コード例 #1
0
        protected void UpdateTransformWorld(GraphicsDevice graphics, D3DRenderComponent render, GraphicEntity en)
        {
            var transform   = en.GetComponent <TransformComponent>();
            var matrixWorld = transform.MatrixWorld;

            //var isChanged = false;
            //if(en.TryGetComponent<MovingComponent>(out var moving)) {
            //    isChanged = true;
            //    matrixWorld *= moving.MovingMatrix;
            //    en.RemoveComponent(moving);
            //    en.UpdateComponent(TransformComponent.Create(matrixWorld));
            //}

            if (!render.TransformWorldBuffer.HasValue)
            {
                var tr = TransforStructBuffer.ToTranspose(matrixWorld);

                if (render.TransformWorldBuffer.HasValue)
                {
                    var buff = render.TransformWorldBuffer.Get();
                    graphics.UpdateDynamicBuffer(ref tr, buff);
                }
                else
                {
                    var buff = graphics.CreateDynamicBuffer(ref tr, Unsafe.SizeOf <TransforStructBuffer>());
                    render.TransformWorldBuffer.Set(buff);
                }
            }
        }
コード例 #2
0
        protected void UpdateShaders(GraphicsDevice graphics, D3DRenderComponent render,
                                     D3DShaderTechniquePass pass, VertexLayoutConstructor layconst)
        {
            var device = graphics.D3DDevice;

            var vertexShaderByteCode = pass.VertexShader.ReadCompiledBytes();

            var inputSignature = ShaderSignature.GetInputSignature(vertexShaderByteCode);

            render.Layout.Set(new InputLayout(device, inputSignature, layconst.ConstuctElements()));

            render.VertexShader.Set(new VertexShader(device, vertexShaderByteCode));

            if (pass.GeometryShader != null)
            {
                render.GeometryShader.Set(new GeometryShader(device, pass.GeometryShader.ReadCompiledBytes()));
            }
            if (pass.PixelShader != null)
            {
                render.PixelShader.Set(new PixelShader(device, pass.PixelShader.ReadCompiledBytes()));
            }

            render.RasterizerState = new D3DRasterizerState(rasterizerStateDescription);
            render.SetStates(
                new BlendState(graphics.D3DDevice, blendStateDescription),
                new DepthStencilState(graphics.D3DDevice, depthStencilStateDescription));
        }
コード例 #3
0
        protected void DefaultUpdateInputOutput(GraphicsDevice graphics, D3DRenderComponent render,
                                                VertexLayoutConstructor layconst, DisposableSetter <InputLayout> inputLayout, RenderableComponent renderable)
        {
            var context = graphics.ImmediateContext;

            context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(render.VertexBuffer.Get(),
                                                                               layconst.VertexSize, 0));
            context.InputAssembler.SetIndexBuffer(render.IndexBuffer.Get(), SharpDX.DXGI.Format.R32_UInt, 0);

            context.InputAssembler.InputLayout       = inputLayout.Get();
            context.InputAssembler.PrimitiveTopology = renderable.PrimitiveTopology;

            context.OutputMerger.SetDepthStencilState(render.DepthStencilState.Get(), 0);
            context.OutputMerger.SetBlendState(render.BlendingState.Get(),
                                               new SharpDX.Mathematics.Interop.RawColor4(0, 0, 0, 0), -1);
        }
コード例 #4
0
        protected void UpdateMaterial(GraphicsDevice graphics, D3DRenderComponent render, MaterialColorComponent material)
        {
            if (material.IsValid)
            {
                var buf = MaterialStructBuffer.From(material);

