public void SetVertexBuffer(Device device, Vector3[] vectors) { BufferDescription vertexBufferDesc = new BufferDescription() { SizeInBytes = Vector3.SizeInBytes * vectors.Length, Usage = ResourceUsage.Default, BindFlags = BindFlags.VertexBuffer }; using (var data = new DataStream(vertexBufferDesc.SizeInBytes, false, true)) { data.WriteRange(vectors); data.Position = 0; VertexBuffer = new Buffer(device, data, vertexBufferDesc); } BufferBindings[0] = new VertexBufferBinding(VertexBuffer, 24, 0); }
public PhysicsDebugDraw(SharpDXGraphics graphics) { _device = graphics.Device; _inputAssembler = _device.InputAssembler; InputElement[] elements = { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0), new InputElement("COLOR", 0, Format.R8G8B8A8_UNorm, 12, 0, InputClassification.PerVertexData, 0) }; _inputLayout = new InputLayout(_device, graphics.GetDebugDrawPass().Description.Signature, elements); _vertexBufferDesc = new BufferDescription { Usage = ResourceUsage.Dynamic, BindFlags = BindFlags.VertexBuffer, CpuAccessFlags = CpuAccessFlags.Write }; _vertexBufferBinding = new VertexBufferBinding(null, PositionColored.Stride, 0); }
// Used with soft bodies public void SetDynamicVertexBuffer(Device device, Vector3[] vectors) { if (VertexBuffer != null && VertexCount * 2 == vectors.Length) { // Update existing buffer using (var data = VertexBuffer.Map(MapMode.WriteDiscard)) { data.WriteRange(vectors, 0, vectors.Length); VertexBuffer.Unmap(); } } else { // Create new buffer if (VertexBuffer != null) VertexBuffer.Dispose(); BufferDescription vertexBufferDesc = new BufferDescription() { SizeInBytes = Marshal.SizeOf(typeof(Vector3)) * vectors.Length, Usage = ResourceUsage.Dynamic, BindFlags = BindFlags.VertexBuffer, CpuAccessFlags = CpuAccessFlags.Write }; using (var data = new DataStream(vertexBufferDesc.SizeInBytes, false, true)) { data.WriteRange(vectors); data.Position = 0; VertexBuffer = new Buffer(device, data, vertexBufferDesc); } BufferBindings[0] = new VertexBufferBinding(VertexBuffer, 24, 0); } }
public D3D10Renderer(Device1 device3D) { Contract.Requires(device3D != null); _Device3D = device3D; string shader = GetShaderText(Properties.Resources.RenderingEffects); using(var byteCode = ShaderBytecode.Compile( shader, "fx_4_0", ShaderFlags.None, EffectFlags.None)) { _Effect = new Effect(_Device3D, byteCode); } _EffectTechnique = _Effect.GetTechniqueByName("WithTexture"); Contract.Assert(_EffectTechnique != null); _EffectPass = _EffectTechnique.GetPassByIndex(0); Contract.Assert(_EffectPass != null); _InputLayout = new InputLayout( _Device3D, _EffectPass.Description.Signature, _InputLayoutData); const int byteSize = _Stride * _VertexCount; using(DataStream stream = new DataStream(byteSize, true, true)) { for(int i = 0; i < _QuadPrimitiveData.Length; i += 2) { float fx = (2.0f * _QuadPrimitiveData[i + 0].X) - 1.0f; float fy = (2.0f * _QuadPrimitiveData[i + 0].Y) - 1.0f; stream.Write(new Vector3(fx, -fy, 0.5f)); stream.Write(_QuadPrimitiveData[i + 1]); } stream.Seek(0, SeekOrigin.Begin); BufferDescription description = new BufferDescription { BindFlags = BindFlags.VertexBuffer, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None, Usage = ResourceUsage.Immutable, SizeInBytes = byteSize }; description.SizeInBytes = byteSize; _VertexBuffer = new Buffer(_Device3D, stream, description); _VertexBufferBinding = new VertexBufferBinding( _VertexBuffer, _Stride, _Offset); } }
