コード例 #1
0
        /// <summary>
        /// Compute Shader
        /// </summary>
        /// <param name="device">Graphics device</param>
        /// <param name="filename">Path to uncompiled shaderfile.fx</param>
        /// <param name="main">Main function in shader</param>
        /// <param name="shaderversion">Compute shader version</param>
        /// <param name="compile">Compile the shader, if false, uses previous compiled file</param>
        public ComputeShaderHelper(Device device, string filename, string shaderversion = "cs_5_0", string main = "CSMain", bool compile = true)
        {
            Device = device;

            // The maximum amount of unordered acces views that can be bound to the shader
            // More info here: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476331%28v=vs.85%29.aspx
            if (Device.FeatureLevel == SharpDX.Direct3D.FeatureLevel.Level_11_0)
            {
                Data      = new ViewBuffer[8];
                DataCount = new int[8];
            }
            else
            {
                Data      = new ViewBuffer[1];
                DataCount = new int[1];
            }

            string existing = filename.Substring(0, filename.Length - 3) + ".hlsl";

            if (File.Exists(existing) && !compile)
            {
                ShaderBytecode code = ShaderBytecode.FromFile(existing);
                Shader = new ComputeShader(device, code);
            }
            else
            {
                ShaderBytecode code = ShaderBytecode.CompileFromFile(filename, main, shaderversion, ShaderFlags.None, EffectFlags.None);
                Shader = new ComputeShader(device, code);

                //code.Save(existing);
            }
        }
コード例 #2
0
        internal void RegisterEffect(string shaderEffectString, string[] techniqueNames, ShaderFlags sFlags = ShaderFlags.None, EffectFlags eFlags = EffectFlags.None)
        {
#if DEBUG
            sFlags |= ShaderFlags.Debug;
            eFlags |= EffectFlags.None;
#endif

            var preprocess = ShaderBytecode.Preprocess(shaderEffectString, null, new IncludeHandler());
            var hashCode   = preprocess.GetHashCode();
            if (!File.Exists(hashCode.ToString()))
            {
                try
                {
                    var shaderBytes = ShaderBytecode.Compile(preprocess, "fx_5_0", sFlags, eFlags);
                    shaderBytes.Bytecode.Save(hashCode.ToString());
                    this.RegisterEffect(shaderBytes.Bytecode, techniqueNames);
                }
                catch (Exception ex)
                {
                    System.Windows.MessageBox.Show(string.Format("Error compiling effect: {0}", ex.Message), "Error");
                }
            }
            else
            {
                var shaderBytes = ShaderBytecode.FromFile(hashCode.ToString());
                this.RegisterEffect(shaderBytes, techniqueNames);
            }
        }
コード例 #3
0
        /// <summary>
        /// Register an effect for a set of RenderTechniques.
        /// </summary>
        /// <param name="shaderEffectString">A string representing the shader code.</param>
        /// <param name="techniques">A set of RenderTechnique objects for which to associate the Effect.</param>
        /// <param name="sFlags"></param>
        /// <param name="eFlags"></param>
        public void RegisterEffect(string shaderEffectString, RenderTechnique[] techniques, ShaderFlags sFlags = ShaderFlags.None, EffectFlags eFlags = EffectFlags.None)
        {
#if PRECOMPILED_SHADERS
            try
            {
                var shaderBytes = Techniques.TechniquesSourceDict[techniques[0]];
                this.RegisterEffect(shaderBytes, techniques);
            }
            catch (Exception ex)
            {
                //System.Windows.MessageBox.Show(string.Format("Error registering effect: {0}", ex.Message), "Error");
                Debug.WriteLine(string.Format("Error registering effect: {0}", ex.Message), "Error");
                throw;
            }
#else
#if DEBUG
            sFlags |= ShaderFlags.Debug;
            eFlags |= EffectFlags.None;
#else
            sFlags |= ShaderFlags.OptimizationLevel3;
            eFlags |= EffectFlags.None;
#endif

            var preposessMacros = new List <ShaderMacro>();

#if DEFERRED
#if DEFERRED_MSAA
            preposessMacros.Add(new ShaderMacro("DEFERRED_MSAA", true));
#endif