                if (render.MaterialBuffer.HasValue)
                {
                    var buff = render.MaterialBuffer.Get();
                    graphics.UpdateDynamicBuffer(ref buf, buff);
                }
                else
                {
                    var buff = graphics.CreateDynamicBuffer(ref buf, Unsafe.SizeOf <MaterialStructBuffer>());
                    render.MaterialBuffer.Set(buff);
                }
            }
        }
コード例 #5
0
        protected static void Render(GraphicsDevice graphics, DeviceContext context, D3DRenderComponent render, int vertexSize)
        {
            if (render.TransformWorldBuffer.HasValue)
            {
                context.VertexShader.SetConstantBuffer(TransforStructBuffer.RegisterResourceSlot, render.TransformWorldBuffer.Get());
            }

            context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(render.VertexBuffer.Get(), vertexSize, 0));
            context.InputAssembler.SetIndexBuffer(render.IndexBuffer.Get(), SharpDX.DXGI.Format.R32_UInt, 0);

            context.InputAssembler.InputLayout       = render.Layout.Get();
            context.InputAssembler.PrimitiveTopology = render.PrimitiveTopology;
            graphics.UpdateRasterizerState(render.RasterizerState.GetDescription());

            context.OutputMerger.SetDepthStencilState(render.DepthStencilState.Get(), 0);
            var blendFactor = new SharpDX.Mathematics.Interop.RawColor4(0, 0, 0, 0);

            context.OutputMerger.SetBlendState(render.BlendingState.Get(), blendFactor, -1);
        }
コード例 #6
0
        public void RenderEach(GraphicsDevice graphics, TProperties props, GraphicEntity en)
        {
            var device  = graphics.D3DDevice;
            var context = graphics.ImmediateContext;

            if (!en.TryGetComponent <D3DRenderComponent>(out var render))
            {
                render = new D3DRenderComponent();
                en.AddComponent(render);
            }

            var renderable = en.GetComponent <RenderableComponent>();
            var color      = en.GetComponent <MaterialColorComponent>();


            var geo = ContextState.GetGeometryPool().GetGeometry <IGeometryData>(en);

            if (!render.DepthStencilState.HasValue)
            {
                render.DepthStencilState.Set(new DepthStencilState(graphics.D3DDevice,
                                                                   renderable.DepthStencilStateDefinition.Description));
            }

            if (!render.BlendingState.HasValue)
            {
                render.BlendingState.Set(new BlendState(graphics.D3DDevice, renderable.BlendStateDescription));
            }

            {
                graphics.ClearAllShader();
                context.VertexShader.Set(vertexShader.Get());
                context.GeometryShader.Set(null);
                context.PixelShader.Set(pixelShader.Get());

                if (en.Contains <FlatShadingGeometryComponent>())
                {
                    context.GeometryShader.Set(flatShadingGS.Get());
                }
                else if (en.Contains <WireframeGeometryComponent>())
                {
                    context.GeometryShader.Set(wireframeGS.Get());
                    context.PixelShader.Set(wireframePS.Get());
                }
            }

            var topology = renderable.PrimitiveTopology;

            if (geo.IsModified || (!render.VertexBuffer.HasValue && !render.IndexBuffer.HasValue))
            {
                Vertex[] vertex = null;
                switch (geo.Topology)
                {
                case GeometryPrimitiveTopologies.TriangleList:
                    topology = PrimitiveTopology.TriangleList;
                    vertex   = new Vertex[geo.Positions.Length];
                    for (var index = 0; index < vertex.Length; index++)
                    {
                        vertex[index] = new Vertex(geo.Positions[index], geo.Normals[index]);
                    }
                    break;
                }

                render.VertexBuffer.Set(graphics.CreateBuffer(BindFlags.VertexBuffer, vertex));
                render.IndexBuffer.Set(graphics.CreateBuffer(BindFlags.IndexBuffer, geo.Indices.ToArray()));

                geo.IsModified = false;
            }
            if (!render.VertexBuffer.HasValue && !render.IndexBuffer.HasValue)
            {
                throw RenderTechniqueException.NoVertexAndIndexBuffers;
            }

            if (color.IsValid)
            {
                var material = MaterialStructBuffer.From(color);

                if (render.MaterialBuffer.HasValue)
                {
                    var buff = render.MaterialBuffer.Get();
                    graphics.UpdateDynamicBuffer(ref material, buff);
                }
                else
                {
                    var buff = graphics.CreateDynamicBuffer(ref material, Unsafe.SizeOf <MaterialStructBuffer>());
                    render.MaterialBuffer.Set(buff);
                }
            }