private void CreateBuffers() { if (!GameRoot.Initialized) return; float width = 4.0f; DataStream data = new DataStream((Vertices.Length + 1) * 2 * 12, true, true); for (int i = 0; i < Vertices.Length; i++) { Vector3 a = new Vector3(Vertices[i].X, Vertices[i].Y, 1); float len = a.Length(); Vector3 b = new Vector3(Vertices[i].X * (1 - width / len), Vertices[i].Y * (1 - width / len), 1); data.Write(a); data.Write(b); } data.Write(new Vector3(Vertices[0].X, Vertices[0].Y, 1)); float len_ = Vertices[0].Length(); data.Write(new Vector3(Vertices[0].X * (1 - width / len_), Vertices[0].Y * (1 - width / len_), 1)); data.Position = 0; Radius = GetRadius(); buf = new Buffer(GameRoot.Device, data, new BufferDescription() { BindFlags = BindFlags.VertexBuffer, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None, SizeInBytes = (Vertices.Length + 1) * 2 * 12, Usage = ResourceUsage.Default }); Buffer = new VertexBufferBinding(buf, 12, 0); }
public override void Initialize() { Form.SizeChanged += (o, args) => { _width = Form.ClientSize.Width; _height = Form.ClientSize.Height; if (_swapChain == null) return; renderView.Dispose(); depthView.Dispose(); _swapChain.ResizeBuffers(_swapChain.Description.BufferCount, 0, 0, Format.Unknown, 0); CreateBuffers(); SetSceneConstants(); }; _width = 1024; _height = 768; _nearPlane = 1.0f; ambient = new Color4(Color.Gray.ToArgb()); try { OnInitializeDevice(); } catch (Exception e) { MessageBox.Show(e.ToString(), "Could not create DirectX 10 device."); return; } // shader.fx const ShaderFlags shaderFlags = ShaderFlags.None; //const ShaderFlags shaderFlags = ShaderFlags.Debug | ShaderFlags.SkipOptimization; ShaderBytecode shaderByteCode = LoadShader("shader.fx", shaderFlags); effect = new Effect(_device, shaderByteCode); EffectTechnique technique = effect.GetTechniqueByIndex(0); shadowGenPass = technique.GetPassByIndex(0); gBufferGenPass = technique.GetPassByIndex(1); debugDrawPass = technique.GetPassByName("debug"); BufferDescription sceneConstantsDesc = new BufferDescription() { SizeInBytes = Marshal.SizeOf(typeof(ShaderSceneConstants)), Usage = ResourceUsage.Dynamic, BindFlags = BindFlags.ConstantBuffer, CpuAccessFlags = CpuAccessFlags.Write, OptionFlags = ResourceOptionFlags.None }; sceneConstantsBuffer = new Buffer(_device, sceneConstantsDesc); EffectConstantBuffer effectConstantBuffer = effect.GetConstantBufferByName("scene"); effectConstantBuffer.SetConstantBuffer(sceneConstantsBuffer); RasterizerStateDescription desc = new RasterizerStateDescription() { CullMode = CullMode.None, FillMode = FillMode.Solid, IsFrontCounterClockwise = true, DepthBias = 0, DepthBiasClamp = 0, SlopeScaledDepthBias = 0, IsDepthClipEnabled = true, }; _device.Rasterizer.State = new RasterizerState(_device, desc); DepthStencilStateDescription depthDesc = new DepthStencilStateDescription() { IsDepthEnabled = true, IsStencilEnabled = false, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.Less }; depthStencilState = new DepthStencilState(_device, depthDesc); DepthStencilStateDescription lightDepthStateDesc = new DepthStencilStateDescription() { IsDepthEnabled = true, IsStencilEnabled = false, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.Less }; lightDepthStencilState = new DepthStencilState(_device, lightDepthStateDesc); // grender.fx shaderByteCode = LoadShader("grender.fx", shaderFlags); effect2 = new Effect(_device, shaderByteCode); technique = effect2.GetTechniqueByIndex(0); gBufferRenderPass = technique.GetPassByIndex(0); gBufferOverlayPass = technique.GetPassByIndex(1); Buffer quad = DemoFramework.SharpDX.MeshFactory.CreateScreenQuad(_device); quadBinding = new VertexBufferBinding(quad, 20, 0); Matrix quadProjection = Matrix.OrthoLH(1, 1, 0.1f, 1.0f); effect2.GetVariableByName("ViewProjection").AsMatrix().SetMatrix(quadProjection); InputElement[] elements = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0, InputClassification.PerVertexData, 0), }; quadBufferLayout = new InputLayout(_device, gBufferRenderPass.Description.Signature, elements); info = new InfoText(_device); _meshFactory = new MeshFactory(this); MeshFactory = _meshFactory; CreateBuffers(); LibraryManager.LibraryStarted(); }
public void SetVertexBuffer(Device device, Vector3[] vertices) { BufferDescription vertexBufferDesc = new BufferDescription() { SizeInBytes = Marshal.SizeOf(typeof(Vector3)) * vertices.Length, Usage = ResourceUsage.Default, BindFlags = BindFlags.VertexBuffer }; using (var data = new SharpDX.DataStream(vertexBufferDesc.SizeInBytes, false, true)) { data.WriteRange(vertices); data.Position = 0; VertexBuffer = new Buffer(device, data, vertexBufferDesc); VertexBuffer.Unmap(); } BufferBindings[0] = new VertexBufferBinding(VertexBuffer, 24, 0); }
public ShapeData() { InstanceDataList = new List<InstanceData>(); PrimitiveTopology = PrimitiveTopology.TriangleList; BufferBindings = new VertexBufferBinding[2]; }
void Initialize() { // shader.fx ShaderFlags shaderFlags = ShaderFlags.None; //ShaderFlags shaderFlags = ShaderFlags.Debug | ShaderFlags.SkipOptimization; ShaderBytecode shaderByteCode = ShaderBytecode.CompileFromFile(Application.StartupPath + "\\shader.fx", "fx_4_0", shaderFlags, EffectFlags.None); effect = new Effect(_device, shaderByteCode); EffectTechnique technique = effect.GetTechniqueByIndex(0); shadowGenPass = technique.GetPassByIndex(0); gBufferGenPass = technique.GetPassByIndex(1); BufferDescription sceneConstantsDesc = new BufferDescription() { SizeInBytes = Marshal.SizeOf(typeof(ShaderSceneConstants)), Usage = ResourceUsage.Dynamic, BindFlags = BindFlags.ConstantBuffer, CpuAccessFlags = CpuAccessFlags.Write, OptionFlags = ResourceOptionFlags.None }; sceneConstantsBuffer = new Buffer(_device, sceneConstantsDesc); EffectConstantBuffer effectConstantBuffer = effect.GetConstantBufferByName("scene"); effectConstantBuffer.SetConstantBuffer(sceneConstantsBuffer); RasterizerStateDescription desc = new RasterizerStateDescription() { CullMode = CullMode.None, FillMode = FillMode.Solid, IsFrontCounterClockwise = true, DepthBias = 0, DepthBiasClamp = 0, SlopeScaledDepthBias = 0, IsDepthClipEnabled = true, }; _device.Rasterizer.State = new RasterizerState(_device, desc); DepthStencilStateDescription depthDesc = new DepthStencilStateDescription() { IsDepthEnabled = true, IsStencilEnabled = false, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.Less }; depthStencilState = new DepthStencilState(_device, depthDesc); DepthStencilStateDescription lightDepthStateDesc = new DepthStencilStateDescription() { IsDepthEnabled = true, IsStencilEnabled = false, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.Less }; lightDepthStencilState = new DepthStencilState(_device, lightDepthStateDesc); // grender.fx shaderByteCode = ShaderBytecode.CompileFromFile(Application.StartupPath + "\\grender.fx", "fx_4_0", shaderFlags, EffectFlags.None); effect2 = new Effect(_device, shaderByteCode); technique = effect2.GetTechniqueByIndex(0); gBufferRenderPass = technique.GetPassByIndex(0); Buffer quad = MeshFactory.CreateScreenQuad(_device); quadBinding = new VertexBufferBinding(quad, 20, 0); Matrix quadProjection = Matrix.OrthoLH(1, 1, 0.1f, 1.0f); effect2.GetVariableByName("ViewProjection").AsMatrix().SetMatrix(quadProjection); InputElement[] elements = new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0, InputClassification.PerVertexData, 0), }; quadBufferLayout = new InputLayout(_device, gBufferRenderPass.Description.Signature, elements); Info = new InfoText(_device); meshFactory = new MeshFactory(this); OnInitialize(); CreateBuffers(); SetSceneConstants(); }
private void LoadRenderShader() { var shaderBytes = ShaderBytecode.Compile(Properties.Resources.FillShader, "fx_4_0", ShaderFlags.None, EffectFlags.None, null, null); fillEffect = new Effect(device, shaderBytes); EffectTechnique technique = fillEffect.GetTechniqueByIndex(0); ; fillPass = technique.GetPassByIndex(0); // Compile Vertex and Pixel shaders var vertexShaderByteCode = ShaderBytecode.Compile(Properties.Resources.FillShader, "vs_main", "vs_4_0"); vertexShader = new VertexShader(device, vertexShaderByteCode); var pixelShaderByteCode = ShaderBytecode.Compile(Properties.Resources.FillShader, "ps_main", "ps_4_0"); pixelShader = new PixelShader(device, pixelShaderByteCode); // Layout from VertexShader input signature layout = new InputLayout(device, ShaderSignature.GetInputSignature(vertexShaderByteCode), new[] { new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 16, 0) }); // Instantiate Vertex buiffer from vertex data vertices = Buffer.Create(device, BindFlags.VertexBuffer, new[] { new RenderVertex(){pos = new Vector4(1.0f, -1.0f, 0.0f, 1.0f), tex = new Vector2(1,1)}, new RenderVertex(){pos = new Vector4(-1.0f, -1.0f, 0.0f, 1.0f), tex = new Vector2(0,1)}, new RenderVertex(){pos = new Vector4(-1.0f, 1.0f, 0.0f, 1.0f), tex = new Vector2(0,0)}, new RenderVertex(){pos = new Vector4(1.0f, 1.0f, 0.0f, 1.0f), tex = new Vector2(1,0)}, }); vertices_binding = new VertexBufferBinding(vertices, Utilities.SizeOf<Vector2>() + Utilities.SizeOf<Vector4>(), 0); indices = Buffer.Create(device, BindFlags.IndexBuffer, new short[] { 0, 1, 2, 2, 3, 0 }); // Create Constant Buffer //constants = new Buffer(device, Utilities.SizeOf<Vector2>() + Utilities.SizeOf<Vector4>(), ResourceUsage.Dynamic, BindFlags.ShaderResource, CpuAccessFlags.Write, ResourceOptionFlags.None); device.Rasterizer.SetViewports(new Viewport(0, 0, Width, Height, 0.0f, 1.0f)); RasterizerStateDescription rsd = new RasterizerStateDescription() { CullMode = CullMode.None, FillMode = FillMode.Solid, }; RasterizerState rsdState = new RasterizerState(device, rsd); device.Rasterizer.State = rsdState; options.halfPixel = new Vector2(0.5f / (float)Width,0.5f / (float)Height); options.color = new Vector4(1, 0, 1, 1); }