#if SSAO
            preposessMacros.Add(new ShaderMacro("SSAO", true));
#endif
#endif
            var preprocess = ShaderBytecode.Preprocess(shaderEffectString, preposessMacros.ToArray(), new IncludeHandler());
            var hashCode   = preprocess.GetHashCode();
            if (!File.Exists(hashCode.ToString()))
            {
                try
                {
                    var shaderBytes = ShaderBytecode.Compile(preprocess, "fx_5_0", sFlags, eFlags);
                    shaderBytes.Bytecode.Save(hashCode.ToString());
                    this.RegisterEffect(shaderBytes.Bytecode, techniques);
                }
                catch (Exception ex)
                {
                    //System.Windows.MessageBox.Show(string.Format("Error compiling effect: {0}", ex.Message), "Error");
                    Debug.WriteLine(string.Format("Error compiling effect: {0}", ex.Message), "Error");
                    throw;
                }
            }
            else
            {
                var shaderBytes = ShaderBytecode.FromFile(hashCode.ToString());
                this.RegisterEffect(shaderBytes, techniques);
            }
#endif
        }
コード例 #4
0
        public override bool InitializeGraphics(IRenderManager manager, Device device)
        {
            // Compile our vertex and pixel shaders.
            ShaderBytecode vertexByteCode = ShaderBytecode.FromFile(System.Windows.Forms.Application.StartupPath + "\\FileFormats\\Geometry\\Shaders\\XfMesh.vs");

            this.VertexShader = new VertexShader(device, vertexByteCode);

            ShaderBytecode pixelByteCode = ShaderBytecode.FromFile(System.Windows.Forms.Application.StartupPath + "\\FileFormats\\Geometry\\Shaders\\XfMesh.ps");

            this.PixelShader = new PixelShader(device, pixelByteCode);

            // Setup the sampler states for the vertex shader.
            SamplerStateDescription vertexDesc = new SamplerStateDescription();

            vertexDesc.AddressU           = TextureAddressMode.Wrap;
            vertexDesc.AddressV           = TextureAddressMode.Wrap;
            vertexDesc.AddressW           = TextureAddressMode.Wrap;
            vertexDesc.BorderColor        = new SharpDX.Mathematics.Interop.RawColor4(0.0f, 0.0f, 0.0f, 0.0f);
            vertexDesc.MaximumLod         = 13;
            vertexDesc.Filter             = Filter.MinMagMipPoint;
            vertexDesc.MipLodBias         = 0;
            vertexDesc.MaximumAnisotropy  = 1;
            vertexDesc.ComparisonFunction = Comparison.Never;
            this.VertexSampleStates       = new SamplerState[] { new SamplerState(device, vertexDesc) };

            SamplerStateDescription pixelDesc = new SamplerStateDescription();

            pixelDesc.AddressU          = TextureAddressMode.Wrap;
            pixelDesc.AddressV          = TextureAddressMode.Wrap;
            pixelDesc.AddressW          = TextureAddressMode.Wrap;
            pixelDesc.BorderColor       = new SharpDX.Mathematics.Interop.RawColor4(0.0f, 0.0f, 0.0f, 0.0f);
            pixelDesc.MaximumLod        = 0;
            pixelDesc.Filter            = Filter.Anisotropic;
            pixelDesc.MipLodBias        = 0;
            pixelDesc.MaximumAnisotropy = 3;
            this.PixelSampleStates      = new SamplerState[] { new SamplerState(device, pixelDesc) };

            // Setup our vertex declaration and bind it to the inputs for the vertex shader.
            this.VertexDeclaration = new InputLayout(device, vertexByteCode.Data, new InputElement[]
            {
                // Id: 0x0550228e
                new InputElement("POSITION", 0, Format.R16G16B16A16_SNorm, 0, 0),
                new InputElement("NORMAL", 0, Format.R16G16B16A16_SNorm, 16, 0),
                new InputElement("TANGENT", 0, Format.R16G16B16A16_SNorm, 0, 1),
                new InputElement("TEXCOORD", 0, Format.R16G16_SNorm, 24, 0),
                new InputElement("TEXCOORD", 1, Format.R16G16_SNorm, 8, 1),
                new InputElement("BLENDWEIGHT", 0, Format.R8G8B8A8_UNorm, 12, 0),
                new InputElement("BLENDINDICES", 0, Format.R8G8B8A8_SInt, 8, 0),
                new InputElement("TEXCOORD", 2, Format.R32G32B32A32_Float, 0, 0),
                new InputElement("TEXCOORD", 3, Format.R32G32B32A32_Float, 0, 0),
            });