            UpdateTransformWorld(graphics, render, en);

            if (!render.TransformWorldBuffer.HasValue)
            {
                throw RenderTechniqueException.NoWorldTransformBuffers;
            }

            {//Update constant buffers
                context.VertexShader.SetConstantBuffer(GameStructBuffer.RegisterResourceSlot, props.Game);
                context.VertexShader.SetConstantBuffer(TransforStructBuffer.RegisterResourceSlot, render.TransformWorldBuffer.Get());

                context.PixelShader.SetConstantBuffer(GameStructBuffer.RegisterResourceSlot, props.Game);
                context.PixelShader.SetConstantBuffer(LightStructBuffer.RegisterResourceSlot, props.Lights);
                if (render.MaterialBuffer.HasValue)
                {
                    context.PixelShader.SetConstantBuffer(MaterialStructBuffer.RegisterResourceSlot, render.MaterialBuffer.Get());
                }
            }
            {
                context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(render.VertexBuffer.Get(),
                                                                                   layconst.VertexSize, 0));
                context.InputAssembler.SetIndexBuffer(render.IndexBuffer.Get(), SharpDX.DXGI.Format.R32_UInt, 0);

                context.InputAssembler.InputLayout       = inputLayout.Get();
                context.InputAssembler.PrimitiveTopology = topology;

                context.OutputMerger.SetDepthStencilState(
                    render.DepthStencilState.Get(),
                    renderable.DepthStencilStateDefinition.StencilRef);

                context.OutputMerger.SetBlendState(render.BlendingState.Get(),
                                                   new SharpDX.Mathematics.Interop.RawColor4(0, 0, 0, 0), -1);
            }

            var rasterizerDesc = renderable.RasterizerStateDescription;

            using (var rasterizerState = graphics.CreateRasterizerState(rasterizerDesc)) {
                context.Rasterizer.State = rasterizerState;

                graphics.ImmediateContext.DrawIndexed(geo.Indices.Length, 0, 0);
            }
        }
コード例 #7
0
        protected override void Rendering(GraphicsDevice graphics, TProperties game)
        {
            var context = graphics.ImmediateContext;
            var device  = graphics.D3DDevice;

            if (!VS_FS.IsCompiled)
            {
                VS_FS.Compile(graphics.Compilator);

                var vertexShaderByteCode = VS_FS.VertexShader.ReadCompiledBytes();
                var inputSignature       = ShaderSignature.GetInputSignature(vertexShaderByteCode);

                inputLayout.Set(new InputLayout(device, inputSignature, layconst.ConstuctElements()));

                vertexShader.Set(new VertexShader(device, vertexShaderByteCode));
                pixelShader.Set(new PixelShader(device, VS_FS.PixelShader.ReadCompiledBytes()));
            }
            if (!GS_ScreenFixed.IsCompiled)
            {
                GS_ScreenFixed.Compile(graphics.Compilator);
                gsScreenFixed.Set(new GeometryShader(device, GS_ScreenFixed.GeometryShader.ReadCompiledBytes()));
            }
            if (!GS_SizeFixed.IsCompiled)
            {
                GS_SizeFixed.Compile(graphics.Compilator);
                gsSizeFixed.Set(new GeometryShader(device, GS_SizeFixed.GeometryShader.ReadCompiledBytes()));
            }

            foreach (var en in entities)
            {
                var renderable = en.GetComponent <RenderableComponent>();
                var billboard  = en.GetComponent <BillboardTextComponent>();
                var transform  = en.GetComponent <TransformComponent>();

                if (!en.TryGetComponent <D3DRenderComponent>(out var render))
                {
                    render = new D3DRenderComponent();
                    en.AddComponent(render);
                }

