コード例 #1
0
        public ImGuiRender(DX11 dx11, RenderForm form, CoreSettings coreSettings)
        {
            _form        = form;
            Dx11         = dx11;
            CoreSettings = coreSettings;
            FormBounds   = form.Bounds;

            using (new PerformanceTimer("Init ImGui"))
            {
                Initialize();
            }

            sizeOfImDrawVert = Utilities.SizeOf <ImDrawVert>();
            sizeOfImDrawIdx  = Utilities.SizeOf <ushort>();
            VertexBufferSize = 10000;
            IndexBufferSize  = 30000;

            // Compile the vertex shader code.
            var vertexShaderByteCode =
                ShaderBytecode.CompileFromFile("Shaders\\ImGuiVertexShader.hlsl", "VS", "vs_4_0");

            // Compile the pixel shader code.
            var pixelShaderByteCode = ShaderBytecode.CompileFromFile("Shaders\\ImGuiPixelShader.hlsl", "PS", "ps_4_0");

            VertexShader = new VertexShader(Dx11.D11Device, vertexShaderByteCode);
            PixelShader  = new PixelShader(Dx11.D11Device, pixelShaderByteCode);

            VertexBuffer = new Buffer(Dx11.D11Device,
                                      new BufferDescription
            {
                Usage          = ResourceUsage.Dynamic,
                BindFlags      = BindFlags.VertexBuffer,
                OptionFlags    = ResourceOptionFlags.None,
                CpuAccessFlags = CpuAccessFlags.Write,
                SizeInBytes    = VertexBufferSizeBytes
            });

            IndexBuffer = new Buffer(Dx11.D11Device,
                                     new BufferDescription
            {
                Usage          = ResourceUsage.Dynamic,
                BindFlags      = BindFlags.IndexBuffer,
                OptionFlags    = ResourceOptionFlags.None,
                CpuAccessFlags = CpuAccessFlags.Write,
                SizeInBytes    = IndexBufferSizeBytes
            });

            ConstantBuffer = new Buffer(Dx11.D11Device,
                                        new BufferDescription
            {
                BindFlags      = BindFlags.ConstantBuffer,
                Usage          = ResourceUsage.Dynamic,
                OptionFlags    = ResourceOptionFlags.None,
                CpuAccessFlags = CpuAccessFlags.Write,
                SizeInBytes    = Utilities.SizeOf <Matrix4x4>()
            });

            var inputElements = new[]
            {
                new InputElement
                {
                    SemanticName         = "POSITION",
                    SemanticIndex        = 0,
                    Format               = Format.R32G32_Float,
                    Slot                 = 0,
                    AlignedByteOffset    = 0,
                    Classification       = InputClassification.PerVertexData,
                    InstanceDataStepRate = 0
                },
                new InputElement
                {
                    SemanticName         = "TEXCOORD",
                    SemanticIndex        = 0,
                    Format               = Format.R32G32_Float,
                    Slot                 = 0,
                    AlignedByteOffset    = InputElement.AppendAligned,
                    Classification       = InputClassification.PerVertexData,
                    InstanceDataStepRate = 0
                },
                new InputElement
                {
                    SemanticName         = "COLOR",
                    SemanticIndex        = 0,
                    Format               = Format.R8G8B8A8_UNorm,
                    Slot                 = 0,
                    AlignedByteOffset    = InputElement.AppendAligned,
                    Classification       = InputClassification.PerVertexData,
                    InstanceDataStepRate = 0
                }
            };

            Layout = new InputLayout(Dx11.D11Device, ShaderSignature.GetInputSignature(vertexShaderByteCode),
                                     inputElements);

            CreateStates();
            UpdateConstantBuffer();
            vertexShaderByteCode.Dispose();
            pixelShaderByteCode.Dispose();
        }
コード例 #2
0
        public SpritesRender(DX11 dx11, RenderForm form, CoreSettings setCoreSettings)
        {
            _form            = form;
            _dx11            = dx11;
            VertexBufferSize = MaxElements * Utilities.SizeOf <Vertex>() * 4;
            IndexBufferSize  = MaxElements * Utilities.SizeOf <uint>() * 6;

            // Compile the vertex shader code.
            ShaderBytecode vertexShaderByteCode =
                ShaderBytecode.CompileFromFile("Shaders\\VertexShader.hlsl", "VS", "vs_4_0");

            // Compile the pixel shader code.
            ShaderBytecode pixelShaderByteCode =
                ShaderBytecode.CompileFromFile("Shaders\\PixelShader.hlsl", "PS", "ps_4_0");

            VertexShader = new VertexShader(_dx11.D11Device, vertexShaderByteCode);
            PixelShader  = new PixelShader(_dx11.D11Device, pixelShaderByteCode);

            VertexBuffer = new Buffer(_dx11.D11Device,
                                      new BufferDescription
            {
                Usage          = ResourceUsage.Dynamic,
                BindFlags      = BindFlags.VertexBuffer,
                OptionFlags    = ResourceOptionFlags.None,
                CpuAccessFlags = CpuAccessFlags.Write,
                SizeInBytes    = VertexBufferSizeBytes
            });

            IndexBuffer = new Buffer(_dx11.D11Device,
                                     new BufferDescription
            {
                Usage          = ResourceUsage.Dynamic,
                BindFlags      = BindFlags.IndexBuffer,
                OptionFlags    = ResourceOptionFlags.None,
                CpuAccessFlags = CpuAccessFlags.Write,
                SizeInBytes    = IndexBufferSizeBytes
            });

            ConstantBuffer = new Buffer(_dx11.D11Device,
                                        new BufferDescription
            {
                BindFlags      = BindFlags.ConstantBuffer,
                Usage          = ResourceUsage.Dynamic,
                OptionFlags    = ResourceOptionFlags.None,
                CpuAccessFlags = CpuAccessFlags.Write,
                SizeInBytes    = Utilities.SizeOf <Vector2>() * 2
            });

            var inputElements = new[]
            {
                new InputElement
                {
                    SemanticName         = "POSITION",
                    SemanticIndex        = 0,
                    Format               = Format.R32G32_Float,
                    Slot                 = 0,
                    AlignedByteOffset    = 0,
                    Classification       = InputClassification.PerVertexData,
                    InstanceDataStepRate = 0
                },
                new InputElement
                {
                    SemanticName         = "TEXCOORD",
                    SemanticIndex        = 0,
                    Format               = Format.R32G32_Float,
                    Slot                 = 0,
                    AlignedByteOffset    = InputElement.AppendAligned,
                    Classification       = InputClassification.PerVertexData,
                    InstanceDataStepRate = 0
                },
                new InputElement
                {
                    SemanticName  = "COLOR",
                    SemanticIndex = 0,

                    // Format = Format.R32G32B32A32_Float,
                    Format               = Format.R8G8B8A8_UNorm,
                    Slot                 = 0,
                    AlignedByteOffset    = InputElement.AppendAligned,
                    Classification       = InputClassification.PerVertexData,
                    InstanceDataStepRate = 0
                }
            };

            Layout = new InputLayout(_dx11.D11Device, ShaderSignature.GetInputSignature(vertexShaderByteCode),
                                     inputElements);

            vertexShaderByteCode.Dispose();
            pixelShaderByteCode.Dispose();
            CreateStates();
            imagingFactory2 = new ImagingFactory2();
        }