            // Successfully initialized.
            return(true);
        }
コード例 #5
0
        public override bool InitializeGraphics(IRenderManager manager, Device device)
        {
            // Compile our vertex and pixel shaders.
            ShaderBytecode vertexByteCode = ShaderBytecode.FromFile(System.Windows.Forms.Application.StartupPath + "\\FileFormats\\Geometry\\Shaders\\XfMesh.vs");

            this.VertexShader = new VertexShader(device, vertexByteCode);

            ShaderBytecode pixelByteCode = ShaderBytecode.FromFile(System.Windows.Forms.Application.StartupPath + "\\FileFormats\\Geometry\\Shaders\\XfMesh.ps");

            this.PixelShader = new PixelShader(device, pixelByteCode);

            // Setup the sampler states for the vertex shader.
            SamplerStateDescription samplerDesc = new SamplerStateDescription();

            samplerDesc.AddressU          = TextureAddressMode.Wrap;
            samplerDesc.AddressV          = TextureAddressMode.Wrap;
            samplerDesc.AddressW          = TextureAddressMode.Wrap;
            samplerDesc.BorderColor       = new SharpDX.Mathematics.Interop.RawColor4(0.0f, 0.0f, 0.0f, 0.0f);
            samplerDesc.MaximumLod        = 0;
            samplerDesc.Filter            = Filter.Anisotropic;
            samplerDesc.MipLodBias        = 0;
            samplerDesc.MaximumAnisotropy = 3;
            this.PixelSampleStates        = new SamplerState[] { new SamplerState(device, samplerDesc) };

            // Setup our vertex declaration and bind it to the inputs for the vertex shader.
            this.VertexDeclaration = new InputLayout(device, vertexByteCode.Data, new InputElement[]
            {
                /*
                 *  Id: 0x87a34e22
                 *      Elem 0: Slot=0 Offset=0 Format=R16G16B16A16_SNORM SemanticName=POSITION Index=0
                 *      Elem 1: Slot=0 Offset=8 Format=R8G8B8A8_UINT SemanticName=BLENDINDICES Index=0
                 *      Elem 2: Slot=0 Offset=12 Format=R8G8B8A8_UINT SemanticName=BLENDINDICES Index=1
                 *      Elem 3: Slot=0 Offset=16 Format=R8G8B8A8_UNORM SemanticName=BLENDWEIGHT Index=0
                 *      Elem 4: Slot=0 Offset=20 Format=R8G8B8A8_UNORM SemanticName=BLENDWEIGHT Index=1
                 *      Elem 5: Slot=0 Offset=24 Format=R16G16B16A16_SNORM SemanticName=NORMAL Index=0
                 *      Elem 6: Slot=0 Offset=32 Format=R16G16_SNORM SemanticName=TEXCOORD Index=0
                 *      Elem 7: Slot=1 Offset=0 Format=R16G16B16A16_SNORM SemanticName=TANGENT Index=0
                 *      Elem 8: Slot=1 Offset=8 Format=R16G16_SNORM SemanticName=TEXCOORD Index=1
                 */

                new InputElement("POSITION", 0, Format.R16G16B16A16_SNorm, 0, 0),
                new InputElement("TEXCOORD", 0, Format.R16G16_SNorm, 24, 0),
                new InputElement("BLENDWEIGHT", 0, Format.R8G8B8A8_UNorm, 12, 0),
                new InputElement("BLENDINDICES", 0, Format.R8G8B8A8_SInt, 8, 0),

                new InputElement("NORMAL", 0, Format.R16G16B16A16_SNorm, 16, 0),
                new InputElement("TANGENT", 0, Format.R16G16B16A16_SNorm, 0, 0),
                new InputElement("TEXCOORD", 1, Format.R16G16_SNorm, 8, 0),
                new InputElement("TEXCOORD", 2, Format.R16G16_SNorm, 0, 0),
                new InputElement("TEXCOORD", 3, Format.R16G16_SNorm, 0, 0),
            });

