コード例 #1
0
        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);
        }
コード例 #2
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        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);
        }
コード例 #3
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ファイル: MeshFactory.cs プロジェクト: raiker/BulletSharp
        // 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);
            }
        }
コード例 #4
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ファイル: D3D10Renderer.cs プロジェクト: fealty/Frost
        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);
            }
        }
コード例 #5
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ファイル: GameShape.cs プロジェクト: Wronq/RocknSpace
        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);
        }
コード例 #6
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        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();
        }
コード例 #7
0
ファイル: MeshFactory.cs プロジェクト: raiker/BulletSharp
        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);
        }
コード例 #8
0
ファイル: MeshFactory.cs プロジェクト: raiker/BulletSharp
 public ShapeData()
 {
     InstanceDataList = new List<InstanceData>();
     PrimitiveTopology = PrimitiveTopology.TriangleList;
     BufferBindings = new VertexBufferBinding[2];
 }
コード例 #9
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ファイル: Demo.cs プロジェクト: jdoyle1983/BulletSharp
        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();
        }
コード例 #10
0
ファイル: RenderEngine.cs プロジェクト: KarimLUCCIN/snes
        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);
        }