                if (!en.TryGetComponent <InternalBillboardRenderedTextComponent>(out var renderedText) ||
                    !renderedText.IsRendered(billboard))
                {
                    renderedText = new InternalBillboardRenderedTextComponent();
                    renderedText.Render(billboard);
                    en.UpdateComponent(renderedText);

                    var image = renderedText.RenderedBitmapText;

                    var v = new Vertex()
                    {
                        Position  = billboard.Position.ToVector4(),
                        ImageSize = new Vector3(
                            new Vector2(image.Width, image.Height) * renderedText.Scale,
                            0)
                    };

                    render.VertexBuffer.Set(graphics.CreateBuffer(BindFlags.VertexBuffer, new[] { v }));
                    render.TextureResources.Set(new[] { ConvertToResource(image, graphics.TexturedLoader) });
                    if (!render.SampleState.HasValue)
                    {
                        render.SampleState.Set(graphics.CreateSampler(SamplerStateDescriptions.Default));
                    }
                }

                if (!render.BlendingState.HasValue)
                {
                    render.BlendingState.Set(new BlendState(graphics.D3DDevice, renderable.BlendStateDescription));
                }
                if (!render.DepthStencilState.HasValue)
                {
                    render.DepthStencilState.Set(new DepthStencilState(graphics.D3DDevice,
                                                                       renderable.DepthStencilStateDefinition.Description));
                }

                base.UpdateTransformWorld(graphics, render, en);

                graphics.ClearAllShader();
                {
                    context.VertexShader.Set(vertexShader.Get());
                    context.VertexShader.SetConstantBuffer(GameStructBuffer.RegisterResourceSlot, game.Game);
                    context.VertexShader.SetConstantBuffer(TransforStructBuffer.RegisterResourceSlot,
                                                           render.TransformWorldBuffer.Get());

                    switch (billboard.SizeMode)
                    {
                    case BillboardSizeModes.SceenFixed:
                        context.GeometryShader.Set(gsScreenFixed.Get());
                        break;

                    case BillboardSizeModes.SizeFixed:
                        context.GeometryShader.Set(gsSizeFixed.Get());
                        break;
                    }
                    context.GeometryShader.SetConstantBuffer(GameStructBuffer.RegisterResourceSlot, game.Game);

                    context.PixelShader.Set(pixelShader.Get());
                    context.PixelShader.SetShaderResources(0, render.TextureResources.Get());
                    context.PixelShader.SetSampler(0, render.SampleState.Get());
                }

                context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(render.VertexBuffer.Get(),
                                                                                   layconst.VertexSize, 0));
                context.InputAssembler.SetIndexBuffer(null, Format.R32_UInt, 0);

                context.InputAssembler.InputLayout       = inputLayout.Get();
                context.InputAssembler.PrimitiveTopology = renderable.PrimitiveTopology;

                context.OutputMerger.SetDepthStencilState(render.DepthStencilState.Get(), 0);
                context.OutputMerger.SetBlendState(render.BlendingState.Get(),
                                                   new SharpDX.Mathematics.Interop.RawColor4(0, 0, 0, 0), -1);

                using (var rasterizerState = graphics.CreateRasterizerState(renderable.RasterizerStateDescription)) {
                    context.Rasterizer.State = rasterizerState;
                    graphics.ImmediateContext.Draw(1, 0);
                }
            }
        }
コード例 #8
0
        protected override void Rendering(GraphicsDevice graphics, TProperties props)
        {
            var device  = graphics.D3DDevice;
            var context = graphics.ImmediateContext;

            if (!pass.IsCompiled)
            {
                pass.Compile(graphics.Compilator);
                var vertexShaderByteCode = pass.VertexShader.ReadCompiledBytes();
                var inputSignature       = ShaderSignature.GetInputSignature(vertexShaderByteCode);