            // Successfully initialized.
            return(true);
        }
コード例 #6
0
ファイル: HLSLShaderWrap.cs プロジェクト: ErtyHackward/utopia
        // load and compile the vertex shader
        private void LoadVertexShader()
        {
            try
            {
                if (_shaderEntryPoint.VertexShader_EntryPoint != null)
                {
                    ShaderBytecode byteCode;
                    //Check if existance of precompiled file
                    FileInfo fi = new FileInfo(_filePathName);
                    string   precompiledFileName = string.Concat(fi.DirectoryName, @"\", Path.GetFileNameWithoutExtension(fi.Name), "_", _shaderEntryPoint.VertexShader_EntryPoint, ".chlsl");
                    if (File.Exists(precompiledFileName))
                    {
                        //Load precompiled Blob
                        byteCode = ShaderBytecode.FromFile(precompiledFileName);
                    }
                    else
                    {
                        //Live compiling
                        CompilationResult result = ShaderBytecode.CompileFromFile(_filePathName, _shaderEntryPoint.VertexShader_EntryPoint, VSProfiles.DirectX10Profile, D3DEngine.ShaderFlags, EffectFlags.None, null, _includeHandler);
                        //Log Compilation Warning
                        if (result.Message != null)
                        {
                            logger.Warn("Vertex Shader [{0}] compilation message returned :\n{1}", _fileName, result.Message);
                        }
                        byteCode = result.Bytecode;
                    }

                    //Get the VS Input signature from the Vertex Shader
                    _signature = ToDispose(ShaderSignature.GetInputSignature(byteCode));
                    //Create the inputLayout from the signature (Must Match the Vertex Format used with this effect !!!)
                    if (_vertexDeclaration != null)
                    {
                        _inputLayout = ToDispose(new InputLayout(device, _signature, _vertexDeclaration.Elements));
                    }

                    _vs = ToDispose(new VertexShader(device, byteCode));
#if DEBUG
                    //Set resource Name, will only be done at debug time.
                    _vs.DebugName = "VertexShader from " + _fileName;
#endif
                    using (ShaderReflection shaderMetaData = new ShaderReflection(byteCode))
                    {
                        ShaderReflection(Shaders.VS, ShaderIDs.VS, shaderMetaData);
                    }
                    byteCode.Dispose();
                }
            }
            catch (Exception e)
            {
                throw new Exception("Shader compilation error : " + e.Message);
            }
        }
コード例 #7
0
    public static void Main(string[] args)
    {
        Device device;
        Effect effect;

        device = new Device(DriverType.Hardware, DeviceCreationFlags.None);

        if (args.Length < 1)
        {
            Console.WriteLine("Usage: dumptech.exe <effect file>");
            return;
        }

        string effect_file = args[0];

        if (!File.Exists(effect_file))
        {
            Console.WriteLine("File not found: " + effect_file);
            return;
        }
        try
        {
            var shader_bytecode = ShaderBytecode.FromFile(effect_file);
            effect = new Effect(device, shader_bytecode);
        }
        catch (SharpDX.CompilationException e)
        {
            Console.WriteLine(e.Message + ": " + effect_file);
            return;
        }

        //Console.WriteLine("technique count {0}", effect.Description.TechniqueCount);
        for (int i = 0; i < effect.Description.TechniqueCount; i++)
        {
            var technique = effect.GetTechniqueByIndex(i);
            Console.WriteLine("{0}\t{1}", i, technique.Description.Name);
        }

        if (effect != null)
        {
            effect.Dispose();
        }
        if (device != null)
        {
            device.Dispose();
        }
    }
コード例 #8
0
ファイル: HLSLShaderWrap.cs プロジェクト: ErtyHackward/utopia
        // load and compile the pixel shader
        private void LoadPixelShader()
        {
            try
            {
                if (_shaderEntryPoint.PixelShader_EntryPoint != null)
                {
                    ShaderBytecode byteCode;
                    //Check if existance of precompiled file
                    FileInfo fi = new FileInfo(_filePathName);
                    string   precompiledFileName = string.Concat(fi.DirectoryName, @"\", Path.GetFileNameWithoutExtension(fi.Name), "_", _shaderEntryPoint.PixelShader_EntryPoint, ".chlsl");
                    if (File.Exists(precompiledFileName))
                    {
                        //Load precompiled Blob
                        byteCode = ShaderBytecode.FromFile(precompiledFileName);
                    }
                    else
                    {
                        //Live compiling
                        CompilationResult result = ShaderBytecode.CompileFromFile(_filePathName, _shaderEntryPoint.PixelShader_EntryPoint, PSProfiles.DirectX10Profile, D3DEngine.ShaderFlags, EffectFlags.None, null, _includeHandler);
                        //Log Compilation Warning
                        if (result.Message != null)
                        {
                            logger.Warn("Pixel Shader [{0}] compilation message returned :\n{1}", _fileName, result.Message);
                        }
                        byteCode = result.Bytecode;
                    }

