture, DSVDesc); XMFloat3 vecEye = new XMFloat3(0.95f, 5.83f, -14.48f); XMFloat3 vecAt = new XMFloat3(0.90f, 5.44f, -13.56f); XMFloat3 vecUp = new XMFloat3(0.0f, 1.0f, 0.0f); this.ViewMatrix = XMMatrix.LookAtLH(vecEye, vecAt, vecUp); this.WorldMatrix = XMMatrix.Identity; XMFloat3 vecEyeL = new XMFloat3(0, 0, 0); XMFloat3 vecAtL = new XMFloat3(0, -0.5f, 1); XMFloat3 vecUUpL = new XMFloat3(0.0f, 1.0f, 0.0f); this.LightViewMatrix = XMMatrix.LookAtLH(vecEyeL, vecAtL, vecUUpL); this.LightWorldMatrix = XMMatrix.Identity; }