                inputLayout.Set(new InputLayout(device, inputSignature, layconst.ConstuctElements()));
                vertexShader.Set(new VertexShader(device, vertexShaderByteCode));
                pixelShader.Set(new PixelShader(device, pass.PixelShader.ReadCompiledBytes()));
                geometryShader.Set(new GeometryShader(device, pass.GeometryShader.ReadCompiledBytes()));
            }

            if (!depthStencilState.HasValue)
            {
                depthStencilState.Set(new DepthStencilState(graphics.D3DDevice, D3DDepthStencilDefinition.DepthDisabled.Description));
            }


            foreach (var entity in entities)
            {
                var point      = entity.GetComponent <SpherePointComponent>();
                var renderable = entity.GetComponent <RenderableComponent>();
                var material   = entity.GetComponent <MaterialColorComponent>();

                if (!entity.TryGetComponent <D3DRenderComponent>(out var render))
                {
                    render = new D3DRenderComponent();
                    entity.AddComponent(render);
                }

                if (!render.DepthStencilState.HasValue)
                {
                    render.DepthStencilState.Set(new DepthStencilState(graphics.D3DDevice,
                                                                       renderable.DepthStencilStateDefinition.Description));
                }
                if (!render.BlendingState.HasValue)
                {
                    render.BlendingState.Set(new BlendState(graphics.D3DDevice, renderable.BlendStateDescription));
                }

                graphics.ClearAllShader();
                graphics.SetVertexShader(vertexShader);
                graphics.SetGeometryShader(geometryShader);
                graphics.SetPixelShader(pixelShader);

                render.VertexBuffer.Set(graphics.CreateBuffer(BindFlags.VertexBuffer,
                                                              new Vertex[] {
                    new Vertex(point.Center, material.Diffuse)
                }));
                render.IndexBuffer.Set(graphics.CreateBuffer(BindFlags.IndexBuffer, new [] { 0 }));

                UpdateTransformWorld(graphics, render, entity);

                {//Update constant buffers
                    context.VertexShader.SetConstantBuffer(GameStructBuffer.RegisterResourceSlot, props.Game);
                    context.VertexShader.SetConstantBuffer(TransforStructBuffer.RegisterResourceSlot, render.TransformWorldBuffer.Get());

                    context.GeometryShader.SetConstantBuffer(GameStructBuffer.RegisterResourceSlot, props.Game);
                    context.GeometryShader.SetConstantBuffer(TransforStructBuffer.RegisterResourceSlot, render.TransformWorldBuffer.Get());

                    context.PixelShader.SetConstantBuffer(GameStructBuffer.RegisterResourceSlot, props.Game);
                    context.PixelShader.SetConstantBuffer(LightStructBuffer.RegisterResourceSlot, props.Lights);
                    if (render.MaterialBuffer.HasValue)
                    {
                        context.PixelShader.SetConstantBuffer(MaterialStructBuffer.RegisterResourceSlot, render.MaterialBuffer.Get());
                    }
                }

                DefaultUpdateInputOutput(graphics, render, layconst, inputLayout, renderable);

                using (var rasterizerState = graphics.CreateRasterizerState(renderable.RasterizerStateDescription)) {
                    context.Rasterizer.State = rasterizerState;
                    graphics.ImmediateContext.Draw(1, 0);
                }
            }
        }
コード例 #9
0
        protected override void Rendering(GraphicsDevice graphics, TProperties game)
        {
            var device  = graphics.D3DDevice;
            var context = graphics.ImmediateContext;

            if (!pass.IsCompiled)
            {
                pass.Compile(graphics.Compilator);
                var vertexShaderByteCode = pass.VertexShader.ReadCompiledBytes();

                inputLayout.Set(graphics.CreateInputLayout(vertexShaderByteCode, layconst.ConstuctElements()));

                vertexShader.Set(new VertexShader(device, vertexShaderByteCode));
                pixelShader.Set(new PixelShader(device, pass.PixelShader.ReadCompiledBytes()));
            }