                    _ps = ToDispose(new PixelShader(device, byteCode));
#if DEBUG
                    //Set resource Name, will only be done at debug time.
                    _ps.DebugName = "PixelShader from " + _fileName;
#endif
                    using (ShaderReflection shaderMetaData = new ShaderReflection(byteCode))
                    {
                        ShaderReflection(Shaders.PS, ShaderIDs.PS, shaderMetaData);
                    }
                    byteCode.Dispose();
                }
            }
            catch (Exception e)
            {
                throw new Exception("Shader compilation error : " + e.Message);
            }
        }
コード例 #9
0
        public override bool InitializeGraphics(IRenderManager manager, SharpDX.Direct3D11.Device device)
        {
            // Compile our vertex and pixel shaders.
            ShaderBytecode vertexByteCode = ShaderBytecode.FromFile(System.Windows.Forms.Application.StartupPath + "\\FileFormats\\Geometry\\Shaders\\Wireframe.vs");

            this.VertexShader = new VertexShader(device, vertexByteCode);

            ShaderBytecode pixelByteCode = ShaderBytecode.FromFile(System.Windows.Forms.Application.StartupPath + "\\FileFormats\\Geometry\\Shaders\\Wireframe.ps");

            this.PixelShader = new PixelShader(device, pixelByteCode);

            // Setup our vertex declaration and bind it to the inputs for the vertex shader.
            this.VertexDeclaration = new InputLayout(device, vertexByteCode.Data, new InputElement[]
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
                new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 12, 0),
            });

            // Successfully initialized.
            return(true);
        }
コード例 #10
0
        public Shader(string file, D3D11.Device device, D3D11.DeviceContext context, params D3D11.InputElement[] inputElements)
        {
            if (File.Exists(file + "_vs.cso"))
            {
                using (var byteCode = ShaderBytecode.FromFile(file + "_vs.cso")) {
                    Signature    = ShaderSignature.GetInputSignature(byteCode);
                    VertexShader = new D3D11.VertexShader(device, byteCode);
                    InputLayout  = new D3D11.InputLayout(device, Signature, inputElements);
                }
            }

            if (File.Exists(file + "_ps.cso"))
            {
                using (var byteCode = ShaderBytecode.FromFile(file + "_ps.cso"))
                    PixelShader = new D3D11.PixelShader(device, byteCode);
            }

            if (File.Exists(file + "_gs.cso"))
            {
                using (var byteCode = ShaderBytecode.FromFile(file + "_gs.cso"))
                    GeometryShader = new D3D11.GeometryShader(device, byteCode);
            }
        }
コード例 #11
0
        /// <summary>
        /// deviceを作成します。
        /// </summary>
        /// <param name="control">レンダリング先となるcontrol</param>
        /// <param name="ocu_config">設定</param>
        /// <returns>deviceの作成に成功したか</returns>
        public bool InitializeApplication(Control control, OcuConfig ocu_config)
        {
            this.ocu_config = ocu_config;
            oculus          = new OculusWrap.Wrap();

            // Initialize the Oculus runtime.
            bool success = oculus.Initialize();

            if (!success)
            {
                MessageBox.Show("Failed to initialize the Oculus runtime library.", "Uh oh", MessageBoxButtons.OK, MessageBoxIcon.Error);
                return(false);
            }

            // Use the head mounted display, if it's available, otherwise use the debug HMD.
            int numberOfHeadMountedDisplays = oculus.Hmd_Detect();

            if (numberOfHeadMountedDisplays > 0)
            {
                hmd = oculus.Hmd_Create(0);
            }
            else
            {
                hmd = oculus.Hmd_CreateDebug(OculusWrap.OVR.HmdType.DK2);
            }

            if (hmd == null)
            {
                MessageBox.Show("Oculus Rift not detected.", "Uh oh", MessageBoxButtons.OK, MessageBoxIcon.Error);
                return(false);
            }

            if (hmd.ProductName == string.Empty)
            {
                MessageBox.Show("The HMD is not enabled.", "There's a tear in the Rift", MessageBoxButtons.OK, MessageBoxIcon.Error);
            }

            // Specify which head tracking capabilities to enable.
            hmd.SetEnabledCaps(OculusWrap.OVR.HmdCaps.LowPersistence | OculusWrap.OVR.HmdCaps.DynamicPrediction);

            // Start the sensor which informs of the Rift's pose and motion
            hmd.ConfigureTracking(OculusWrap.OVR.TrackingCaps.ovrTrackingCap_Orientation | OculusWrap.OVR.TrackingCaps.ovrTrackingCap_MagYawCorrection | OculusWrap.OVR.TrackingCaps.ovrTrackingCap_Position, OculusWrap.OVR.TrackingCaps.None);