            { //clear shaders off prev. technique
                graphics.ClearAllShader();
                //all shaders shared for all entity with LineVertexRenderComponent
                context.VertexShader.Set(vertexShader.Get());
                context.PixelShader.Set(pixelShader.Get());

                //Update constant buffers ones becase shaders will not changed
                context.VertexShader.SetConstantBuffer(GameStructBuffer.RegisterResourceSlot, game.Game);
                //shared for all entity
                context.InputAssembler.InputLayout = inputLayout.Get();
            }

            foreach (var en in entities)
            {
                if (!en.TryGetComponent <D3DRenderComponent>(out var d3drender))
                {
                    d3drender = new D3DRenderComponent();
                    en.AddComponent(d3drender);
                }

                en.TryGetComponent <ColorComponent>(out var color);
                var renderable = en.GetComponent <RenderableComponent>();
                var transform  = en.GetComponent <TransformComponent>();
                var geoId      = en.GetComponent <GeometryPoolComponent>();

                var geo = ContextState.GetGeometryPool().GetGeometry <IGeometryData>(geoId);

                if (!d3drender.DepthStencilState.HasValue)
                {
                    d3drender.DepthStencilState.Set(
                        new DepthStencilState(graphics.D3DDevice, renderable.DepthStencilStateDefinition.Description));
                }

                if (!d3drender.BlendingState.HasValue)
                {
                    d3drender.BlendingState.Set(new BlendState(graphics.D3DDevice, renderable.BlendStateDescription));
                }

                UpdateTransformWorld(graphics, d3drender, en);

                if (geo.IsModified)
                {
                    var pos = geo.Positions;

                    var vertex = new Vertex[pos.Length];
                    for (var i = 0; i < pos.Length; i++)
                    {
                        var c = color.IsValid ? color.Color : geo.Colors[i];
                        vertex[i] = new Vertex(pos[i], c);
                    }

                    d3drender.VertexBuffer.Set(graphics.CreateBuffer(BindFlags.VertexBuffer, vertex));
                    geo.IsModified = false;
                }

                context.VertexShader.SetConstantBuffer(TransforStructBuffer.RegisterResourceSlot,
                                                       d3drender.TransformWorldBuffer.Get());

                {
                    context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(d3drender.VertexBuffer.Get(),
                                                                                       layconst.VertexSize, 0));

                    context.InputAssembler.PrimitiveTopology = renderable.PrimitiveTopology;

                    context.OutputMerger.SetDepthStencilState(d3drender.DepthStencilState.Get(), 0);
                    context.OutputMerger.SetBlendState(d3drender.BlendingState.Get(),
                                                       new SharpDX.Mathematics.Interop.RawColor4(0, 0, 0, 0), -1);
                }

                using (var rasterizerState = graphics.CreateRasterizerState(renderable.RasterizerStateDescription)) {
                    context.Rasterizer.State = rasterizerState;
                    context.Draw(geo.Positions.Length, 0);
                }
            }
        }
コード例 #10
0
        public void RenderEach(GraphicsDevice graphics, TProperties game, GraphicEntity en)
        {
            var device  = graphics.D3DDevice;
            var context = graphics.ImmediateContext;

            if (!en.TryGetComponent <D3DRenderComponent>(out var render))
            {
                render = new D3DRenderComponent();
                en.AddComponent(render);
            }

            var renderable = en.GetComponent <RenderableComponent>();
            var geo        = ContextState.GetGeometryPool().GetGeometry <IGeometryData>(en);
            //optional
            var hasColor   = en.TryGetComponent <MaterialColorComponent>(out var color);
            var hasTexture = en.TryGetComponent <D3DTexturedMaterialSamplerComponent>(out var texture);

            if (!render.DepthStencilState.HasValue)
            {
                render.DepthStencilState.Set(new DepthStencilState(graphics.D3DDevice,
                                                                   renderable.DepthStencilStateDefinition.Description));
            }

            if (!render.BlendingState.HasValue)
            {
                render.BlendingState.Set(new BlendState(graphics.D3DDevice, renderable.BlendStateDescription));
            }