            // Create DirectX drawing device.
            device = new Device(SharpDX.Direct3D.DriverType.Hardware, DeviceCreationFlags.None);

            ctx = device.ImmediateContext;

            Stopwatch sw = new Stopwatch();

            sw.Start();

            string effect_file = Path.Combine(Application.StartupPath, @"toonshader.fx.bin");

            if (!File.Exists(effect_file))
            {
                Console.WriteLine("File not found: " + effect_file);
                return(false);
            }
            try
            {
                var shader_bytecode = ShaderBytecode.FromFile(effect_file);
                effect = new Effect(device, shader_bytecode);
            }
            catch (SharpDX.CompilationException e)
            {
                Console.WriteLine(e.Message + ": " + effect_file);
                return(false);
            }

            sw.Stop();
            Console.WriteLine("toonshader.fx.bin read time: " + sw.Elapsed);

            string techmap_file = Path.Combine(Application.StartupPath, @"techmap.txt");

            if (!File.Exists(techmap_file))
            {
                Console.WriteLine("File not found: " + techmap_file);
                return(false);
            }
            techmap.Load(techmap_file);

            control.MouseDown += new MouseEventHandler(form_OnMouseDown);

            // Define the properties of the swap chain.
            SwapChainDescription swapChainDescription = DefineSwapChainDescription(control);

            // Create DirectX Graphics Interface factory, used to create the swap chain.
            dxgi_factory = new SharpDX.DXGI.Factory();
            // Create the swap chain.
            swap_chain = new SwapChain(dxgi_factory, device, swapChainDescription);

            // Retrieve the back buffer of the swap chain.
            buf0      = swap_chain.GetBackBuffer <Texture2D>(0);
            buf0_view = new RenderTargetView(device, buf0);

            // Create a depth buffer, using the same width and height as the back buffer.
            Texture2DDescription depthBufferDescription = DefineDepthBufferDescription(control);

            // Create the depth buffer.
            ztex      = new Texture2D(device, depthBufferDescription);
            ztex_view = new DepthStencilView(device, ztex);

            ctx.OutputMerger.SetRenderTargets(ztex_view, buf0_view);

            viewport = new Viewport(0, 0, hmd.Resolution.Width, hmd.Resolution.Height, 0.0f, 1.0f);
            ctx.Rasterizer.SetViewport(viewport);

            // Retrieve the DXGI device, in order to set the maximum frame latency.
            using (SharpDX.DXGI.Device1 dxgiDevice = device.QueryInterface <SharpDX.DXGI.Device1>())
            {
                dxgiDevice.MaximumFrameLatency = 1;
            }

            layers        = new OculusWrap.Layers();
            layer_eye_fov = layers.AddLayerEyeFov();

            CreateEyeTextures();

            CreateMirrorTexture(control);

            World_variable               = effect.GetVariableBySemantic("World").AsMatrix();
            WorldView_variable           = effect.GetVariableBySemantic("WorldView").AsMatrix();
            WorldViewProjection_variable = effect.GetVariableBySemantic("WorldViewProjection").AsMatrix();
            /* for HUD */
            Projection_variable = effect.GetVariableBySemantic("Projection").AsMatrix();

            LocalBoneMats_variable  = effect.GetVariableByName("LocalBoneMats").AsMatrix();
            LightDirForced_variable = effect.GetVariableByName("LightDirForced").AsVector();
            UVSCR_variable          = effect.GetVariableByName("UVSCR").AsVector();

            cb_variable = effect.GetConstantBufferByName("cb");

            ShadeTex_texture_variable = effect.GetVariableByName("ShadeTex_texture").AsShaderResource();
            ColorTex_texture_variable = effect.GetVariableByName("ColorTex_texture").AsShaderResource();

            //figures.Camera = camera;
            figures.TSOFileOpen += delegate(TSOFile tso)
            {
                tso.Open(device, effect);
                techmap.AssignTechniqueIndices(tso);
            };

            // Define an input layout to be passed to the vertex shader.
            var technique = effect.GetTechniqueByIndex(0);

            il = new InputLayout(device, technique.GetPassByIndex(0).Description.Signature, TSOSubMesh.ie);

            // Setup the immediate context to use the shaders and model we defined.
            ctx.InputAssembler.InputLayout = il;