            UpdateTransformWorld(graphics, render, en);

            if (geo.IsModified)
            {
                var vertex = new Vertex[geo.Positions.Length];
                for (var index = 0; index < vertex.Length; index++)
                {
                    vertex[index] = new Vertex(
                        geo.Positions[index], geo.Normals[index], geo.TexCoor[index]);
                }

                render.VertexBuffer.Set(graphics.CreateBuffer(BindFlags.VertexBuffer, vertex));
                render.IndexBuffer.Set(graphics.CreateBuffer(BindFlags.IndexBuffer, geo.Indices.ToArray()));

                geo.IsModified = false;
            }

            if (hasColor)
            {
                var material = MaterialStructBuffer.From(color);

                if (render.MaterialBuffer.HasValue)
                {
                    var buff = render.MaterialBuffer.Get();
                    graphics.UpdateDynamicBuffer(ref material, buff);
                }
                else
                {
                    var buff = graphics.CreateDynamicBuffer(ref material, Unsafe.SizeOf <MaterialStructBuffer>());
                    render.MaterialBuffer.Set(buff);
                }
            }

            if (hasTexture && texture.IsModified)
            {
                render.TextureResources.Set(ConvertToResources(texture, graphics.TexturedLoader));
                render.SampleState.Set(graphics.CreateSampler(texture.SampleDescription));
                texture.IsModified = false;
            }

            {
                graphics.ClearAllShader();
                context.VertexShader.Set(vertexShader.Get());
                if (en.Contains <FlatShadingGeometryComponent>())
                {
                    context.GeometryShader.Set(flatShadingGS.Get());
                }
                context.PixelShader.Set(pixelShader.Get());

                context.VertexShader.SetConstantBuffer(GameStructBuffer.RegisterResourceSlot, game.Game);
                context.VertexShader.SetConstantBuffer(TransforStructBuffer.RegisterResourceSlot,
                                                       render.TransformWorldBuffer.Get());

                context.PixelShader.SetConstantBuffer(GameStructBuffer.RegisterResourceSlot, game.Game);
                context.PixelShader.SetConstantBuffer(LightStructBuffer.RegisterResourceSlot, game.Lights);
                if (render.MaterialBuffer.HasValue)
                {
                    context.PixelShader.SetConstantBuffer(MaterialStructBuffer.RegisterResourceSlot,
                                                          render.MaterialBuffer.Get());
                }
                if (render.TextureResources.HasValue && render.SampleState.HasValue)
                {
                    context.PixelShader.SetShaderResources(0, render.TextureResources.Get());
                    context.PixelShader.SetSampler(0, render.SampleState.Get());
                }
            }

            context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(render.VertexBuffer.Get(),
                                                                               layconst.VertexSize, 0));
            context.InputAssembler.SetIndexBuffer(render.IndexBuffer.Get(), SharpDX.DXGI.Format.R32_UInt, 0);

            context.InputAssembler.InputLayout       = inputLayout.Get();
            context.InputAssembler.PrimitiveTopology = renderable.PrimitiveTopology;

            context.OutputMerger.SetDepthStencilState(render.DepthStencilState.Get(), 0);
            context.OutputMerger.SetBlendState(render.BlendingState.Get(),
                                               new SharpDX.Mathematics.Interop.RawColor4(0, 0, 0, 0), -1);

            using (var rasterizerState = graphics.CreateRasterizerState(renderable.RasterizerStateDescription)) {
                context.Rasterizer.State = rasterizerState;

                graphics.ImmediateContext.DrawIndexed(geo.Indices.Length, 0, 0);
            }
        }
コード例 #11
0
 protected static void SetShaders(DeviceContext context, D3DRenderComponent render)
 {
     context.VertexShader.Set(render.VertexShader.Get());
     context.GeometryShader.Set(render.GeometryShader.Get());
     context.PixelShader.Set(render.PixelShader.Get());
 }