            DefineBlendState();
            DefineDepthStencilState();
            DefineRasterizerState();

            main_camera = new Camera()
            {
                Position = ocu_config.Position,
                Rotation = Quaternion.Identity,
            };

            directInput = new DirectInput();
            keyboard    = new Keyboard(directInput);
            keyboard.Acquire();

            keyboardState = keyboard.GetCurrentState();

            return(true);
        }
コード例 #12
0
ファイル: MaterialDX11.cs プロジェクト: ulisses177/Work
 public static PixelShader LoadPixelShader(string filename)
 {
     return(new PixelShader(ApplicationDX11.Instance.Device, ShaderBytecode.FromFile(RealPath(filename))));
 }
コード例 #13
0
ファイル: MaterialDX11.cs プロジェクト: ulisses177/Work
 /// <summary>
 /// Récupère le PixelShader précompilé
 /// </summary>
 private void LoadPixelShaderFromFile(string file)
 {
     InitializePixelShader(ShaderBytecode.FromFile(RealPath(file)));
 }
コード例 #14
0
ファイル: MaterialDX11.cs プロジェクト: ulisses177/Work
 /// <summary>
 /// Récupère et Initialise le Geometry Shader précompilé
 /// </summary>
 private void LoadGeometryShaderFromFile(string file)
 {
     InitializeGeometryShader(ShaderBytecode.FromFile(RealPath(file)));
 }
コード例 #15
0
ファイル: MaterialDX11.cs プロジェクト: ulisses177/Work
 public void SetPixelShader(string pixelname)
 {
     SetPixelShader(new PixelShader(ApplicationDX11.Instance.Device, ShaderBytecode.FromFile(RealPath(pixelname))));
 }
コード例 #16
0
        /// <summary>
        /// deviceを作成します。
        /// </summary>
        /// <param name="control">レンダリング先となるcontrol</param>
        /// <param name="tso_config">設定</param>
        /// <returns>deviceの作成に成功したか</returns>
        public bool InitializeApplication(Control control, TSOConfig tso_config)
        {
            this.tso_config = tso_config;
            SetControl(control);

            control.MouseDown += new MouseEventHandler(form_OnMouseDown);
            control.MouseMove += new MouseEventHandler(form_OnMouseMove);

            var desc = new SharpDX.DXGI.SwapChainDescription()
            {
                BufferCount       = 1,
                Usage             = SharpDX.DXGI.Usage.RenderTargetOutput,
                OutputHandle      = control.Handle,
                IsWindowed        = true,
                ModeDescription   = new SharpDX.DXGI.ModeDescription(0, 0, new SharpDX.DXGI.Rational(60, 1), SharpDX.DXGI.Format.B8G8R8A8_UNorm),
                SampleDescription = new SharpDX.DXGI.SampleDescription(4, 0),
                Flags             = SharpDX.DXGI.SwapChainFlags.AllowModeSwitch,
                SwapEffect        = SharpDX.DXGI.SwapEffect.Discard
            };

            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, desc, out device, out swap_chain);

            //DetectSampleDescription(device, SharpDX.DXGI.Format.D32_Float);

            ctx = device.ImmediateContext;

            Stopwatch sw = new Stopwatch();

            sw.Start();

            string effect_file = Path.Combine(Application.StartupPath, @"toonshader.fx.bin");

            if (!File.Exists(effect_file))
            {
                Console.WriteLine("File not found: " + effect_file);
                return(false);
            }
            try
            {
                var shader_bytecode = ShaderBytecode.FromFile(effect_file);
                effect = new Effect(device, shader_bytecode);
            }
            catch (SharpDX.CompilationException e)
            {
                Console.WriteLine(e.Message + ": " + effect_file);
                return(false);
            }

            sw.Stop();
            Console.WriteLine("toonshader.fx.bin read time: " + sw.Elapsed);

            string techmap_file = Path.Combine(Application.StartupPath, @"techmap.txt");

            if (!File.Exists(techmap_file))
            {
                Console.WriteLine("File not found: " + techmap_file);
                return(false);
            }
            techmap.Load(techmap_file);

            World_variable               = effect.GetVariableBySemantic("World").AsMatrix();
            WorldView_variable           = effect.GetVariableBySemantic("WorldView").AsMatrix();
            WorldViewProjection_variable = effect.GetVariableBySemantic("WorldViewProjection").AsMatrix();
            /* for normal in view */
            View_variable = effect.GetVariableBySemantic("View").AsMatrix();
            /* for HUD */
            Projection_variable = effect.GetVariableBySemantic("Projection").AsMatrix();

            LocalBoneMats_variable  = effect.GetVariableByName("LocalBoneMats").AsMatrix();
            LightDirForced_variable = effect.GetVariableByName("LightDirForced").AsVector();
            UVSCR_variable          = effect.GetVariableByName("UVSCR").AsVector();

            cb_variable = effect.GetConstantBufferByName("cb");

            ShadeTex_texture_variable = effect.GetVariableByName("ShadeTex_texture").AsShaderResource();
            ColorTex_texture_variable = effect.GetVariableByName("ColorTex_texture").AsShaderResource();

            figures.Camera       = camera;
            figures.TSOFileOpen += delegate(TSOFile tso)
            {
                tso.Open(device, effect);
                techmap.AssignTechniqueIndices(tso);
            };

            // Define an input layout to be passed to the vertex shader.
            var technique = effect.GetTechniqueByIndex(0);

            il = new InputLayout(device, technique.GetPassByIndex(0).Description.Signature, TSOSubMesh.ie);

            // Setup the immediate context to use the shaders and model we defined.
            ctx.InputAssembler.InputLayout = il;

            camera.Update();

            DefineBlendState();
            DefineDepthStencilState();
            DefineRasterizerState();

            return(true);
        }
コード例 #17
0
        public static bool ValidateShaderOfType(string Type, string HlslType, string OriginalFile, string SourcePath)
        {
            var metadata = new ShaderMetadata(OriginalFile.Replace(".bin", ".txt"));

            // Grab the technique along with each #define used
            var techniqueId = metadata.GetTechnique();
            var macros      = GetCompilationMacros(Type, HlslType, metadata.GetDefines().ToList());

            // Read from disk, compile, then disassemble to text
            ShaderBytecode originalBytecode = null;
            ShaderBytecode newBytecode      = null;

            try
            {
                originalBytecode = ShaderBytecode.FromFile(OriginalFile).Strip(m_StripFlags);
                newBytecode      = CompileShaderOfType(SourcePath, HlslType, macros).Strip(m_StripFlags);
            }
            catch (InvalidProgramException e)
            {
                Program.Log($"{OriginalFile}\n{e.Message}");
                return(false);
            }

            string[] originalDisasm = originalBytecode.Disassemble(DisassemblyFlags.None).Split('\n');
            string[] newDisasm      = newBytecode.Disassemble(DisassemblyFlags.None).Split('\n');

            // Sometimes the newly generated output will be shorter than the original code. Add some padding
            // to prevent out-of-bounds array access.
            if (originalDisasm.Length > newDisasm.Length)
            {
                string[] newArray = new string[originalDisasm.Length];

                for (int i = 0; i < newArray.Length; i++)
                {
                    newArray[i] = "\n";
                }

                newDisasm.CopyTo(newArray, 0);
                newDisasm = newArray;
            }

            try
            {
                ValidateShaderHeader(originalDisasm, newDisasm);
                ValidateShaderCode(originalDisasm, newDisasm);
            }
            catch (Exception)
            {
                // Dump raw disassembly to file
                File.WriteAllLines($"{Program.ShaderDiffDirectory}\\{Type}-{techniqueId:X}-{HlslType}-old.txt", originalDisasm);
                File.WriteAllLines($"{Program.ShaderDiffDirectory}\\{Type}-{techniqueId:X}-{HlslType}-new.txt", newDisasm);

                //
                // Generate the "symbolic" diff by:
                //
                // - Replacing all temporary registers with rX.xxxx
                // - Sorting all lines
                // - Eliminating all empty lines
                //
                var tempRegisterExpr = new Regex(@"r\d\.[xXyYzZwW]{1,4}", RegexOptions.Compiled);

                for (int i = 0; i < originalDisasm.Length; i++)
                {
                    originalDisasm[i] = tempRegisterExpr.Replace(originalDisasm[i], "rX.xxxx");
                    newDisasm[i]      = tempRegisterExpr.Replace(newDisasm[i], "rX.xxxx");
                }

                File.WriteAllLines($"{Program.ShaderDiffDirectory}\\{Type}-{techniqueId:X}-{HlslType}-symbolic-old.txt", originalDisasm.Where(x => !string.IsNullOrWhiteSpace(x)).OrderBy(x => x));
                File.WriteAllLines($"{Program.ShaderDiffDirectory}\\{Type}-{techniqueId:X}-{HlslType}-symbolic-new.txt", newDisasm.Where(x => !string.IsNullOrWhiteSpace(x)).OrderBy(x => x));
                return(false);
            }

            return(true);
        }